Freitag, den 15. Januar 2010 um 06:07 Uhr
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Team Fortress 2 Update, 13.01.2010
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)
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Freitag, den 08. Januar 2010 um 11:10 Uhr
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Team Fortress 2
Damit hier auch mal wieder was neues steht, hier mal die TF2-Updates der letzten beiden Tage:
Team Fortress 2 7.1.10
- 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
Server Browser (for TF2 and DoD:S)
- Added a client-side server blacklist
- Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
- Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
Team Fortress 2 6.1.10
Balance changes
- Reduced the health penalty on The Sandman
- The Force-A-Nature knockback on target now
- Only applies to hits that deal more than 30 damage and are in close range
- Factors in the firer's angle of attack when determining the knockback direction
- Has less of an effect on grounded targets
- The Dead Ringer now
- Reduces cloak to 40% when uncloaking early
- Has a 35% cap on the amount of cloak it can gain from an ammo pack
- Has a quieter de-cloak sound
Changes / Fixes
- Fixed a performance & stability issue with AMD processors
- Improved the stability of the game server -> item backend connection
- Fixed a rare server crash related to dispensers
- Added min/max values to viewmodel_fov convar to match the settings in the slider
- Reduced the number of moons in ctf_doublecross, sadly
- Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
- Fixed a crash related to sv_pure and the wireframe_dx6 shader
- Players can no longer shoot while stunned
- Fixed a bug that caused movement speed reductions to not work on stunned players
- Soldier Rage bar no longer resets when touching a resupply cabinet
Achievement fixes
- Fixed the "Second Eye" Demoman achievement
- Fixed a bug in the "Play Doctor" Medic achievement
- Changed the requirements for the "Medals of Honor" Soldier achievement
- Updated description for the "Blind Fire" Demoman achievement to better explain the requirements
- Fixed an issue that affected several achievements requiring the use of the Equalizer
Community requests
- Added "skip_next_map" server ConCommand to skip the next map in the map cycle
- Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu
- Added server "tf_use_fixed_weaponspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
- Added a "show_htmlpage" command to allow server operators to display custom web pages to clients
Changes to the TF Bots
- In KOTH mode, Bots are now
- More likely to roam around and hunt enemies if there is lots of time left
- Become more likely to push for the point as time runs down, or their teammates start to capture it
- Medic bots now
- Opportunistically "overheal" nearby friends when they can
- Prioritize healing of injured nearby friends more
- Don't focus on Heavies quite so exclusively
- Don't spam their Medigun continuously at round start
- Won't choose cover far below their heal target so much (koth_nucleus)
- Fight back with their syringe-gun appropriately
- Various improvements to combat behaviors
- General bot improvements
- They no longer stand still on the point when capturing or defending it
- They choose more varied routes now
- They choose better defensive spots around captured points
- They fall back to another weapon when they entirely run out of ammo
- They adjust their FOV when using zoomed in sniper scope
- They treat in-range Sentries as the most dangerous threat
- They fire their weapons is more realistic bursts
- Engineers use their shotgun properly
- Added a "virtual mousepad" concept to rework how bots track enemy players
- They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on"
- After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse"
- Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge
- Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues
- Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue
- Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
- Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
- Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag
- Added more bot names as suggested by the TF community
Zuletzt aktualisiert am Freitag, den 08. Januar 2010 um 15:19 Uhr
Donnerstag, den 19. November 2009 um 22:31 Uhr
=GO= simon_the_judge
Left 4 Dead
Ahoi ihr alten Matrosen
Wir verlegen den L4D Abend auf Dienstag.
Da es keine Einwände und Beschwerden gab, ernenne ich hiermit den Dienstag offiziell zum Zombie oder Tf2 Abend.
{comments}
Zuletzt aktualisiert am Freitag, den 20. November 2009 um 16:20 Uhr
Donnerstag, den 05. November 2009 um 11:48 Uhr
=GO= MadDad74
Zitat Gamestar :
"In einem Online-Chat haben Mitarbeiter von Modern Warfare 2-Entwickler Infinity Ward bestätigt, dass der Mehrspieler-Modus auf dem PC praktisch nur eine Umsetzung der Konsolen-Version ist. Die Spieleranzahl ist auf 18 begrenzt, es gibt definitiv keine Mod-Unterstützung und Dedicated Server."
Damit ist es zumindest für mich gestorben.
{comments}
Zuletzt aktualisiert am Donnerstag, den 15. April 2010 um 11:53 Uhr
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