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TF2 update for 7/30/14
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Added a new startup music track from Expiration Date
- Fixed projectiles causing teleporter exits to detonate
- Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload
- Fixed teammates blocking the removal of sappers when using the Homewrecker, Maul, and Neon Annihilator
- Fixed a bug with the Gloves of Running Urgently that increased the marked for death time to 5 seconds instead of 3
- Fixed a bug related to orphaned marked for death particles
- Updated the target ID to be hidden while taunting
- Updated the Bolt Boy to have two styles like the Bonk Boy
- Updated the equip_regions for the Bonk Boy and the Bolt Boy
- Updated the materials for the Boo Balloon
- Updated pl_cactuscanyon
- Added stage 3
- Limited Red flanking route near cliff to Blu spawn in stage 1
- Added health and ammo inside underpass by Blu spawn in stage 1
- Adjusted spawn times in stage 2
- Adjusted health and ammo packs
- Updated rd_asteroid
- Mode changes
- Updated HUD layout
- Fixed a bug that would prevent players from picking up the reactor core
- Teams will now spawn 70% faster if their C robots are dead
- Map changes
- Fixed unbalanced ammo kits in Blu base near the vault
- Added flashing light in the vault that will activate when a player is stealing points
- Added larger one way glass windows to spawn exit doors
- Added small ammo pack to top of the stairs at the cave exit
- Shortened length of pipes in vents that require players to crouch
- Increased track length for A robots. This is to provide more angles of attack.
- Extended flat area near left spawn exit for Engineers to build teleporters
- Lowered the health for the A robots from 500 to 300
- Fixed a bug where the power supply would not disable the flashing alarms when it was captured

Rumor has it:

- Item schema update: https://github.com/SteamDatabase/SteamTracking/compare/5bdd1e0c92fc...1d1f93e1833e

- Size is ~75 MB

Via HLDS:

[quote=Valve]- Added a new startup music track from Expiration Date
- Fixed projectiles causing teleporter exits to detonate
- Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload
- Fixed teammates blocking the removal of sappers when using the Homewrecker, Maul, and Neon Annihilator
- Fixed a bug with the Gloves of Running Urgently that increased the marked for death time to 5 seconds instead of 3
- Fixed a bug related to orphaned marked for death particles
- Updated the target ID to be hidden while taunting
- Updated the Bolt Boy to have two styles like the Bonk Boy
- Updated the equip_regions for the Bonk Boy and the Bolt Boy
- Updated the materials for the Boo Balloon
- Updated pl_cactuscanyon
- Added stage 3
- Limited Red flanking route near cliff to Blu spawn in stage 1
- Added health and ammo inside underpass by Blu spawn in stage 1
- Adjusted spawn times in stage 2
- Adjusted health and ammo packs
- Updated rd_asteroid
- Mode changes
- Updated HUD layout
- Fixed a bug that would prevent players from picking up the reactor core
- Teams will now spawn 70% faster if their C robots are dead
- Map changes
- Fixed unbalanced ammo kits in Blu base near the vault
- Added flashing light in the vault that will activate when a player is stealing points
- Added larger one way glass windows to spawn exit doors
- Added small ammo pack to top of the stairs at the cave exit
- Shortened length of pipes in vents that require players to crouch
- Increased track length for A robots. This is to provide more angles of attack.
- Extended flat area near left spawn exit for Engineers to build teleporters
- Lowered the health for the A robots from 500 to 300
- Fixed a bug where the power supply would not disable the flashing alarms when it was captured[/quote]

Rumor has it:

- Item schema update: https://github.com/SteamDatabase/SteamTracking/compare/5bdd1e0c92fc...1d1f93e1833e

- Size is ~75 MB
2
#2
12 Frags +

We're getting tons of more bug fixes since they started updating these maps a few times a week. I like it.

We're getting tons of more bug fixes since they started updating these maps a few times a week. I like it.
3
#3
0 Frags +

i'm excited for the new cactuscanyon stage

edit: nvm it's kind of bad

i'm excited for the new cactuscanyon stage

edit: nvm it's kind of bad
4
#4
2 Frags +

I'm making an imgur album of the pl_cactuscanyon changes. I'll post here once it's up

http://imgur.com/a/umxxS

I'm making an imgur album of the pl_cactuscanyon changes. I'll post here once it's up

http://imgur.com/a/umxxS
5
#5
0 Frags +

- Fixed projectiles causing teleporter exits to detonate
what does that mean

- Fixed projectiles causing teleporter exits to detonate
what does that mean
6
#6
2 Frags +
Rikachu- Fixed projectiles causing teleporter exits to detonate
what does that mean

Throwables like the Guillotine and the Baseball could destroy teleporters when they were right next to a teleporter and someone tried to use the teleporter. Worked on enemy and friendly teleporters

[quote=Rikachu]- Fixed projectiles causing teleporter exits to detonate
what does that mean[/quote]

Throwables like the Guillotine and the Baseball could destroy teleporters when they were right next to a teleporter and someone tried to use the teleporter. Worked on enemy and friendly teleporters
7
#7
10 Frags +

Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload

praise the sweet baby jesus

not even kidding, this has been annoying for some time

[b]Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload[/b]

praise the sweet baby jesus

not even kidding, this has been annoying for some time
8
#8
0 Frags +
Rikachu- Fixed projectiles causing teleporter exits to detonate
what does that mean

you cant destroy friendly teleporters like you use to be able to w/ sandman and stuff like that
dnc you beat me to it :(

[quote=Rikachu]- Fixed projectiles causing teleporter exits to detonate
what does that mean[/quote]
you cant destroy friendly teleporters like you use to be able to w/ sandman and stuff like that
dnc you beat me to it :(
9
#9
2 Frags +
Rikachu- Fixed projectiles causing teleporter exits to detonate
what does that mean

https://www.youtube.com/watch?v=4Z2y8tFMQVU this

[quote=Rikachu]- Fixed projectiles causing teleporter exits to detonate
what does that mean[/quote]
https://www.youtube.com/watch?v=4Z2y8tFMQVU this
10
#10
2 Frags +
flameFixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload

praise the sweet baby jesus

not even kidding, this has been annoying for some time

I always thought that was a feature, lol.

[quote=flame][b]Fixed the Huntsman not firing after being charged in the air and landing on the ground while using cl_autoreload[/b]

praise the sweet baby jesus

not even kidding, this has been annoying for some time[/quote]

I always thought that was a feature, lol.
11
#11
-72 Frags +

Tf2 update 7/30/2014 - ruwin is back

Tf2 update 7/30/2014 - ruwin is back
12
#12
23 Frags +
MR_SLINTf2 update 7/30/2014 - ruwin is back

ehhhh

[quote=MR_SLIN]Tf2 update 7/30/2014 - ruwin is back[/quote]
ehhhh
13
#13
27 Frags +
MR_SLINTf2 update 7/30/2014 - ruwin is back

thanks for pointing that out slin, no one noticed on the live streams sidebar

[quote=MR_SLIN]Tf2 update 7/30/2014 - ruwin is back[/quote]

thanks for pointing that out slin, no one noticed on the live streams sidebar
14
#14
4 Frags +

- Updated the target ID to be hidden while taunting

Why?

- Updated the target ID to be hidden while taunting

Why?
15
#15
54 Frags +
MR_SLINTf2 update 7/30/2014 - ruwin is back

http://i.imgur.com/pKmD2QQ.jpg

[quote=MR_SLIN]Tf2 update 7/30/2014 - ruwin is back[/quote]

[img]http://i.imgur.com/pKmD2QQ.jpg[/img]
16
#16
23 Frags +

this is not a ruwin thread

this is not a ruwin thread
17
#17
4 Frags +
defyMR_SLINTf2 update 7/30/2014 - ruwin is back
thanks for pointing that out slin, no one noticed on the live streams sidebar

If TFTV makes any ad revenue some of it should be diverted to Defy, his presence alone is the difference between a thread being bearable or not.

[quote=defy][quote=MR_SLIN]Tf2 update 7/30/2014 - ruwin is back[/quote]

thanks for pointing that out slin, no one noticed on the live streams sidebar[/quote]


If TFTV makes any ad revenue some of it should be diverted to Defy, his presence alone is the difference between a thread being bearable or not.
18
#18
2 Frags +

so the train on the third stage of cactuscanyon has to hit the payload for BLU to cap. really neat idea valve has going here.

so the train on the third stage of cactuscanyon has to hit the payload for BLU to cap. really neat idea valve has going here.
19
#19
12 Frags +

.

.
20
#20
13 Frags +
- Fixed a bug related to orphaned marked for death particles

about time

[quote]- Fixed a bug related to orphaned marked for death particles
[/quote]
about time
21
#21
3 Frags +

By any chance did this update break TFTrue's damage/healing stats on anyone else's server?

By any chance did this update break TFTrue's damage/healing stats on anyone else's server?
22
#22
1 Frags +

keep crashing from update :(

keep crashing from update :(
23
#23
-5 Frags +

now i cant wallhack with jingle sounds either :(

now i cant wallhack with jingle sounds either :(
24
#24
1 Frags +

what was updated in the hudlayout? i couldnt find anything

what was updated in the hudlayout? i couldnt find anything
25
#25
0 Frags +
Mr_Harvardkeep crashing from update :(

Me too :'(

[quote=Mr_Harvard]keep crashing from update :([/quote]

Me too :'(
26
#26
0 Frags +
DNCRikachu- Fixed projectiles causing teleporter exits to detonate
what does that mean

Throwables like the Guillotine and the Baseball could destroy teleporters when they were right next to a teleporter and someone tried to use the teleporter. Worked on enemy and friendly teleporters

thank god. some asshole medic was needling teleporter exits all fuckin game on dustbowl.

[quote=DNC][quote=Rikachu]- Fixed projectiles causing teleporter exits to detonate
what does that mean[/quote]

Throwables like the Guillotine and the Baseball could destroy teleporters when they were right next to a teleporter and someone tried to use the teleporter. Worked on enemy and friendly teleporters[/quote]


thank god. some asshole medic was needling teleporter exits all fuckin game on dustbowl.
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