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As for crashing, I had a similar problem but I found a solution placing an empty html file in tf folder. The person who suggest it said that most servers use an html format to show info on the loading screen and that a thing UAC doesn't like (if I remember correctly). I 'll try to find the relevant info

Racist much (recoloring the demo to white)? :p

As for the crashes go, I use to crash almost every map change, turning off HTML MOTDs (its an option under Multiplayer->Advanced) fixed most of them, but it still crashed every few map changes. Turning off multicore rendering virtually fixed the problem. I went from at least 1 crash a day guaranteed, to only 1 crash in the past 4 days.

Sadly, though disabling multicore rendering pretty much fixed the problem, I now get dips down to 40 FPS in heavy combat with an i7 @ 4Ghz and a 4890 running at Atomic speeds.

New update today:

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Additions

  • Various improvements to Spy disguise and feign death
    • Disguise weapons copying weapons with special animation requirements (Sword, FaN) now look correct
    • Spies now play the appropriate death cry on feign death based on the corpse that appears
    • Feigning death can now play custom death animations like a normal death (head loss, sniper shot, backstab, etc)
    • Feigning death due to explosive damage now has a chance to gib, like a normal death
    • Corpses from a feign death now use the correct wearable behavior (hats stay on, or fall off as they should)
    • The weapons dropped by feign death corpses now have appropriate physics and collision for their type
    • Combat text for damage done to Spies that feign death will now show the un-modified damage amount
    • Fixed Spies that feign death while disguised as enemy spies dropping fake ragdolls wearing a mask
    • Fixed a couple of physics issues on ragdolls created by feign death

    [*]Added convars to further customize the "play a hit sound whenever you injure an enemy" option

    • tf_dingaling_volume". Sets the volume of the hit sound
    • tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound when a minor damage hit is done
    • tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound when a major damage hit is done
    • tf_dingaling_wav_override". Specifies an optional custom wav hit sound. If unspecified, the default ding sound is used

    [*]Added Medic Ubersaw kill taunt

    [*]Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and Pyro. All death animations have a 25% chance to play

    [*]Updated various localization strings

Changes

  • Removed the clamps on the "viewmodel_fov" convar
  • Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo playback
  • Force-a-Nature will now correctly knock back players on the ground
  • Increased minimum damage required for the Force-a-Nature to cause a knockback from 30 to 40
  • Changed the Direct Hit to only minicrit enemies that have been launched into the air by an explosion
  • Increased the rate of the Soldier's Rage generation by 40%
  • Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 10
  • Reduced the explosive damage resistance on the Chargin' Targe to 50%

Fixes

  • Fixed the Scout's legs twisting out of shape during a double jump
  • Fixed player models popping up and then down when they duck during a jump
  • Fixed Sniper rifle not penetrating friendlies
  • Fixed Bonk! Atomic Punch phase effect
  • Fixed rockets not being removed if they explode in func_nogrenades zones
  • Fixed the Sandman being able to bat balls through doors
  • Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt
  • Fixed the naming of non-unique quality unique items (Community Kritzkriegs, etc)
    • Minor fixes to the crafting UI
      • Changed the item layout in the crafting panel to better fit the backpack panel

      [*]Each 1 of the 4 crafting pages now shows half of 1 of the 2 backpack pages

      [*]Fixed the crafting panel next/prev page buttons being hard to use while dragging

      [*]Fixed the "equipped" label in the item panels stealing the mouse focus from the item panel itself

Updated Novint Falcon settings (no effect on non-Falcon players)

  • Recoil/Reload force added for the Direct Hit rocket launcher
  • Recoil/Reload force added for the Scottish Resistance sticky bomb launcher
  • More defined flesh hit force added for the Equalizer pick axe
  • More defined flesh hit/world hit force added for the Eyelander sword
  • Added swing forces for Eyelander sword
  • Added appropriate trumpet forces for Blu Buff Banner
  • Added appropriate trumpet forces for Red Buff Banner
  • Shotgun reload for Heavy & Pyro changed to feel more appropriate now
  • Changed Huntsman pullback force so that it goes in the right direction (was still pulling as if the Huntsman was on the left hand side of the screen, which was default until a later update)

This new update seems awfully screwy. I keep getting killed by people on the other side of the map and are invisible!

