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Today's new update includes:

Fixed players seeing cloaked Spies when they should be fully cloaked

Updated the Homewrecker

>> It now damages enemy sappers on friendly buildings

Fixed items not displaying correctly while playing back a demo

Badge hire dates now display the time in GMT

Good news for defensive pyros and engies. Now pyros can knock off sappers in case engineers are not around to supervise their buildings. (in other words, the homewrecker is not as useless now)

I'm not sure what the first line meant. Does that still mean I can see fully cloaked spies swimming around in the water?

Today's new update includes:

Good news for defensive pyros and engies. Now pyros can knock off sappers in case engineers are not around to supervise their buildings. (in other words, the homewrecker is not as useless now)

I'm not sure what the first line meant. Does that still mean I can see fully cloaked spies swimming around in the water?

Holy crap, the homewrecker has a use!

I actually might start using it now, I often only go pyro if I am defending, and with the afterburn change puff + axtinguisher is not as effective....plus I always tend to miss the first swing when I switch to the axtinguisher to try to finish someone off with the crit.....doing so often gives the enemy a chance to hit back. I had a sniper once who I missed the first axtinguisher swing on (after he was lit on fire), he came back and 1-hit killed me with a lucky crit......would have been better off just burning him and airblasting him to keep him away....

Also got annoyed when the flamethrower "hits" sappers (it makes the normal fire vs building noise) if you flame the sapper, but it never did anything to help.

Great news for (as you said) defensive pyros and engies.

EDIT: For the first line, there was a bug somewhat recently that caused spies to be visible when they were full cloaked (not shimmering) to some enemies, making the cloak much less effective.

As for seeing spies underwater, not sure if that was part of the bug or not, but when a cloaked spy jumps in water, you see bubbles where he is at, when he jumps out, you see water drip from where he runs. That is NOT a bug but a feature, which makes it quite easy to hunt spies that camp around water.

EDIT2: Apparently the homewrecker 1-hit kills sappers, but it only unsaps 1 side of a teleporter (likely a bug). Not sure if the 1-hit to remove sappers is a bug though. The homewrecker DOES do double damage to buildings though, so the 1-hit kill might be intended (or Valve overlooking the double damage bonus to buildings that the homwrecker gives).

I liked the bug where fully cloaked spies got the team uber textures applied.

Or the one with spies wearing the halo, so many people thought I was hacking.

Thank god both of those were fixed.....I rarely play spy but it made it oh so obvious on who and where spies were.

I wondered why I was killed so easily when I was cloacked.

Depends who you are trying to go after. If you are going after the lone pyro or soldier sitting by the Intel when no one else is around, he may be baiting you, listening for your footsteps, and killing you. If you were getting killed in random areas around the map while fully cloaked on your screen, then you were probably affected by the bug.

Apparently there are some ghost bugs going on in TF2 here recently. Someone reported seeing footsteps from a dead soldier for about 10 steps or so AFTER he died.

So, truly random bugs that make no sense, or some Valve foreplay to the Engy update? :p

The last update was rather large for being an update that only improved the Homewrecker and fixed spies being visible while cloaked (it was somewhere around 50MB or so if I remember correctly)....for a few lines of code and a few bug fixes, that seems rather large. So maybe the ghosts people have been spotting have some hidden meaning for the engy update?

As today is the official release day for Steam on the Mac (as well as TF2 and other games). I would like to welcome any Mac users on here to TF2....hopefully they release a global patch for the games that improves performance on all systems along with the Mac release.

Yes I realize it is not yet 5/12 in some areas, but as I am on the East Coast, and it just ticked over past 12 AM, it is officially 5/12/10 in at least part of the US.

So, Welcome aboard all you Macs....hope you don't have as many crash issues as the PC users have to put up with.

If TF2 coming out today, or is it just Portal?

Either way, I'm going to see how it performs on my Mac (similar to how I played HL1 on XP, inside VirtualBox last night)

Good question, I was under the impression that all Valve games were releasing along with Steam on the Mac, but a quick google search made it sound like it was only Portal.

EDIT: Apparently there will be some slight changes with the games on the Mac version: http://www.wired.com/underwire/2010/05/alt-text-valve-apple

:p

With the glitch, sentries and dispensers.

