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FireSlash

OCR TF2: Stab stab stab!

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Who here wants Natascha to return to its pre-119 state?

Only if they give Pyro the ability to reflect Natascha bullets.

And make reflected bullets cause headshots.

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

Team Fortress 2

* Updated the Sharpened Volcano Fragment and the Sun-on-a-Stick so they can be traded

This apparently happened a few hours ago, but had no server update.

However, I thought the Genuine versions of these were already tradeable, so I'm not sure what this is referring to... or did Valve stealth-add the crafting recipes for these items already?

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Who here wants Natascha to return to its pre-119 state?

They could probably remove the wind up penalty attached to Natascha since the slow down falloff change balanced it out pretty well.

or did Valve stealth-add the crafting recipes for these items already?

Boston Basher + 3 reclaimed = Sun on Stick

Degreaser + Powerjack + Refined = Volcano Fragment

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They could probably remove the wind up penalty attached to Natascha since the slow down falloff change balanced it out pretty well.

Boston Basher + 3 reclaimed = Sun on Stick

Degreaser + Powerjack + Refined = Volcano Fragment

They're up to a REFINED per crafted weapon now? That's freaking insane.

And I'm saying that as a person who has like 18x refined in my inventory.

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...they're kidding, right? The only time I've ever had more than one Refined at a time is when I worked my way up to two for the Headtaker. Hell, I just finally got back to one right now.

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Preorder a game that doesn't have hats? Never.

But it does have a hat! you get it from killing someone in TF2! How's that for a meta cross over?

how about you should never pre-order a game that beat Palladium Books in a court of law?

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I feel the need to thank those of you who have trudged through what I still feel is a trainwreck of a map not once, not twice, but three times. (Bark assures me it is not, in fact, a trainwreck, but I'm my own worst critic.) While the last week and a half has been incredibly hectic for me, I managed to squeeze in the time to work on Stage 2 enough to be comfortable with publishing it. Even then, I will freely admit that I cut corners where I felt they were unnecessary and didn't affect actual gameplay. Mostly the lack of proper roofs and the fairly obvious and abundant texture fighting wherever two brush faces share an edge.

(Dropbox Link)

For those of you who like pictures, I present for your viewing pleasure:

Point 1A

Point 1B

Point 2A

Point 2B

Copypasta of the changelog:

-Added a fuckton of rock models to point 1A to break up the squareness.

-Also displaced a bunch of terrain and added a new building near BLU spawn.

-Shrunk the balcony over the death pit.

-Changed the garage layout between 1A and 1B.

-Extended the high ground at point 1B.

-Gave RED an extra spawn exit for Stage 1 that leads to the basement of point 1B.

-This exit is not useable by BLU during Stage 2.

-Changed several health and ammo amounts and locations.

-Added Stage 2.

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I feel the need to thank those of you who have trudged through what I still feel is a trainwreck of a map not once, not twice, but three times.

Ooh! Hurray! I enjoyed beta testing the previous incarnation of this map (and quarry) for you and will gladly do the same again here. The displacements make 1A look a lot nicer than the straight ramp, too!

Will reply as soon as I do a run through...

(Also, did this project have a thread at TF2Maps?)

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Ooh! Hurray! I enjoyed beta testing the previous incarnation of this map (and quarry) for you and will gladly do the same again here. The displacements make 1A look a lot nicer than the straight ramp, too!

Will reply as soon as I do a run through...

(Also, did this project have a thread at TF2Maps?)

It did (does?) but I haven't updated it in ages. I will once I get Stage 3 up. So...about a year?

(Terribly slow mapper, right here.)

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I'm going to do some testing this week to see if I can fix some issues with Mapchooser Extended... minor things like teaching the Announcer how to count correctly.

I'll likely also merge in some updates IJ did to the translations file, and maybe... JUST MAYBE... get it to show a percent sign when it's supposed to ("cp_dustbowl won with 70 of 21 votes")

Edit: I probably should have mentioned I put Paranoid's map on the servers Saturday morning shortly after he posted it.

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I'm going to do some testing this week to see if I can fix some issues with Mapchooser Extended... minor things like teaching the Announcer how to count correctly.

Aww...but I like her goofy counting fail. :(

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I'm going to do some testing this week to see if I can fix some issues with Mapchooser Extended... minor things like teaching the Announcer how to count correctly.

I'll likely also merge in some updates IJ did to the translations file, and maybe... JUST MAYBE... get it to show a percent sign when it's supposed to ("cp_dustbowl won with 70 of 21 votes")

It's been brought up ingame that even though the vote keys start at 4, it still disables 1-3. I've been on servers that seem to time the plugin to start a vote only when a round ends, which doesn't exactly fix the issue but does make it nearly invisible. Should this be looked into?

Edit: I probably should have mentioned I put Paranoid's map on the servers Saturday morning shortly after he posted it.

<3

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Even simpler would be to place it at round setup (although koth maps would get a bit of pain that way).

EDIT: ...derp. That's what you just said. >_<

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It's been brought up ingame that even though the vote keys start at 4, it still disables 1-3. I've been on servers that seem to time the plugin to start a vote only when a round ends, which doesn't exactly fix the issue but does make it nearly invisible. Should this be looked into?

I'm pretty sure this is a limitation of the Source engine's in-game menu system, which SourceMod uses to pop up vote menus.

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Updated mapchooser.

Consider it a late birthday gift... wait, you're supposed to give me gifts on my birthday, not the other way around!

Among things changed are:

  • The announcer finally knows how to count, even if she counts a little fast sometimes (SourceMod uses inaccurate timers).
  • I spent several hours ironing out issues with Runoff votes. If no one voted during a runoff vote, there was a 2/3 chance that it would cause all map-related SourceMod tools (rtv, admin map change, etc...) to stop working until the map changed. Fixed now!
  • Fixed where it wasn't showing percent signs where it should have. No more "53 of 21 votes" sillyness.
  • Updated colors.inc to fix both performance issues and add additional colors options. I'm not sure why we'd ever want olive colored text for the mapchooser, but at least it's an option now!

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Updated mapchooser.

Consider it a late birthday gift... wait, you're supposed to give me gifts on my birthday, not the other way around!

I guess it's more of a hobbit birthday, then! (Happy birthday, btw!)

Also, thank you thank you for the fixes!

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Updated mapchooser.

Consider it a late birthday gift... wait, you're supposed to give me gifts on my birthday, not the other way around!

Among things changed are:

  • The announcer finally knows how to count, even if she counts a little fast sometimes (SourceMod uses inaccurate timers).
  • I spent several hours ironing out issues with Runoff votes. If no one voted during a runoff vote, there was a 2/3 chance that it would cause all map-related SourceMod tools (rtv, admin map change, etc...) to stop working until the map changed. Fixed now!
  • Fixed where it wasn't showing percent signs where it should have. No more "53 of 21 votes" sillyness.
  • Updated colors.inc to fix both performance issues and add additional colors options. I'm not sure why we'd ever want olive colored text for the mapchooser, but at least it's an option now!

Lets get the HLStats Messages to pop up again.

:<

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Lets get the HLStats Messages to pop up again.

:<

That was actually part of the config we copied from the old server. It's actually a per-server setting in HLStatsX.

I'm personally not against it, but I seem to recall people complained about how much it spammed.

P.S. My Internet connection is sucking harder than usual this week, so no clue how often I'll be on. Need to talk to my roommates about switching to DSL...

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