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TF2 update for 10/29/14 (10/30/14 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS:

ValveScream Fortress VI has arrived!
Help Merasmus with his carnival!
Comic and additional information available on the website (http://www.teamfortress.com/screamfortress6)
Scream Fortress VI runs until November 12, 2014
Added new Halloween map Carnival of Carnage
Merasmus will spread misfortune with server wide curses
Added a Strongmann Test-Your-Strength machine which is in no way an eldritch portal to Bumper Car Madness!
Added bumper car minigames. Win by completely ghostifying the other team or by completing the objective
Alt-fire to speed boost your bumper car
Cast spells while driving
The collision force a bumper car receives increases as the car takes damage
Force is displayed in the bumper car HUD as a percentage
Ghosts can come back to life by touching a friendly bumper car
50 new Halloween-themed community cosmetics
6 new achievements

During Scream Fortress VI:
A Halloween Gift Cauldron is granted to all players who play during the event
Added Halloween crates to the Mann Co. Store. These crates do not require a key to open
All Unusual hats and taunts that are unboxed during the event will receive Halloween-themed Unusual effects
Previous Scream Fortress content is available in the Mann Co. Store

General :
Reduced the number of Fireball spells granted to 2
Updated the tf_spells_enabled ConVar
Removed the Teleport spell from the general spell list when spells are enabled outside of Helltower
Added rare spells to the general spell list, except Skeletons and Monoculus
Turning a player into a ghost now grants the attacker a kill credit
Players can now fly around as a ghost by holding the jump key
TargetID system
Now creates a floating health indicator over the target
Reduced size of nameplate
Added tf_hud_target_id_alpha ConVar to control the transparency
Fixed player voice transmissions not transmitting the last second of recording
Fixed a dedicated server crash when the autoexec.cfg contains a bind command
Fixed Unicode font performance and rendering issues for Mac clients
Fixed an exploit that allowed players to remove the ghost condition

Hammer :
Added a field to the Tools->Options->3DView tab that multiplies the length of the rendered light_spot cone preview

Rumor has it:

- pikatf2 of reddit provides a screenshot of the bumper car UX and other findings from the schema: http://www.reddit.com/r/tf2/comments/2kq9da/major_tf2_update_for_102914_103014_utc_6th_annual/clnohzv
- The new map name is sd_doomsday_event
- There appears to be more Windows Server 2008 (R2) crashing issues per HLDS - if you operate a server under the 2008 environment, please relay any reports of crashing
- Item schema update: https://github.com/SteamDatabase/SteamTracking/compare/67462f9c24a3...c873211596f3
- Have a field day with this one folks! Use TF2B or similar
- Size is ~450 MB - metered users should be on alert

Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve]Scream Fortress VI has arrived!
Help Merasmus with his carnival!
Comic and additional information available on the website (http://www.teamfortress.com/screamfortress6)
Scream Fortress VI runs until November 12, 2014
Added new Halloween map Carnival of Carnage
Merasmus will spread misfortune with server wide curses
Added a Strongmann Test-Your-Strength machine which is in no way an eldritch portal to Bumper Car Madness!
Added bumper car minigames. Win by completely ghostifying the other team or by completing the objective
Alt-fire to speed boost your bumper car
Cast spells while driving
The collision force a bumper car receives increases as the car takes damage
Force is displayed in the bumper car HUD as a percentage
Ghosts can come back to life by touching a friendly bumper car
50 new Halloween-themed community cosmetics
6 new achievements

During Scream Fortress VI:
A Halloween Gift Cauldron is granted to all players who play during the event
Added Halloween crates to the Mann Co. Store. These crates do not require a key to open
All Unusual hats and taunts that are unboxed during the event will receive Halloween-themed Unusual effects
Previous Scream Fortress content is available in the Mann Co. Store

General :
Reduced the number of Fireball spells granted to 2
Updated the tf_spells_enabled ConVar
Removed the Teleport spell from the general spell list when spells are enabled outside of Helltower
Added rare spells to the general spell list, except Skeletons and Monoculus
Turning a player into a ghost now grants the attacker a kill credit
Players can now fly around as a ghost by holding the jump key
TargetID system
Now creates a floating health indicator over the target
Reduced size of nameplate
Added tf_hud_target_id_alpha ConVar to control the transparency
Fixed player voice transmissions not transmitting the last second of recording
Fixed a dedicated server crash when the autoexec.cfg contains a bind command
Fixed Unicode font performance and rendering issues for Mac clients
Fixed an exploit that allowed players to remove the ghost condition

Hammer :
Added a field to the Tools->Options->3DView tab that multiplies the length of the rendered light_spot cone preview[/quote]

Rumor has it:

- pikatf2 of reddit provides a screenshot of the bumper car UX and other findings from the schema: [url]http://www.reddit.com/r/tf2/comments/2kq9da/major_tf2_update_for_102914_103014_utc_6th_annual/clnohzv[/url]
- The new map name is [B]sd_doomsday_event[/B]
- There appears to be more Windows Server 2008 (R2) crashing issues per HLDS - if you operate a server under the 2008 environment, please relay any reports of crashing
- Item schema update: [url]https://github.com/SteamDatabase/SteamTracking/compare/67462f9c24a3...c873211596f3[/url]
- Have a field day with this one folks! Use [url=https://tf2b.com/updates/tf2]TF2B[/url] or similar
- Size is ~450 MB - metered users should be on alert
2
#2
-3 Frags +

update serverrrrrrrrrrrr

update serverrrrrrrrrrrr
3
#3
-8 Frags +

thank u for not killing the game valve
tyv
tyvm

thank u for not killing the game valve
tyv
tyvm
4
#4
0 Frags +

Can't wait to try out this bumper car mode, it sounds like it sounds like it has potential to be fun. c:

Can't wait to try out this bumper car mode, it sounds like it sounds like it has potential to be fun. c:
5
#5
9 Frags +

wtf did they do to health id?

wtf did they do to health id?
6
#6
6 Frags +

The new target IDs:

http://i.imgur.com/JeSXObq.png

The secondary target ID (healing) is more or less the same as before, just with the different background.

The new target IDs:
[img]http://i.imgur.com/JeSXObq.png[/img]

The secondary target ID (healing) is more or less the same as before, just with the different background.
7
#7
0 Frags +
Juicywtf did they do to health id?

So targetID is now fully changed. Time for a hud update weeeooo.

[quote=Juicy]wtf did they do to health id?[/quote]

So targetID is now fully changed. Time for a hud update weeeooo.
8
#8
7 Frags +

Discernable hud changes:

-new targetid update (researching fix)

-kart meter (huditemeffectmeter_kartcharge.res)

will update as i look through the game more

oh i see what they did, that's honestly the worst idea ever

-

Add this code to hudlayout.res to enable the minigame huds:

	HudMiniGame
	{
		"fieldName" "HudMiniGame"
		"visible" "1"
		"enabled" "1"
		"xpos"	"0"
		"ypos"	"0"
		"wide"	"f0"
		"tall"	"480"
	}

Each minigame has its own file and I don't see one for the cart one yet.

edit: the styling is all controlled by the base, each separate file just has the diff. image (phew)

Discernable hud changes:

-new targetid update (researching fix)

-kart meter (huditemeffectmeter_kartcharge.res)


will update as i look through the game more

oh i see what they did, that's honestly the worst idea ever


-



Add this code to hudlayout.res to enable the minigame huds:

[code] HudMiniGame
{
"fieldName" "HudMiniGame"
"visible" "1"
"enabled" "1"
"xpos" "0"
"ypos" "0"
"wide" "f0"
"tall" "480"
}[/code]

Each minigame has its own file and I don't see one for the cart one yet.

edit: the styling is all controlled by the base, each separate file just has the diff. image (phew)
9
#9
11 Frags +

Really hope they allow for old targetID via a cvar or something.

Really hope they allow for old targetID via a cvar or something.
10
#10
26 Frags +

lf bumper car scrims

lf bumper car scrims
11
#11
22 Frags +

ugc nascar

ugc nascar
12
#12
8 Frags +

Why can't I turn off tracers on my scattergun anymore what the fuck

Why can't I turn off tracers on my scattergun anymore what the fuck
13
#13
-3 Frags +

this is what tf2 has become
http://i.imgur.com/4oNPSWx.jpg

this is what tf2 has become
http://i.imgur.com/4oNPSWx.jpg
14
#14
0 Frags +
EricThe new target IDs:
http://i.imgur.com/JeSXObq.png

The secondary target ID (healing) is more or less the same as before, just with the different background.

can u make the health in the targetid.res huge so you can see health from like across the map clearly??

[quote=Eric]The new target IDs:
[img]http://i.imgur.com/JeSXObq.png[/img]

The secondary target ID (healing) is more or less the same as before, just with the different background.[/quote]
can u make the health in the targetid.res huge so you can see health from like across the map clearly??
15
#15
0 Frags +

looks like you cant play without healbeam anymore...

looks like you cant play without healbeam anymore...
16
#16
38 Frags +

http://i.imgur.com/Aa0tIsR.jpg

#tf2

[img]http://i.imgur.com/Aa0tIsR.jpg[/img]
#tf2
17
#17
5 Frags +

Viewmodel_Fov 0 appears to be broken as a whole.

Viewmodel_Fov 0 appears to be broken as a whole.
18
#18
3 Frags +

viewmodel_fov 360

viewmodel_fov 360
19
#19
2 Frags +

So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?

