New TFC Update News

Got some good dish on TF2? Got a heads up on a new patch/update?

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Lump
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New TFC Update News

Post by Lump » Fri Oct 18, 2002 3:35 pm

Taken from Planetfortress.com

Steam Beta 2.0 Coming Soon

Updates for Counter-Strike, Team Fortress Classic, as well as new casual games and performance optimizations will be introduced in Steam beta 2.0, which is expected to go live early next month.

Steam, Valve's broadband business platform for content delivery and management, was announced at the 2002 Game Developer's Conference in San Jose, CA. Since the launch of beta 1, over 125,000 gamers have tried Steam.

Many of the game-specific features released in Steam beta 2.0 will be made available to the non-Steam community at the conclusion of this beta.

Key Features:

-- V-GUI 2 plus an integrated set of communications tools that provide built-in support for a variety of services, such as instant messaging, configuration, and server browsing.
-- Counter-Strike: Introduction of Riot Shield, FAMAS, and Galil.
-- Team Fortress Classic: Introduction of the engineer's teleportation pad, new map from Valve (Ravelin), plus various fixes and tweaks.
-- Casual Steam games: Chess, Checkers, and Go.
-- Anti-cheat support for all Valve multiplayer games.
-- Improved Steam performance.

Teleportation pad for Engy. That should be interesting.

Lump

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Post by boat » Fri Oct 18, 2002 4:31 pm

koolio. thanks!

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Post by [NME]Myth » Fri Oct 18, 2002 5:36 pm

Cool! a new map! and a teleport pad????!!!??? :roll:
LET'S GO HOKIES!!!

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Post by [NME]T-Bone » Fri Oct 18, 2002 9:04 pm

Beam me up Snotty!!!
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Post by Drewbacca » Sat Oct 19, 2002 3:03 pm

Thanks for the low down on that Lump! Drew is going to be "Engified" and comin' atcha! T, you're gonna like that beamin' thing, eh? Just need one in reality now.

I just feel sorry for people who get beamed right in front of an SG. Doh!

8)

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Post by Lump » Tue Oct 22, 2002 1:55 pm

Here's some more info and a dark picture of the new map with a teleporter built.
http://www.planetfortress.com/features/ ... eleporter/

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Post by boat » Wed Nov 20, 2002 12:05 am

harry up! :bad-words:

how you say "deja tf2"?

:oops: :eggface:

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Post by Lump » Sat Jan 18, 2003 7:16 pm

I ripped all this from PlanetFortress.com

Team Fortress Classic Change List
Wednesday, January 15, 2003, 17:00 | The Warthog | 4 Comments
Fragmaster and redef were able to get a copy of the TFC change log. Many long-standing bugs (severe and cosmetic) have been addressed (nice to see a lot I have discussed with Valve from the TFC-Reform made it). Lots of fixes, make sure to read them all.

Changes/Additions:
-Complete rework of launcher UI.
-Added support for Valve Anti-Cheat.
-Added ability for Engineer to build teleporter (entrance and exit).
-Added new map "Ravelin".
-Updated version of Dustbowl.
-Changed initial sniper armor from 0 to 25.
-Damaged buildings (sentries, dispensers, teleporters) will now spark and smoke.
-Engine supports masked and additive textures modes on models.
-Added widescreen monitor support (16:9 and 5:4).
-HLTV log files has time stamp in file name
-Don't relay admin_mod commands to spectators like rate, cl_updaterate, etc.
-If connected to HLTV, allow higher ex_interp values.
-Improved load times to join servers.
-Changed "Press duck for menu" message to HUD style message and made it last for 6 seconds.
-Reduced default sv_maxupdaterate value from 60 to 30.
-Added "timeleft" TFC client command to query the amount of time left before the server cycles the map.
-Default HLTV updaterate will be 10 (not 20) to save bandwidth.
-Changed default network rate to match max rate allowed (from 9999 to 20000), for LAN servers.

New/Changed CVARS:
-Added server cvar "sv_lan_rate" which specifies the rate to use for all clients on a lan server, default is 20000.
-Added "sv_log_onefile" to determine whether one log file is created (total) or one log file for each map change, which is how it currently is. The default is the current behavior (one for each map change).

