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TF2 update for 8/16/16 (8/17/16 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Competitive Mode
- Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
- Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank
- Added report player context menu on scoreboard
- Requires mouse input mode on the scoreboard (see Adv. Options)
- Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
- Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
- Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
- Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
- Updated the animations for the Sharp Dresser to fix a clipping problem
- Updated the localization files
- Updated cp_sunshine to fix some clipping issues
- Updated cp_metalworks
- Adjusted the height of the ceiling in the room behind the second control point
- Added some slight visual detail to various concrete rooms throughout (team color stripe)
- Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
- Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
- Adjusted height of 'tank' in L room behind 2nd control point
- Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
- Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
- Clipped off some glass windows at 2nd
- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container
- Added props to the clipping ramp around the final control point to indicate collision
- Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)

Rumor has it:

- At some point in the future (possibly as soon as today based on this blog post), you may start getting notifications for when players are banned based on your reports as is done with CS:GO (when it works, which is rarely as of late) and Dota 2 (where it works 9 times out of 10), as based on some low-level additions and string additions too
- You might even be notified mid-game when a player you report gets banned per geel9

- A lot of low-level changes, and a couple of string changes: https://github.com/SteamDatabase/GameTracking/commit/94c2ae28ff66219218137c1caf117138fb61625c

- Size is ~65 MB

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

[quote=Valve]- Competitive Mode
- Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
- Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank
- Added report player context menu on scoreboard
- Requires mouse input mode on the scoreboard (see Adv. Options)
- Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
- Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
- Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
- Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
- Updated the animations for the Sharp Dresser to fix a clipping problem
- Updated the localization files
- Updated cp_sunshine to fix some clipping issues
- Updated cp_metalworks
- Adjusted the height of the ceiling in the room behind the second control point
- Added some slight visual detail to various concrete rooms throughout (team color stripe)
- Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
- Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
- Adjusted height of 'tank' in L room behind 2nd control point
- Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
- Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
- Clipped off some glass windows at 2nd
- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container
- Added props to the clipping ramp around the final control point to indicate collision
- Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)[/quote]

Rumor has it:

- At some point in the future (possibly as soon as today based on [url=http://www.teamfortress.com/post.php?id=23496]this blog post[/url]), you may start getting notifications for when players are banned based on your reports as is done with CS:GO (when it works, which is rarely as of late) and Dota 2 (where it works 9 times out of 10), as based on some low-level additions [url=https://github.com/SteamDatabase/GameTracking/commit/94c2ae28ff66219218137c1caf117138fb61625c#diff-0f67e64f4fd23b3dc0e307374fbf42ecR10123]and string additions too[/url]
- You might even be notified mid-game when a player you report gets banned [url=http://www.teamfortress.tv/post/628891/tf2-update-for-8-16-16-8-17-16-utc]per geel9[/url]

- A lot of low-level changes, and a couple of string changes: [url]https://github.com/SteamDatabase/GameTracking/commit/94c2ae28ff66219218137c1caf117138fb61625c[/url]

- Size is ~65 MB
2
#2
15 Frags +
Added report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)
[quote]Added report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)[/quote]
3
#3
15 Frags +

esea pls

esea pls
4
#4
27 Frags +

thx bilbert

thx bilbert
5
#5
36 Frags +
Valve- Added crate to cargo containers at mid, allowing Scouts to get
onto the highest cargo container

Valve really likes scout.

[quote=Valve]
- Added crate to cargo containers at mid, allowing Scouts to get
onto the highest cargo container
[/quote]
Valve really likes scout.
6
#6
-21 Frags +

Nice to see the comp and Metalworks changes.

Localization files sounds like mild optimization which is good. It's sad to see this wasn't the pryo pyro update.

Nice to see the comp and Metalworks changes.

Localization files sounds like mild optimization which is good. It's sad to see this wasn't the [s]pryo[/s] pyro update.
7
#7
10 Frags +

Matchmaking changes look good. Thanks valve

oblaAdded report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)

Is there a way to set this so that I can still turn my head with mouse input on?? It's pretty detrimental to lose that ability.

