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Thema: Team Fortress 2 *Sammelthread*

  1. #1311

  2. #1312

  3. #1313
    Avatar von t3z
    Registriert seit
    31.07.2008
    Ort
    Niederösterreich

    Standard AW: Team Fortress 2 *Sammelthread*

    Ich hab schon gefühlte 10 mal schon bekommene Waffen bekommen aber noch nie nen Hut ;(

  4. #1314

    Standard AW: Team Fortress 2 *Sammelthread*

    t3z, ich hab erst einen hut seit dem update bekommen, hab aber auch seeehr lange mit dem program ge-idled.

    Professioneller Nichtstuer und GFXer

  5. #1315

    Standard AW: Team Fortress 2 *Sammelthread*

    Wenn noch wer wach ist.
    Valve gibt Medailen, für den neuen "Misc Slot"

    http://www.teamfortress.com/classles...is_a_good_day/

    Beieilung, es gibt nur 11,111!

  6. #1316

    Standard AW: Team Fortress 2 *Sammelthread*

    Die waren schon wie es aussieht nach rund 3 stunden weg. Immer wenn ich penne kommt sowas.

    Professioneller Nichtstuer und GFXer

  7. #1317
    Avatar von t3z
    Registriert seit
    31.07.2008
    Ort
    Niederösterreich

    Standard AW: Team Fortress 2 *Sammelthread*

    Update ist schon raus!

    New Content

    Added King Of The Hill game mode

    Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

    Added lots of new hats


    Additions / Changes

    Added "Auto Reload" option to the multiplayer advanced options

    Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

    Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

    Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

    Significantly reduced the amount of network traffic being sent

    Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

    Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

    Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

    Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

    Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

    Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

    Added an "Inspect" key that allows you to look at items being carried by your team mates

    Backpack improvements:

    Added drag & drop to move items around. Item positions are maintained on the backend

    Added multi-select, allowing you to delete multiple items at once

    Added a new key to the key binding page that opens your inventory directly to your backpack

    Fixed mouseover panel being incorrectly position when the backpack first appears

    Cloaked Spies standing in valid backstab positions no longer raise their knife

    Added current map name and gametype to the bottom right of scoreboard

    Added class icons to tips on the loadout and loading screens

    Improved visuals around flags when they're being carried by a player

    Improved critboosted visuals, making it much clearer when an enemy has critboost

    Updated the loading panel to show the game type under the map name during level transition

    In-game chat dialog now supports full Unicode characters

    Added BLU main menu background

    Added response caching for some server queries to help reduce the CPU load from DOS attacks

    Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to


    Map Changes

    Update PLR_Pipeline

    Increased the starting advantage in the third round if a team has won the first two rounds

    Fixed carts not continuing to the second round if they're capped at the same time in the first round

    Fixed being able to shoot pipebombs over the starting gates in the first round

    Fixed being able to open the doors in the first round before the setup time was finished

    Fixed players getting stuck in some doors

    Fixed players being able to get onto rooftops and out of the map boundaries

    Fixed other minor bugs and exploits

    Added community map Arena_Offblast

    Added community map Cp_Yukon

    Update Arena_Sawmill

    Fixed DirectX8 bug where some models would not be visible

    Fixed exploit with building teleporters outside of the map

    Updated CP_Granary

    Made a few changes to improve balance based on competitive community feedback


    Item Reworks

    The Force of Nature

    The enemy knockback now only works in close range and behaves more like the Pyro's air blast

    Enemies cannot be juggled by the FaN's effect

    The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

    Knockback is now scaled by damage done

    The Sandman

    A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

    Stunned players now take 75% of all incoming damage instead of 50%

    Ubercharged players can no longer be stunned

    Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

    The minimum distance to stun a target has been reduced

    The negative attribute has changed from "no double jump" to "-25 max health"


    Fixes

    Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

    Fixed an exploit that allowed players to work around sv_pure

    Particle files are now protected by sv_pure

    Fixed critboost effect getting stuck on when you die while critboosted

    Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

    Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

    Fixed an exploit where you could reload The Huntsman faster than intended

    Fixed Heavy "civilian" exploit

    Fixed a set of exploits using the DXSupport config files

    Fixed r_screenfademinsize and r_screenfademaxsize exploits

    Fixed sentries firing at a fully cloaked Spy if they're still the closest target


    Community requests

    Added a HUD element for hybrid CTF & CP maps

    Supports 1 or 2 flags, and any number of CPs

    Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

    Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

    Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

    Added new "medic_death" event for server logs

    Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

    healing is the amount the Medic healed in that life

    ubercharge (1/0) is whether they died with a full charge

    Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it
    Sie haben den Civilian Heavy entfernt

    Man kann nun Teleportergleivhzeitg an beiden Enden sappen/rep.

    DerScout hat seinen Doublejump wieder aber weniger HP mit dem Sandman, kann aber keine Ubers mehr stunnnen

    Das is mir grad so ins Auge gestochen. Sind eigentlich eine Menge Änderungen die dabei sind.

  8. #1318

    Standard AW: Team Fortress 2 *Sammelthread*

    OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME! OVERTIME!

    Announcer rennt amok.

  9. #1319

    Standard AW: Team Fortress 2 *Sammelthread*

    Die neue loser animationen sind kacke. irgendwie sind die so, wie die bewegungen von schwarzen in disney cartoons ans den 50er jahren


    und noch was,


    Professioneller Nichtstuer und GFXer

  10. Folgende 2 Benutzer sagen Danke zu diwako für den nützlichen Beitrag:


  11. #1320

    Standard AW: Team Fortress 2 *Sammelthread*

    Zitat Zitat von diwako Beitrag anzeigen
    Die waren schon wie es aussieht nach rund 3 stunden weg. Immer wenn ich penne kommt sowas.
    Noch nichtmals ne Stunde gab es welche.

  12. Folgender Benutzer sagt Danke zu BennyG für den nützlichen Beitrag:


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