So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?
20
#20
-11 Frags +

http://i.imgur.com/B4RNxMF.png

http://i.imgur.com/nnItZOi.png

http://i.imgur.com/yZAm3VM.png

http://i.imgur.com/6r2TY7z.png

fixed broken hud. oops!

[img]http://i.imgur.com/B4RNxMF.png[/img]
[img]http://i.imgur.com/nnItZOi.png[/img]
[img]http://i.imgur.com/yZAm3VM.png[/img]
[img]http://i.imgur.com/6r2TY7z.png[/img]

fixed broken hud. oops!
21
#21
0 Frags +
Red_So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?

It's new target IDs. The cool thing, I guess, is that the health and the rest of the target ID move independently, with the health sticking above the player model and the rest being static on the HUD. One unfortunate aspect is that the health and the rest of the target ID cannot overlap.

[quote=Red_]So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?[/quote]

It's new target IDs. The cool thing, I guess, is that the health and the rest of the target ID move independently, with the health sticking above the player model and the rest being static on the HUD. One unfortunate aspect is that the health and the rest of the target ID cannot overlap.
22
#22
0 Frags +

anybody check to see if they broke prec or huds yet?

anybody check to see if they broke prec or huds yet?
23
#23
0 Frags +
MaxHaxanybody check to see if they broke prec or huds yet?

prec 2.0.5 or whatever seems to be working
target id's are 'broken' but I think everything else is good

[quote=MaxHax]anybody check to see if they broke prec or huds yet?[/quote]
prec 2.0.5 or whatever seems to be working
target id's are 'broken' but I think everything else is good
24
#24
7 Frags +

I actually dread these updates. I know they're really exciting and cool, but I just don't want to deal with pubs being even worse, and having to fix my HUD. I'd love for tf2 to go in a more serious direction at least once, but HATS = $$$.

I actually dread these updates. I know they're really exciting and cool, but I just don't want to deal with pubs being even worse, and having to fix my HUD. I'd love for tf2 to go in a more serious direction at least once, but HATS = $$$.
25
#25
18 Frags +

I can run tomb raider on max settings with better performance than this game

I can run tomb raider on max settings with better performance than this game
26
#26
0 Frags +
sevennncan u make the health in the targetid.res huge so you can see health from like across the map clearly??

The health doesn't scale based on distance, it is actually drawn on the HUD and not in-game but it does stay more or less directly above the playermodel unlike the rest of the target ID.

[quote=sevennn]can u make the health in the targetid.res huge so you can see health from like across the map clearly??[/quote]

The health doesn't scale based on distance, it is actually drawn on the HUD and not in-game but it does stay more or less directly above the playermodel unlike the rest of the target ID.
27
#27
0 Frags +
pandurrrugc nascar

Rookie Street Stocks -shudder-

[quote=pandurrr]ugc nascar[/quote]

Rookie Street Stocks -shudder-
28
#28
4 Frags +

viewmodel -360 removes tracers /flams/medibeam

ghost beam is dead though

also if you get the achievements all you get is a hammer

http://steamcommunity.com/sharedfiles/filedetails/?id=333776703

viewmodel -360 removes tracers /flams/medibeam

ghost beam is dead though


also if you get the achievements all you get is a hammer

http://steamcommunity.com/sharedfiles/filedetails/?id=333776703
29
#29
-2 Frags +
WithADanceNumberI actually dread these updates. I know they're really exciting and cool, but I just don't want to deal with pubs being even worse, and having to fix my HUD. I'd love for tf2 to go in a more serious direction at least once, but HATS = $$$.

I actually just tried this update out for once, and I can't see how pubbers could even find this fun.

[quote=WithADanceNumber]I actually dread these updates. I know they're really exciting and cool, but I just don't want to deal with pubs being even worse, and having to fix my HUD. I'd love for tf2 to go in a more serious direction at least once, but HATS = $$$.[/quote]
I actually just tried this update out for once, and I can't see how pubbers could even find this fun.
30
#30
2 Frags +
EricRed_So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?
It's new target IDs. The cool thing, I guess, is that the health and the rest of the target ID move independently, with the health sticking above the player model and the rest being static on the HUD. One unfortunate aspect is that the health and the rest of the target ID cannot overlap.

That and it looks absurd.

[quote=Eric][quote=Red_]So is it the new TargetIDs or is the hud broken when the health appears a good bit above his head?[/quote]

It's new target IDs. The cool thing, I guess, is that the health and the rest of the target ID move independently, with the health sticking above the player model and the rest being static on the HUD. One unfortunate aspect is that the health and the rest of the target ID cannot overlap.[/quote]
That and it looks absurd.
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