Matchmaking changes look good. Thanks valve

[quote=obla][quote]Added report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)[/quote][/quote]


Is there a way to set this so that I can still turn my head with mouse input on?? It's pretty detrimental to lose that ability.
8
#8
2 Frags +
TsarbucksNice to see the comp and Metalworks changes.

Localization files sounds like mild optimization which is good. It's sad to see this wasn't the pryo pyro update.

itll take some time before it comes out there is no need to rush balances and fixes to a class like that

[quote=Tsarbucks]Nice to see the comp and Metalworks changes.

Localization files sounds like mild optimization which is good. It's sad to see this wasn't the [s]pryo[/s] pyro update.[/quote]

itll take some time before it comes out there is no need to rush balances and fixes to a class like that
9
#9
11 Frags +

now sideshow will know not to shoot at buildings with the bison!

now sideshow will know not to shoot at buildings with the bison!
10
#10
cp_sunshine, cp_cardinal
48 Frags +

I assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments!

I assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments!
11
#11
24 Frags +

http://www.teamfortress.com/post.php?id=23496

very good blog post to go along with it

http://www.teamfortress.com/post.php?id=23496

very good blog post to go along with it
12
#12
5 Frags +
TF2 TeamThe next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.

No mention of placement matches though...
Fuck my reading comprehension up fam.

[quote=TF2 Team]The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency. [/quote]
[s]No mention of placement matches though...[/s]
Fuck my reading comprehension up fam.
13
#13
16 Frags +
"Problem players will receive a six-month ban from Casual and Competitive matchmaking.""The option to rematch with the same players on the same map at the end of a match, and the ability to re-queue into a new match from the win screens for both Casual Mode and Competitive Mode."
[quote]"Problem players will receive a six-month ban from Casual and Competitive matchmaking."[/quote]


[quote]"The option to rematch with the same players on the same map at the end of a match, and the ability to re-queue into a new match from the win screens for both Casual Mode and Competitive Mode."[/quote]
14
#14
26 Frags +
PhiI assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments!

http://emojipedia-us.s3.amazonaws.com/cache/db/d5/dbd57bcbb3fff7245025a39061012200.png

[quote=Phi]I assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via [b]major tournaments![/b][/quote]
[img]http://emojipedia-us.s3.amazonaws.com/cache/db/d5/dbd57bcbb3fff7245025a39061012200.png[/img]
15
#15
2 Frags +
JunkTF2 TeamThe next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency. No mention of placement matches though...We're currently working on a more comprehensive Elo rating system to improve how Competitive Mode ranks are determined that we'll be shipping in the near future. This update will make the rank system more self-correcting and better distribute players based on performance.
[quote=Junk][quote=TF2 Team]The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency. [/quote]
No mention of placement matches though...[/quote]

[quote]We're currently working on a more comprehensive Elo rating system to improve how Competitive Mode ranks are determined that we'll be shipping in the near future. This update will make the rank system more self-correcting and better distribute players based on performance.[/quote]
16
#16
17 Frags +
theoxandmoonoblaAdded report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)
Is there a way to set this so that I can still turn my head with mouse input on?? It's pretty detrimental to lose that ability.

tf_scoreboard_mouse_mode 2 only enables the mouse pointer when you press either m1 or m2.

[quote=theoxandmoon][quote=obla][quote]Added report player context menu on scoreboard
Requires mouse input mode on the scoreboard (see Adv. Options)[/quote][/quote]
Is there a way to set this so that I can still turn my head with mouse input on?? It's pretty detrimental to lose that ability.[/quote]
tf_scoreboard_mouse_mode 2 only enables the mouse pointer when you press either m1 or m2.
17
#17
5 Frags +

all of the spy weapons now use the sharp dresser animations and it's actually fucking disgusting to look at rofl

all of the spy weapons now use the sharp dresser animations and it's actually fucking disgusting to look at rofl
18
#18
cp_process, cp_metalworks
22 Frags +
PhiI assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments!

