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Powerlord

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Posts posted by Powerlord

  1. I'm... somehow not surprised that they have an in-game store for co-op outfits.

    I noticed that six of my TF2 hats also crossed over, including my Unusual Fancy Fedora. Makes me wonder if it has particle effects on this side.

  2. AFK getting the game in 14 mins, I'll tell you guys how it is when I beat the whole thing before it gets pre-released

    pre-release is less than an hour now, but Killing Floor only moved the clock by 5 minutes (thanks for the troll, Valve).

    KF should have bumped the timer all the way down, as Super Meat Boy knocked off like 2 hours right before it.

  3. We're not sure what's going to happen to potatoes after the launch.

    They're being consumed as we speak. Valve also said that they'll give you something if you have all 36 prior to Portal 2 launching, which also has the implication that they all go away when Portal 2 launches.

  4. Here's an interesting question: does anyone have any idea if we can still earn potatoes for our profile after Portal 2 hits? I'm dying to earn some, but my studies are killing me right now.

    From what I've heard, no.

  5. Roughly half the changes are fixing crashes of some sort. I find this amusing.

    If you've played since Thursday's update, you know why.

    Edit: For some reason, the server updater is updating a bunch of sound files. I'm not sure why, but it's taking longer than expected to complete because of this.

    Edit 2: Servers are back up.

  6. A required update for Team Fortress 2 is now available. The specific changes include:

    - Fixed a server crash that could occur if TFBots were used across map changes

    - Fixed a client crash caused by weapons with attached models

    - Fixed a material system crash

    - Fixed a client crash with dynamic model loading

    - Fixed a few backpack images not drawing correctly

    - Fixed listen servers sometimes not authenticating with Steam (not being able to use Offline Practice)

    - Fixed the "itemtest" command

    - Fixed players not being able to access their backpack loadout

    - Updated the localization files

    Updating servers now.

  7. Everyone who owns Killing Floor, please play or idle in it. We're trying to make the best use out of the potato overclocking before they run out, and KF is the most difficult to fill (and will get us the biggest chunk of time taken off if/when we finish!). The Ball is also very close to done.

    I just launched it about 15 minutes ago. I was at work when the acceleration started, and I'd left Amnesia running while I was away (it steals your mouse focus, so I only run that one while away or sleeping).

  8. Updated from the dev versions of MetaMod and SourceMod to the latest stable versions (since they now work).

    You shouldn't see any obvious differences with these, but I like to keep on stable versions instead of dev/beta versions for obvious reasons. ;)

    Also: Does anyone know if the game crashes less often if you disable Multicore Rendering?

  9. There were rumors flying around about it (including some GameStop pre-order date inconsistencies) for some time before the ARG started

    GameStop has nothing to do with Steam and wouldn't affect the Steam launch date. It was just GameStop being GameStop.

    both the mysterious Portal 2 update yesterday and the countdown clock on the website were sources that were external to what was going on. It's just the fact that people playing completely-unrelated games are now going to determine exactly when the rest of us get to play Portal 2 that rubs me the wrong way. Valve could have at least done something with their own titles.

    And where did the URL to the Portal 2 Countdown Clock come from?

    "The Audio Clues did lead to a QR code. It leads to an ApertureScience.com URL with a countdown to 4/15 9:00 AM. "

    Audio Clues? Oh right, the 21 audio clues in the Potato Sack pack games.

  10. It looks like it could be pretty fun, but $50 worth? I don't know. The original was pretty damn short, and it was noticeably cheaper. So unless this game's about twice as long (or longer), I'm going to have a hard time justifying that pricing point to my wallet.

    Each Portal 2 campaign (single player and coop) is supposed to be twice as long as the original.

    Also, it's only $45 for the Steam version if you preorder it.

  11. A required update for Team Fortress 2 is now available. The specific changes include:

    Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

    - Fixed a startup crash for some users who were unable to load client.dll

    - Fixed a "status" command regression in the dedicated server console

    Team Fortress 2

    - Added a missing material for the Scotsman's Stove Pipe

    - Fixed a server crash caused by the server triggering a nextlevel vote

    - Fixed the kicking of coaches for being idle as soon as they stop coaching

    - Fixed a coaching exploit

    Updating now.