Bug Fixes:
-Fixed bug where players who were frozen could travel up ladders.
-Fixed spy being able to move up ladders while feigned.
-Fixed teledeath messsage for telefrag death to include "teledeath" as the weapon.
-Fixed problem with looping Assault Cannon sound getting stuck
-Fixed problem with AC gun never dry firing
-Fixed a bug with view model colors and first-person spectator mode.
-Fixed bug where defensive demoman could lay pipebombs/detpack in spawn room (on maps like Dustbowl) and kill offensive team when teams cycle to the next area.
-Fixed engineer not being able to build while ducking.
-Fixed Status Bar not showing player IDs correctly.
-Fixed bug in TFC armor hud graphic where the percentage armor shown wasn't correct for each class.
-Fixed spectator mode switching your view to a new player if the player you're watching dies.
-Fixed not being able to pick team "Spectator" when you first join the TFC server.
-Fixed not being able to pick your own class again if you have hud_classautokill set to 0 (in TFC)
-Fixed TFC green say_team command buttons for Hunted and Dustbowl.
-Fixed TFC bug where players could change teams/classes quickly and end up with the wrong weapons for their class.
-Fixed TFC bug where sentry gun could become detached from the base and still work.
-Fixed TFC spies, hw guys, and scouts not being able to drop their cells.
-Fixed demo playback for demos containing svc_filetxferfailed messages.
-Fixed bug with HLTV director command 'stufftext'
-Removed command "dem_edit", use "hl.exe -demoedit" instead.
-HLTV now handles svc_setview correctly
-Fixed demo recording after changelevel.
-Fixed bug where players could duck while traveling up ladders and not lose any speed (but the sound volume was reduced).
-Fixed players being able to move up ladders faster than their maxspeed.
-Fixed bug with chat input and PIP overlapping while in spectator mode.
-Fixed spectator bug where you can't always cycle forwards and backwards through the players (you can only cycle one direction).
-Fixed sv_visiblemaxplayers setting not working for info/details query response.

For a long time the Scout has been crippled by not being able to dump cells. This in combination of their low health and armor made them a turkey-shoot for EMP grenades. In Quake TF, a scout could burn off the cells with the scanner and would take a lot less damage. Until now, medics were the usual choice for offence in leagues. Hopefully, this will help the sprouting of more medics like Daryl.

-Lump

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Post by boat » Sat Jan 18, 2003 7:47 pm

thanks! new map(s)! :D

any indication of a ETA? :-? :roll:

:onfire:

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Post by Cobra » Fri Apr 18, 2003 12:54 pm

Extensive bug fixes too. Some look like it will be a nice improvement.
The teleporer thingie looks like its gonna overload the engiee's work load.
Especially since the nme can destroy it.

A discussion on planetfortress about this, and their wondering if it can be turned off I guess at the servers end.

But its time we got some improvements anyway. Tfc is getting dated.

And where the heck is TF2? Gonna be like Halo?

Dennis

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Post by [NME]Myth » Fri Apr 18, 2003 1:11 pm

Cobra wrote: Tfc is getting dated.
Dennis


HUSHYOMOUF! :bad-words:

Half-Life 2 rumors are starting to fly around, thanks to some nutty print magazines. People still read those? Anyways, it’s true: there will be some info on Half-Life 2 coming your way in less than a month. Finally.
It’s already pretty much public knowledge that HL2 is running on Valve’s new internally designed engine, so this will be our first peek at it. I think people will be surprised by the projected release date, though. I sure was...


This supposedly comes from Planet Half Life, but I can't veryify here at work b/c game sites are completely blocked. I got this off of the one game forum I found I can get to at work, which is http://forums.gamegossip.com

I just hope the surprise will be good, not bad. :roll:

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Post by Cobra » Sat Apr 19, 2003 9:51 am

Oh I had forgotten about HL2.

It is the single person sequel right?

And the much awaited TF2 is never mentioned. Well maybe they want to see how the new engine in HL2 pans out before releasing TF2 :D

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Post by boat » Sat Apr 19, 2003 2:52 pm

:lol: :oops:

date of first thread, oct 18th.

date of next piece of patch news, jan 18th

date the thread was revived after sitting dormant, apr 18th

...
..
.

:o :oops: :crazyeyes: :infinity: :pbt:

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Post by Cobra » Sat Apr 19, 2003 5:12 pm

And how many years has it been when we first heard of Team Fortress 2!!! :( :evil:

Going on 5 right?


What is Valve working on, or are they?

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Post by Drewbacca » Mon Apr 21, 2003 10:18 am

If it ain't the shiznit, then I'm gonna have to send a manure shipment to Valve's headquarters.

8)
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Post by Cobra » Tue Apr 22, 2003 4:52 pm

Here is a couple of mag covers.
It must be true!
Attachments
cgcover.jpg
pcgcover.jpg

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Post by Drewbacca » Wed Apr 23, 2003 2:02 am

There's always something about a woman with a wrench.
I guess I'm impressed and scared, heh heh heh.


8)
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Post by [NME]T-Bone » Wed Oct 13, 2004 1:09 pm

New steam/server update released yesterday.

Steam Update Released
October 12, 2004, 7:08 pm · valve
An update to the Steam client has just been released. Steam will update itself automatically when you restart. Servers will need to be restarted. Here is a list of the changes:

STEAM CHANGES:
* Fixed rcon packet exploit

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Post by [NME]T-Bone » Tue Apr 26, 2005 8:43 am

yesterday's update has changed the steam port. update your routers if needed.
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will fall like a house of cards. Checkmate."

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Post by boat » Tue Apr 26, 2005 10:04 am

i dont understand what that steamport is...arent both of those ports within the inclusive port range they recommend people to open anyhow? :? :?:

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