They were my changes. Seems pretty likely that we will be allowed to make changes in the future.

[quote=Phi]I assume all Metalworks changes were made and pushed by Scorpio, as the Sunshine bugfix was my doing + pushing.

Hopefully this is a sign that we'll be allowed to incorporate small touchups every so often from feedback via major tournaments![/quote]

They were my changes. Seems pretty likely that we will be allowed to make changes in the future.
19
#19
36 Frags +
Valve- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container

why

[quote=Valve]
- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container
[/quote]

why
20
#20
marketplace.tf
63 Frags +

http://puu.sh/qDZk5/ef750e7173.png

[img]http://puu.sh/qDZk5/ef750e7173.png[/img]
21
#21
16 Frags +
Valve- Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
- Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)

I feel like valve watched this right before the update:

Show Content
[quote=Valve]- Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
- Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)[/quote]
I feel like valve watched this right before the update:
[spoiler][youtube]https://www.youtube.com/watch?v=hX04qYOeuDs&ab_channel=Sideshow[/youtube][/spoiler]
22
#22
14 Frags +
taggValve- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container

why

because scout obviously needs more help and buffs

[quote=tagg][quote=Valve]
- Added crate to cargo containers at mid, allowing Scouts to get onto the highest cargo container
[/quote]

why[/quote]

because scout obviously needs more help and buffs
23
#23
-5 Frags +
ScorpioUprisingThey were my changes.

why have you done this

[quote=ScorpioUprising]They were my changes.[/quote]
why have you done this
24
#24
9 Frags +
Valve Dev blogFinally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.

Could this mean new network code for tf? :O

[quote=Valve Dev blog]Finally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.[/quote]


Could this mean new network code for tf? :O
25
#25
8 Frags +
BurningSmileValve Dev blogFinally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.
Could this mean new network code for tf? :O

Maybe just region selection?

[quote=BurningSmile][quote=Valve Dev blog]Finally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.[/quote]


Could this mean new network code for tf? :O[/quote]

Maybe just region selection?
26
#26
11 Frags +

When was the last time scout got a nerf? I'm pretty curious now because Valve has just been directly and indirectly buffing him lately.

When was the last time scout got a nerf? I'm pretty curious now because Valve has just been directly and indirectly buffing him lately.
27
#27
21 Frags +

at this point im just glad they havent given him a grappling hook yet

at this point im just glad they havent given him a grappling hook yet
28
#28
3 Frags +
KonceptTime to place your bets folks on the likelihood that this update actually won't drop tonight

For once I'm actually happy to have my speculation proven wrong

[quote=Koncept]Time to place your bets folks on the likelihood that this update actually won't drop tonight[/quote]
For once I'm actually happy to have my speculation proven wrong
29
#29
19 Frags +
fahrenheitat this point im just glad they havent given him a grappling hook yetTF2 team• Fixed a bug where Scout's grappling hook wouldn't appear.
[quote=fahrenheit]at this point im just glad they havent given him a grappling hook yet[/quote]

[quote=TF2 team]• Fixed a bug where Scout's grappling hook wouldn't appear.[/quote]
30
#30
Patch Notes
8 Frags +
BurningSmileValve Dev blogFinally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.
Could this mean new network code for tf? :O

Sounds a lot like the Steam Datagram system to me, which was ported to CS:GO from Dota 2 during its Winter Update in December 2015.

[quote=BurningSmile][quote=Valve Dev blog]Finally, we are working on issues with the region system that have been causing poor connections for players in certain areas. The next few updates will be integrating TF more tightly with the global server network already used by games like CS:GO and Dota 2 to provide much more reliable connections and the best-possible latency.[/quote]


Could this mean new network code for tf? :O[/quote]
Sounds a lot like the Steam Datagram system to me, which was ported to CS:GO from Dota 2 during its Winter Update in December 2015.
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