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TF2 Update - 10/30/14
31
#31
4 Frags +
takramMessyRecipeNoticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).

For all loadout changes. You cannot forward spawn by changing loadouts/items anymore. Only by changing class. HL forward spawns are nonexistent as it stands.

There's no actual class limit in ugc configs...

[quote=takram][quote=MessyRecipe]
Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Odd though because the advanced option to 'auto-respawn on loadout changes in respawn zones' still exists and is still enabled for me.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).[/quote]

For all loadout changes. You cannot forward spawn by changing loadouts/items anymore. Only by changing class. HL forward spawns are nonexistent as it stands.[/quote]

There's no actual class limit in ugc configs...
32
#32
6 Frags +

fuck

fuck
33
#33
7 Frags +
Wari- Fixed grenade projectiles doing more damage than expected
So I checked, and instead of just reducing the rampup multiplier to make pipes do less damage, they just made them inconsistent again

i had this awful feeling that finally getting grenades consistent was an accident that'd be reverted

[quote=Wari][quote]- Fixed grenade projectiles doing more damage than expected[/quote]

So I checked, and instead of just reducing the rampup multiplier to make pipes do less damage, they just made them inconsistent again[/quote]

i had this awful feeling that finally getting grenades consistent was an accident that'd be reverted
34
#34
1 Frags +

Fixed round-end crits not working when tf_weapon_criticals is set to zero
:-(

[b]Fixed round-end crits not working when tf_weapon_criticals is set to zero[/b]
:-(
35
#35
9 Frags +

valve should add a "respawn me/bring me to the new spawn" command so we can stop using these weird loadout/class change toggles for the same effect

valve should add a "respawn me/bring me to the new spawn" command so we can stop using these weird loadout/class change toggles for the same effect
36
#36
0 Frags +
KaiThePhauxBut did they fix the double-firing glitch?

I verified my game cache to fix this problem and it worked, but now none of my configs work (reset to default).

[quote=KaiThePhaux]But did they fix the double-firing glitch?[/quote]


I verified my game cache to fix this problem and it worked, but now none of my configs work (reset to default).
37
#37
1 Frags +

i noticed my scattergun now (sometimes) leaves sparks when shooting surfaces/players, while it didn't used to do so.
using 'the' surfaceproperties.txt.
it was either this update, or the 29th one, that changed something here.

i noticed my scattergun now (sometimes) leaves sparks when shooting surfaces/players, while it didn't used to do so.
using 'the' surfaceproperties.txt.
it was either this update, or the 29th one, that changed something here.
38
#38
1 Frags +

#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.

#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.
39
#39
0 Frags +
TheJester#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.

already edited that bit out :j
i just read (in the thread on the 29th update) that viewmodel_fov -360, paired with r_drawviewmodel 0, disables tracers and viewmodels (without leaving glitches).

cheers!

[quote=TheJester]#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.[/quote]

already edited that bit out :j
i just read (in the thread on the 29th update) that viewmodel_fov -360, paired with r_drawviewmodel 0, disables tracers and viewmodels (without leaving glitches).

cheers!
40
#40
0 Frags +
TheJester#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.

Does viewmodel_fov 360 behave in the same exact way as viewmodel_fov 0 then? Apart from the tracers?

If so, its time for an update to broesel xhair switcher

[quote=TheJester]#39 I noticed viewmodel_fov 0 doesn't remove hitscan tracers anymore. A friend told me viewmodel_fov 360 does though, if that's what you're referring to.[/quote]
Does viewmodel_fov 360 behave in the same exact way as viewmodel_fov 0 then? Apart from the tracers?

If so, its time for an update to broesel xhair switcher
41
#41
1 Frags +
MessyRecipeNoticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).

The reason you couldn't "swap" from Loadout A to Loadout A and that you needed to spam your bind were slow steam servers.

And changing classes isn't a thing for Medic or Engi since all your uber percentage and buildings would be gone. I can imagine getting stuck with 100% in the Badlands forward spawn and being unable to teleport to your first spawn without losing your uber.

[quote=MessyRecipe]
Noticed this too, will have to change class now to forward spawn :( It was sometimes buggy anyway though, I remember a number of times I'd have to hammer on it multiple times to get the respawn to happen.

Is it only for, say Loadout A -> Loadout A? I think I wasn't getting respawns even with swapping loadouts (for demo I usually just swap between paintrain and bottle loadouts to switch spawns).[/quote]

The reason you couldn't "swap" from Loadout A to Loadout A and that you needed to spam your bind were slow steam servers.

And changing classes isn't a thing for Medic or Engi since all your uber percentage and buildings would be gone. I can imagine getting stuck with 100% in the Badlands forward spawn and being unable to teleport to your first spawn without losing your uber.
42
#42
6 Frags +

Losing your uber percentage when you back-spawn is intended. It's the punishment for having to back-spawn. I don't know about other leagues, but a round can be overturned in ESEA if a medic exploits that.

