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OCR TF2: Stab stab stab!


FireSlash
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Valve made a blog post earlier today that basically said that the first round of voting ends Thursday.

Once that's done, Valve employees will take some time to choose some final nominees in each category (I expect this to take at least a week Valve time (2-3 weeks)), at which time they'll have us, the end users, vote on videos (1 vote per category).

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You know that one video that was posted on this thread a while back where the sniper foiled a demoman's sticky jump in Double Cross?

That shit better win Most Inventive Kill.

IIRC that was captured using the demo system long before the replay system was introduced and, therefore, is not even capable of entering the contest.

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An optional update for Team Fortress 2 is now available. The specific changes include:

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

- Fixed a client crash when disconnecting from servers with sv_pure set to 1

- Fixed a client crash in the material system

- Fixed a client crash caused by using alt-tab while playing

Team Fortress 2

- Added the Concheror and the Fishcake to the list of weapons allowed in Medieval mode

- Fixed a few server crashes caused by the replay system

- Fixed a server crash caused by the vote system

- Fixed the notification text being clipped when you receive items

- Updated the localization files

Going to update BLU and RED shortly.

I'm not sure why they consider this an optional server update if it changes weapons allowed in Medieval, though.

Edit: We've temporarily killed the TF2 servers... there were having problems during restart and the system appears to be extremely busy at the moment.

Edit 2: BLU and RED are back up now. We had two problems (one with the server's third TF2 server), which in turn caused TFStats Scripts to try spawning multiple copies spinning MySQL out of control.

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Updated pl_swiftwater on the server to frc20.

Also, I've put a lot of effort into reverse engineering the TF2 Voting system, but it's more complicated than it first seemed.

I'm downloading the L4D2 Authoring Tools to see if L4D2's version of the Source SDK contains documentation for the CVoteController server object (which also exists in L4D2) before I go around crashing my test server by sending it random data.

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I figured out how to get the TF2 server to put up the built-in map vote menu with any 5 items I want on it.

I'll begin working on a new Mapchooser to take advantage of this tomorrow.

AT LONG LAST! NOTHlNG BUT DUSTBOWL, BADWATER, GOLDRUSH, TURBINE, and FILLER!!

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AT LONG LAST! NOTHlNG BUT DUSTBOWL, BADWATER, GOLDRUSH, TURBINE, and FILLER!!

We were operating with only five maps at a time on the mapchooser until just recently... so it won't really be any different than before other than using the F1-F5 keys instead of 4-8.

Then again, that's the point of changing it!

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We were operating with only five maps at a time on the mapchooser until just recently... so it won't really be any different than before other than using the F1-F5 keys instead of 4-8.

Then again, that's the point of changing it!

People still complained about the map changer for taking 4 - 8.

Which is hilarious.

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goldrush and dustbowl are good conceptually but changes to the game stat-wise and weapon-wise have made them both unbearably awful to actually play on

dustbowl is impossible to win on offense unless your team has the greatest spy in the universe and goldrush is is impossible to win on defense unless you have a team of snipers getting nonstop headshots

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Sorry about not finishing the vote thing yet.

I originally planned on finishing it yesterday, but rather than do a simple version that works for one thing, I'm writing a SourceMod Extension to act similarly to the existing Vote system.

Of course, I'm only going to implement map votes for now, but this way, the logic exists to extend it later without breaking things.

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