That generally happens when you minimize the game and then maximize it later (but I have had it happen a few times running Windowed mode which is ALWAYS maximized). The quick fix is to open your console with the "~" key if you have it enabled, then type "record bugfix" (hit enter) then "stop" (hit enter again) all without quotes. The long way is restarting your game. You can alternatively create a bind in your auto-exec that binds a key to run these commands, so you do not have to type it later simply hit the key.

Nice to see the ability to override the "ding" sound, I installed this replacement and it sounds hilarious when an L3 sentry rips into a crowd of scouts (yay for scout bot rushes)

Agreed, I replaced it with the old hit sound from Quake and it sounds so much better. It can still get very loud as a pyro or heavy as it is playing the sound multiple times at once, but it is still much better than the original sound.

As for the rest of the update:

-Medic kill taunt looks freaking lame, it works like the sniper taunt though, inserting the ubersaw stuns a person while withdrawing it actually kills them.

-Funny that they removed the viewmodel_fov clamps, it had a ton of complaints and there was no reason for them to limit it in the first place (no benefit with a higher viewmodel_fov than with a lower).

-FaN knockback is much improved now, if you hit a target right you can send them freaking FLYING, but you have to be close and aiming upwards to do so. Overall its less annoying than the old knockback which always popped someone into the air, but much more annoying than it has been since they nerfed the knockback IF the scout gets close to you......its kinda like an airblast but it does 100 or so damage too. There was a youtube video of it but I cannot find it now...

-Soldier rage generation - Awesome buff, it takes roughly 650 damage to get your buff banner charged now. It only lasts 10 seconds, but the worst problem I had was charging it not not getting enough work done while under its effect.

-Cool mini-nerf to the DH, no more mini-crits when getting hit by it due to jumping.

-Why fix the scouts crazy-leg double jumps? It was freaking hilarious!

-Finally fixed the sniper rifle firing through friends thing....they added that feature awhile back then it mysteriously broke and never got fixed till now.

-No clue what they fixed with Bonk!, haven't tested it but I never saw any bugs, so maybe they improved it by removing knockback or something? Dunno.....UNLESS they are talking about wiggle-walking after bonk, which caused you to move almost normal speed when you should have been slowed down.

-Gunboat nerf (no longer absorb taunt-kill damage) BUT they fixed the bug where friendlies caused you to take full RJ damage if they were in your rockets splash radius when you RJed, or at least I think they did, tested it the best I could and only took low amounts of damage.

-I actually liked the old method of the 4 crafting pages. The way it does it now, if you have half of a classes items on the left side with the other half on the right side in the backpack, they are now split onto two separate pages in the crafting screen (making it more difficult to craft with). Maybe they should change the sort features to run vertical instead of horizontal on the backpack page?

-Targe nerf, I like it...I rarely play demo and as well balanced as most of the new unlocks have been I felt the explosive damage reduction was a touch too high. Haven't fought a targe demo yet (as a soldier) so I cannot speak for how much of a change it is, but it makes them a bit more killable.

Edited by mwpeck
-No clue what they fixed with Bonk!, haven't tested it but I never saw any bugs, so maybe they improved it by removing knockback or something? Dunno.....UNLESS they are talking about wiggle-walking after bonk, which caused you to move almost normal speed when you should have been slowed down.

I think it's when you can use it then stand by a cabinet and the effect lasts infinitely, but also you run normal speed afterwards and can use it again straight away.

Just a couple of questions:

I have seen someone with a level 10 invisi watch with the Spy. I guess I have to play as the spy to get this?

The feign death thing, I have a golden (old) watch as the spy (can't remember what it is called), and I automatically go invisible when people shoot me. So to the other person, does it look like I have died, but I go invisible instead?

Also, is there a way to extract sounds from TF-2, as I want one of them as a message tone on my phone :p I have a lot of gcf files, one aptly named "sounds".

Thanks!

The levels are random, I've got a level 94 bonk and a level 5 watch.

The watch with the chain (The Cloak and Dagger) is the "feign death" one, when you're shot and you go invisible you also spawn a ragdoll to make people think you've died.

Get Crafty (or GCFScape) to open the sound GCF files, the sounds are plain .wav files which you should be able to play anywhere (my ring tone is the music you hear on the radios in Portal, my SMS sound is a background dot-matrix printer sound from TF2)

The levels are random, I've got a level 94 bonk and a level 5 watch.

The watch with the chain (The Cloak and Dagger) is the "feign death" one, when you're shot and you go invisible you also spawn a ragdoll to make people think you've died.