Normally, sappers (it's how they're handled in the code)

Yup, sappers are handled as a buildable object, you can actually use "destroy x" in the console (cannot remember the proper number) as a spy to destroy a sapper you have on a building.

But yes, with the bug spies could build dispensers (didn't know they could build sentries though :p ).

Well I just assumed they could build sentries.

Fun way to annoy an engineer, run up to an object far away from him (so, tele or something), spam the sapper on it while at the same time doing the destroy command bound to a key.

His HUD will start flashing and he'll start doing the "Spy sapping mah <object>" line repeatedly.

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

Linux Dedicated Server

  • Fixed srcds_run to work properly with the Counter-Strike: Source beta dedicated server when autoupdating.

Engine

  • Fixed the startmovie command not using the codec dialog.

Team Fortress 2

  • Fixed dropped weapons and ammo kits not being affected by explosions.
  • Adding missing "+lookup" and "+lookdown" keybind options.
  • Added SetCTFCaptureBonusTime tf_gamerules input to allow map authors to set the length of crit bonus time (in seconds) for CTF captures.

And apparently it only takes 2 items to make a scrap metal now, reducing it from 81 items for a random hat, down to 52 items, and from 112 items for a class specific hat, down to 75.

EDIT: Oh, and its apparently 100MB for all of the above, so theres likely some more changes that happened that they are not showing us, 100MB for the above changes seems WAY too large IMO.

EDIT2: Apparently, Kritz + Bonk = crit-a-cola now, maybe they are going to make crafting a bit more interesting and allow you to influence what you craft with certain items? Or maybe they are just making the currently un-craftable items, craftable in a unique way? Cool stuff either way, might craft one as soon as I can get the update to download.

EDIT: You can also "uncraft" metal, put a reclaimed in the crafting window by itself and hit craft and you get 3 scrap. Speculation says it will likely be used to craft some other weapons. So maybe refined metal will only be for crafting hats while scrap and other stuff will be used to craft weapons?

All new known crafts (aside from 2 items to make scrap now):

Kritzkrieg + Bonk! = Crit-a-Cola......................Credit to Segab (confirmed)

Charge 'n Targe + Razorback = Gunboats......Credit to Cryefer (confirmed)

Sandvich + Bonk! = Dakolah's Bar..................Credit to Cryefer (confirmed)

Equalizer + Eyelander = Homewrecker...........Credit to psiwarp (confirmed)

Batter's Helmet + 2 Bonks! = Bonk Helmet.....Credit to mastercannon (confirmed)

Main post (and future updates) can be found here.

I see Valve is taking some advice and allowing crafting to make at least SOME sense......there are likely more to come (that haven't been added yet) and there may be some that have been added but not discovered yet.

Also, I sent an email to Gabe thanking him for the free Portal, to my surprise he did respond, granted all he said was "Thanks" back (thanking me for thanking him and the team, I guess), but still. :p

EDIT: Apparently, Sandman + Scrap = paintrain, so if you want one of those, there you go.

Ugh, I shouldn't have crafted any of my weapons into metal before I had enough for a hat. I've basically just wasted 33% of it now because of this update. I would have had enough to craft a random hat under teh new system but instead I have 1 refined, 1 Reclaimed, 1 Scrap + a few duplicate weapons.

I have picked up a performance issue lately, I would drop down to 5fps or so every couple of seconds. Using "+showbudget" it showed there was a lot of time spent in "Swap Buffers" (that's slow), I tried re-enabling multi-core rendering and it went away (I disabled it because I crash on map change).

Problem is, with multi-core rendering enabled the time spent changes to "Mat_ThreadedEndFrame", and I never get an FPS above 30 (used to get 60 easily), but at least it's a consistent 30 and doesn't dip down.

Looks like I'm getting a performance related issue lately as well. Regardless of my video settings I'm getting a lot of hitching and random frame count slowdowns when there's a lot going on on-screen.

Looks like I'm getting a performance related issue lately as well. Regardless of my video settings I'm getting a lot of hitching and random frame count slowdowns when there's a lot going on on-screen.

Have you updated your drivers lately?

Was saving weapons for a Pain Train, crafted it and got Equalizer :cry:

Didn't have a spare sandman, kritz or bonk so dissapointed. Still got another Refined metal out of 1 Reclaimed thanks to the adjustments.

This topic is now closed to further replies.
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