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Powerlord

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Everything posted by Powerlord

  1. Aw, not koth_sawmill? Of course, I don't think anyone noticed when I snuck koth_nucleus in the mapcycle a while back...
  2. I would rather play Double Cross than Turbine any day. Turbine has this terrible problem where the middle gets locked down by one team (didn't we already discuss a few hundred pages back?).
  3. SourceBans isn't working right now. I'm not sure if it's because I need to restart BLU or mess around with some settings.
  4. In addition to today's update and its associated changes (Fixing Dead Ringer fake death animations, adding an Ubersaw taunt kill, changing how the Direct Hit's air crits work, changing gunboats, increasing the damage Shield Demos take from explosives, etc...), the TF2 Contribute Site is now live. Valve is actually taking contributions from the community for new avatars, weapons, and hats.
  5. Incoming TF2 update within the next hour. A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive it. The specific 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).
  6. No it isn't, as it won't kick anyone then, and the server will remain at 25/25.
  7. If the server hasn't yet kicked someone after the last reserved slot person joined (i.e. it has 25/25 players), you won't be able to connect even if you have a reserved slot. This is a limitation of the TF2 client. If you're the ParanoidDrone with the Steam ID STEAM_0:1:20283098, then yes, you have a reserved slot.
  8. Oh, I forgot to mention... stats and bans should be working again, although I need to double-check the bans settings.
  9. In a few hours, ocrtf2.com's website is going to be transferred over to its new server. Sourcebans and Stats may stop working temporarily, as things are switched over.
  10. I see entries for both Black Waltz and Dr. Waltz... both with the same Steam ID (STEAM_0:0:21736380). So... you've had a reserved slot for a very long time. (Whoops, that's an error, one needs to be removed)
  11. There was some confusion about who was adding people to the reserved slots file in the past few weeks. It turns out that none of us were. Reserved slots requests should be caught up now. If you asked for a reserved slot and still don't have one, let one of the admins know.
  12. The machine our servers are hosted on appears to be down. I also blew away the configuration on my test server, so I can't really bring that up either (I was going to redo the config from scratch but got mad when I realized that TF2 *has* no default configuration and never created a config). Also, new TF2 update today: - Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them - Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1 - Updated the achievement icon for the "May I Cut In?" Spy achievement to match the achievement description
  13. Annoying graphics, music that gets stale really quickly, no goals (in the non-CP version), doors that don't work properly, large download size... need I go on?
  14. Actually, before it was supposed to remove 40% of your cloak bar if at least 60% full.
  15. *whacks FireSlash* koth_harvest is not a valid map name, as I was reminded when restarting RED a few minutes ago. It's koth_harvest_final. Also, I'm not so happy about the Dead Ringer nerf, but it was kinda necessary. The DR is too cheap when you can uncloak as you grab a full ammo box and then immediately reactivate it (Sorry, Paranoid, but it is).
  16. Yes, I'm all for keeping Doublecross and removing sawmill. Sorry, I meant to say sawmill. ... My fingers just won't let me nominate two fourts removal as long as ctf_sawmill is on there.
  17. Yes, thank you for pointing out one of the reasons the Hunted gameplay mode was removed from TF2.
  18. As strange as it sounds, Frogg is a lot less likely to turn around when he's not playing Heavy. Even if it's another "strong" class like Soldier. I'm going to have to vote no against this, for three reasons: 1. It requires a server mod. As they say over on the srcds forums: "If you are one of those people who likes to try out a new mod every few days, maybe think about testing on a private server. Players don't normally like to save a Surf server to favorites one week, and a week later it be a Deathmatch. Pick a game type, and go with it. Changing it every few days does not help you build a valuable player base, only temporary players which will probably never play on your server again." Note that this usually doesn't apply to TF2, because TF2 already has several standard game modes built-in. However, it would in this case because of the server mod. 2. It suffers from the same problem A/D ctf does, balance-wise. These two game modes were replaced with a single game mode (payload) for a reason. 3. Speaking of balance... class limits? Seriously? NO Your post appears on page 779 on my computer.
  19. Orange Box, $14.99 today only (well, for 24 hours... until noon EST Tuesday).
  20. A/D ctf is equated to PL because Valve intentionally omitted A/D ctf from Team Fortress 2 (it was in TF and TFC; see avanti), and Payload was introduced partly as a replacement for it. Payload fixes certain problems with the mode, such as flag spawn times, griefing, making all the classes useful, etc...
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