Get Crafty (or GCFScape) to open the sound GCF files, the sounds are plain .wav files which you should be able to play anywhere (my ring tone is the music you hear on the radios in Portal, my SMS sound is a background dot-matrix printer sound from TF2)

I'm new to Team Fortress 2 and I was wondering what does a level of a weapon do and how did you get such high levels of those weapons?

I think it's when you can use it then stand by a cabinet and the effect lasts infinitely, but also you run normal speed afterwards and can use it again straight away.

Ah okay, they did fix the run speed, but you can still refresh the effect by hitting a resupply cabinet and you can still drink it right away (while you are slowed down) if you refreshed it on a cabinet before the effect ran out.

The levels are random, I've got a level 94 bonk and a level 5 watch.

The watch with the chain (The Cloak and Dagger) is the "feign death" one, when you're shot and you go invisible you also spawn a ragdoll to make people think you've died.

Levels use to be random, but they completely removed that (apparently it was a bug, so they removed the random item levels at drop), but anyone with a random item level still has that random item level.

And the feign death watch is the Dead Ringer. The Cloak and Dagger is the one that drains when you move, recharges when you stand still.

And to answer the other guys question, yes, the Dead Ringer drops a fake ragdoll corpse and cloaks you 100% when you take damage (even fall damage) with the watch out to give the illusion that you died, it also reduces damage by 90% on whatever hit you, and for the time you are cloaked, meaning if something hits you for 100 damage, you will only take 10 damage with the Dead Ringer active.

Can you easily change the BING that sounds when you shoot someone?

I'd prefer it to be the mini-crit sound :)

You can fairly easily change it......drop the new sound file in "C:\Program Files (x86)\Steam\steamapps\<steam account>\team fortress 2\tf\sound" or where ever you have the game installed, then go in-game, open your console and type "tf_dingaling_wav_override <name>.wav" without quotes, and replace <name> with whatever your file name is for the sound file.

To get the mini-crit sound, you will have to download gcfscape, browse the TF2 content files and find the min-crit sound file, then extract it and then follow the above steps. Or you can search around google and see if anyone has already extracted it and uploaded it somewhere.

...

Levels use to be random, but they completely removed that (apparently it was a bug, so they removed the random item levels at drop), but anyone with a random item level still has that random item level.

And the feign death watch is the Dead Ringer. The Cloak and Dagger is the one that drains when you move, recharges when you stand still.

...

  1. I never worked out how that could be a bug, they were talking about making random levels and then items with random levels started dropping in certain instances, and generating a random number instead of pulling it from somewhere is a really strange bug
  2. Doh, I always get them mixed up.

There are too many pages to go through, so I'll just ask this here. How do I craft weapons and more importantly... how do I get the eylander :) ?

You craft weapons why going to 'Character Info and Setup', click the suitcase and click 'Craft'. Was going to link you to the wiki but probably easier linking you to the Google search as there's a few sites to check out:

Clicky

And as an extension to that, how do I trade items?

I'd happily trade most of the stuff I have for the new Invisi watch!

You can't trade items...yet. But you try crafting a spy unlock if you're looking to get rid of weapons.

There are too many pages to go through, so I'll just ask this here. How do I craft weapons and more importantly... how do I get the eylander :) ?

All you need to know about crafting.

In short, you need to craft 4 demo weapons (any 4 of his weapons) into a Demo Class Token. You then need to craft 4 melee weapons into a Melee Slot Token.

Combine the two tokens you just made with 1 scrap metal (which is created by 3 of any weapons of the same class) and you will get the Demo Melee Unlock (in this case, the Eyelander).

Now, there are other ways of making it. For example, say you have 4 extra sniper unlocks but only 1 extra demo unlock. You can use those 4 sniper unlocks to make a Sniper Class Token. Then combine that Sniper Class Token with the 1 extra demo weapon to change it into a Demo Class Token. You can do the same for slot tokens (you can craft a primary or secondary token, then combine it with a melee item to change it into a melee token). The page above has pretty much everything you need to know to figure out all possible ways to craft a specific item.

And as an extension to that, how do I trade items?

I'd happily trade most of the stuff I have for the new Invisi watch!

Trading has not been released yet so currently there is no way to trade items.

EDIT: Bleh, ninja'ed in the time it took to type all that out. :p

This topic is now closed to further replies.
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