  12. This is a repost of a post I made elsewhere, but still:

    As strange as it sounds, today's announcement from GLaDOS was that Portal 2 would be unlocked earlier based on the number of CPU hours clocked in the 13 games in the Steam potato pack.

    This means, by playing the PC version of any of these games, you help unlock Portal 2 on Steam early:

    1... 2... 3... KICK IT! (Drop That Beat Like an Ugly Baby)

    AaAaAA!!! - A Reckless Disregard for Gravity

    Amnesia: The Dark Descent

    AudioSurf

    BIT.TRIP BEAT

    Cogs

    Defense Grid: The Awakening

    Killing Floor

    RUSH

    Super Meat Boy

    The Ball

    The Wonderful End of the World

    Toki Tori

    Currently, the charts show that Killing Floor is the game in most need of players, while The Wonderful End of the World is in least need.

    To that end, I have spun up both OCRTF2 Killing Floor servers. They are:

    kf.ocrtf2.com

    kf2.ocrtf2.com

  13. Well that's nice, at least. I can now take my Potato-induced raeg back a notch.

    (Though now they're even using it to hold the early release over our heads. Ugh.)

    You are aware that everything pointing to an early release came from those games and the related ARG in the first place?

    Edit: TF2 servers are being restarted (with the votes still disabled) to address an issue with the Melee Only plugin... which should now work again.

  14. By the way, those complaining about a lack of bonuses for preordering Portal 2: TF2 Companion Cube Pin... it's the page you get for clicking the Orange portal halfway off the screen at the bottom of the Hatless Update page on their site.

    Also:

    Server has been updated with dev versions of MetaMod and SourceMod to get them back up and running.

    Also updated the SDKHooks extension, as the old version no longer works as of this version. This extension is used by HLStatsX CE for tracking.

    Having said that, even without MetaMod/SourceMod, the servers are a bit unstable.

    I've disabled the TF2 built-in voting in case that was causing the instability. SourceMod's voting should work, though. If the servers crashes, the built-in votes will come back up, as I manually toggled the cvar in the consoles (and if it crashes, that didn't fix the issue).

    Also, I fixed the nominate list. You're welcome.

  15. Nextmap vote disabled, as the server crashed shortly after someone reported on the TF2 server list that it's crashing servers, too.

    Also, the Portal 2 Countdown clock refers to one last puzzle, available presumably when the timer reaches 0 and it heavily implies that it will affect Portal 2's release date.

  16. MetaMod or SourceMod is currently broken and has been disabled in order to stop the server from crashing. It will be reenabled whenever these are fixed.

    In the mean time, I'm leaving the TF2 built-in votes enabled and enabling the nextmap vote.

  17. Does anyone know what the update notes about associating steam accounts with servers means? I'm referring to:

    Added a new system to associate dedicated servers with Steam accounts

    • Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"
    • Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg
    • Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account

    This is probably what they meant on the update page when it says:

    Servers can now associate themselves with a Steam ID, which’ll allow us to track servers better going forward, rewarding the good ones and punishing the bad. If years from now you’re wondering how the entire TF2 team got a God complex, it probably started here.

    No idea how it works.

    Oh, also... Portal 2 countdown clock on the Aperature Science site.

    Which is yet another hint that Portal 2 is being released on Steam tomorrow rather than Tuesday, since it's counting down to 9am PDT tomorrow.

  18. By the way, sorry I haven't been playing much TF2 lately. I got into the whole Valve ARG thing.

    Oh, did I mention I now have all 36 potatoes? It looks like that's all of them, because I now have a gold potato by my name in my Steam profile.

    Also, let me know if the server is crashy or glitchy. I may need to remove Metamod/Sourcemod if there are problems related to them in the newest update.

  19. Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. Please run hldsupdatetool to receive the updates. The specific changes include:

    Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

    - Fixed a packet injection exploit in the client/server streams

    - Fixed UDP logging exploit

    - Added a new server convar "sv_logsecret" which emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value pre-pended

    Team Fortress 2

    - Added new map Koth_Badlands

    - Updated CP_Well

    - Spawn room by second cap for each time is now a one-way door

    - Updated Training

    - Added 3 new training courses for the Demoman, Engineer, and Spy

    - Added the Ready for Duty achievement for completing all of the training courses

    - Added a new system to associate dedicated servers with Steam accounts

    - Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"

    - Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg

    - Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account

    - Added a new system for coaching players

    - Added a new vote system

    - Server convars to control the vote system

    - sv_allow_votes : Allow voting?

    - sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.

    - sv_vote_allow_specators : Allow spectators to vote?

    - sv_vote_issue_changelevel_allowed : Allow votes to change levels?

    - sv_vote_issue_kick_allowed : Allow votes to kick players from the server?

    - sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?

    - sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?

    - sv_vote_issue_restart_game_allowed : Allow votes to restart the game?

    - sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?

    - sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?

    - sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)

    - Added dynamic model loading to improve performance

    - Combat Text changes

    - Added a new convar "hud_combattext_healing" to display the amount of healing done per second

    - Added bonus points to the items displayed using Combat Text

    - Starting position of values is now affected by range to target, making it easier to see numbers when next to targets

    - Updated voice to use the Steam voice codec to improve quality

    - Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.

    - Fixed not being able to see the correct colors for painted hats when running with DX8

    - Fixed not being able to see the | character in custom names and descriptions

    - Fixed a couple cases where custom sprays would not import correctly

    - Duel changes

    - The duel dialog has been extended to include class-specific duels in addition to the default duels

    - Duel badges now only show the number of wins a player has

    - Added Payload maps to Offline Practice

    - Fixed taunt kills made with a Katana not counting towards honorbound kills

    - Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance

    - Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out

    - Improved the Medic overheal effect so it's more noticeable

    - Fixed func_build entities to respect the team value and prevent the associated team from building in the area

    - Items changes:

    - Added new "Sort by Rarity" option for sorting backpack items

    - Improved the backpack sorting algorithms

    - Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer

    - Added paint preview to the preview section when shopping for hats

    - Updated the Googly Gazer to be paintable

    - Added new paint styles to the Pyromancer's Mask

    - Items in the action slot won't be swapped until returning to a supply cabinet

    - Replaced the no-crit attribute with -25% damage on the following:

    - The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)

    - The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor

    - Vitasaw

    - Added the ability to see enemy health

    - Dalokohs Bar

    - Removed item cool down meter and ammo count when using the Dalokohs Bar

    - Fists of Steel

    - Increase deploy times 20%

    - Ranged damage reduced 40% (down from 60%)

    - Loch-n-Load

    - Damage increased by 10%

    - Equalizer

    - Tuned high-end damage range so it's no longer possible to one-shot certain classes

    - Suppress the medic call effect while active

    - Battalion’s Backup

    - Reduced rage generation rate by 50%

    - Concheror

    - Damage-to-health conversion increased to 35% (from 20%)

    - Mad Milk

    - Heal 60% of damage done (down from 75%)

    - Sun-on-a-Stick

    - Base damage lowered slightly but guarantees crits against burning players instead of mini-crits

    - Fan O’ War

    - Marking someone for death now lasts 15 seconds (from 10 seconds)

    - Flaregun

    - Flares always crit burning targets, regardless of range

    - Backburner

    - Removed the restriction on airblast

    - Ammo cost increased 150% (4 blasts at full ammo)

    - Damage bonus reduced to 10% (from 15%)

    - Sydney Sleeper:

    - Charge rate increased 25%

    - Bot changes:

    - Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight

    - TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense

    - Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final

    - Improved TFBot reactions to cloaked and/or disguised enemy Spies

    - Improved Demoman bot behaviors for planting sticky bomb traps

    - Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them

    - Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range

    - TFBots will no longer hide from sapped or carried sentryguns

    - Engineer bots are better at moving their sentry gun nest as the scenario changes

    - Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios

    - Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot

    - Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.

    - Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns

    - TFBots will no longer try to use a teleporter entrance they can't actually reach

    - Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon

    Read more about the update here: http://www.teamfortress.com/hatless

    Updating BLU and RED now.

    We will be disabling the built-in map voting as, having tested it in Beta, it is inferior to the SourceMod votes we use now.

    Provided SourceMod is working post-update, that is.

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