Losing your uber percentage when you back-spawn is intended. It's the punishment for having to back-spawn. I don't know about other leagues, but a round can be overturned in ESEA if a medic exploits that.
43
#43
2 Frags +

I don't know what you're talking about smakers. It's common practice to backspawn by switching loadouts, so you can keep the Über percentage. Some people not knowing the mechanic doesn't change the fact that it's totally legitimate and no "exploit" in any way. There's even an allowed console command that defines this game behaviour: tf_respawn_on_loadoutchanges. "When set to 1, you will automatically respawn whenever you change loadouts inside a respawn zone."

I don't know what you're talking about smakers. It's common practice to backspawn by switching loadouts, so you can keep the Über percentage. Some people not knowing the mechanic doesn't change the fact that it's totally legitimate and no "exploit" in any way. There's even an allowed [url=https://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables]console command[/url] that defines this game behaviour: tf_respawn_on_loadoutchanges. "When set to 1, you will automatically respawn whenever you change loadouts inside a respawn zone."
44
#44
2 Frags +
smakersLosing your uber percentage when you back-spawn is intended. It's the punishment for having to back-spawn. I don't know about other leagues, but a round can be overturned in ESEA if a medic exploits that.

It's allowed in Europe though. Changing loadouts/classes to survive when you're nearly dead and just entered the spawn door is allowed as well.

[quote=smakers]Losing your uber percentage when you back-spawn is intended. It's the punishment for having to back-spawn. I don't know about other leagues, but a round can be overturned in ESEA if a medic exploits that.[/quote]
It's allowed in Europe though. Changing loadouts/classes to survive when you're nearly dead and just entered the spawn door is allowed as well.
45
#45
1 Frags +

well, not anymore, obviously

well, not anymore, obviously
46
#46
-3 Frags +

I'm scared of valve further breaking the game

happy Halloween

I'm scared of valve further breaking the game

happy Halloween
47
#47
9 Frags +

Oh not being able to be in spawn and switch between loadouts with f1, f2, f3, f4 that's frustrating.

I can press f2 the same as before but now I have to to go the damned cabinet before it switches my medigun.

I'm not even complaining about the backspawning or forward spawning. I'm talking about switching beams from Vaccinator back to medigun after wiping a team pushing into last, it's minimal but not having to walk all the way to the cabinet was nice. ~_~

Oh not being able to be in spawn and switch between loadouts with f1, f2, f3, f4 that's frustrating.

I can press f2 the same as before but now I have to to go the damned cabinet before it switches my medigun.

I'm not even complaining about the backspawning or forward spawning. I'm talking about switching beams from Vaccinator back to medigun after wiping a team pushing into last, it's minimal but not having to walk all the way to the cabinet was nice. ~_~
48
#48
1 Frags +

Spy is still busted. Spy checking teammates will cause the health above a disguised spy's head to go down.

Spy is still busted. Spy checking teammates will cause the health above a disguised spy's head to go down.
49
#49
3 Frags +
_In_SanitySpy is still busted. Spy checking teammates will cause the health above a disguised spy's head to go down.

Can someone confirm this?

[quote=_In_Sanity]Spy is still busted. Spy checking teammates will cause the health above a disguised spy's head to go down.[/quote]
Can someone confirm this?
50
#50
2 Frags +

quality is shit, because my rig isn't set up for streaming right now, but it is good enough that you can see the bug.

http://www.twitch.tv/sane_in_sanity/c/5408440

quality is shit, because my rig isn't set up for streaming right now, but it is good enough that you can see the bug.

http://www.twitch.tv/sane_in_sanity/c/5408440
51
#51
2 Frags +

Some forward spawns don't have cabinets so its annoying to have to cycle classes if you don't swap your loadout before you spawn.

Some forward spawns don't have cabinets so its annoying to have to cycle classes if you don't swap your loadout before you spawn.
52
#52
0 Frags +
XacherAnd changing classes isn't a thing for Medic or Engi since all your uber percentage and buildings would be gone. I can imagine getting stuck with 100% in the Badlands forward spawn and being unable to teleport to your first spawn without losing your uber.

Similar thing for demo too actually -- placed stickies remain when changing loadouts (well, assuming you keep the sticky launcher, I guess), but not on class change. Just not really any situations where that one comes into play. (I suppose you could, say, shoot from forward then backspawn and det later on.)

[quote=Xacher]And changing classes isn't a thing for Medic or Engi since all your uber percentage and buildings would be gone. I can imagine getting stuck with 100% in the Badlands forward spawn and being unable to teleport to your first spawn without losing your uber.[/quote]

Similar thing for demo too actually -- placed stickies remain when changing loadouts (well, assuming you keep the sticky launcher, I guess), but not on class change. Just not really any situations where that one comes into play. (I suppose you could, say, shoot from forward then backspawn and det later on.)
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