Difference between revisions of "February 14, 2008 Patch"
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===Team Fortress 2=== | ===Team Fortress 2=== | ||
− | * [[Badlands]] released | + | * [[Badlands (Control Point)|Badlands]] released |
* Changes to [[Dustbowl]] | * Changes to [[Dustbowl]] | ||
** Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and [[Sentry Gun]] fire | ** Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and [[Sentry Gun]] fire | ||
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** Sealed up a gap over stage 1 lower startgate | ** Sealed up a gap over stage 1 lower startgate | ||
** Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them | ** Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them | ||
− | * Changes to [[Capture the Flag | + | * Changes to [[Well (Capture the Flag)|Capture the Flag Well]] |
** Fixed trains not starting on map [[spawn]] | ** Fixed trains not starting on map [[spawn]] | ||
** Removed cap association from [[red]] spawns that were spamming console | ** Removed cap association from [[red]] spawns that were spamming console | ||
− | * Changes to [[Granary]] | + | * Changes to [[Granary (Arena)]] |
** Removed spawn timing advantage from the middle (from -3 to 0) | ** Removed spawn timing advantage from the middle (from -3 to 0) | ||
** Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) | ** Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe) | ||
** Fixed a few places where players could get stuck between containers and silos | ** Fixed a few places where players could get stuck between containers and silos | ||
** Adjusted playerclips on red container that made it appear like players were floating | ** Adjusted playerclips on red container that made it appear like players were floating | ||
− | * Added a small delay (200 ms) before a zoomed [[Sniper Rifle|Sniper]] | + | * Added a small delay (200 ms) before a zoomed [[Sniper Rifle|Sniper shot]] can get a [[Critical hits|Critical hit]] |
* Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events | * Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events | ||
* Added [[Flamethrower]] "sizzle" sound when the [[Pyro]] is hitting a target | * Added [[Flamethrower]] "sizzle" sound when the [[Pyro]] is hitting a target | ||
* Updated explosion debris to be a bit darker | * Updated explosion debris to be a bit darker | ||
* Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 | * Fixed idle players not being kicked from the server if mp_allowspectators was set to 0 | ||
− | * Added | + | * Added ctf_well to the default mapcycle.txt file |
* Added ctf_well to the default motd.txt file | * Added ctf_well to the default motd.txt file | ||
* Fixed floor tile material type | * Fixed floor tile material type |
Revision as of 16:37, 20 May 2012
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Source: Team Fortress 2 Update Released
Patch notes
Source Engine
- Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
- Optimized some particle systems to improve performance on some hardware configurations
- Player stats are now sent up as they change, rather than when the player dies
Team Fortress 2
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage 2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and Sentry Gun fire
- Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage 1, cap 1 house roof
- Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
- Fixed a few places where rockets/Demoman pipes could pass through non-solid models
- Sealed up a gap over stage 1 lower startgate
- Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
- Changes to Capture the Flag Well
- Changes to Granary (Arena)
- Removed spawn timing advantage from the middle (from -3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
- Fixed a few places where players could get stuck between containers and silos
- Adjusted playerclips on red container that made it appear like players were floating
- Added a small delay (200 ms) before a zoomed Sniper shot can get a Critical hit
- Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
- Added Flamethrower "sizzle" sound when the Pyro is hitting a target
- Updated explosion debris to be a bit darker
- Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
- Added ctf_well to the default mapcycle.txt file
- Added ctf_well to the default motd.txt file
- Fixed floor tile material type
- Fixed some weapon damage info missing from TF2 game stats
- Made some small changes to the Demoman viewmodel that were causing performance problems
- Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
- Added server log entry for buildings destroyed by their owner
- Fixed Sentry Gun shadows being clipped
- Updated glass material