Big Team Fortress 2 Update Tomorrow (Badlands!)

Munro

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On Thursday, February 14 at 11 am PST (that's tomorrow), all PC versions of Team Fortress 2, will receive its largest update since the product was first made available on October 10, 2007, as part of Valve's best-selling Orange Box compilation. Sounds exciting eh?[br]

The free update includes global optimizations for networking, graphics, and player statistics, plus improvements to Source TV for tournament viewing.
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In addition, three of the currently available maps (Dustbowl, Granary, CTF_Well) have been iterated for enhanced performance and gameplay.
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The release is headlined by the introduction of “Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.
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Available free to all Team Fortress 2 PC gamers around the world automatically via Steam, the full update includes the following:
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Source Engine

  • Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
  • Optimized some particle systems to improve performance on some hardware configurations
  • Player stats are now sent up as they change, rather than when the player dies
  • Improved playback of sub-frame sounds
  • Fixed a crash caused by alt-tabs during map load
  • Eliminated unnecessary temporary memory allocation in scenefilecache


Team Fortress 2

  • Badlands released (yay)
  • Changes to Dustbowl
    • Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
    • Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
    • Fixed a gap behind stage 1, cap 1 house
    • Fixed a high perch on stage1 cap1 house roof
    • Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
    • Fixed a few places where rockets/demoman pipes could pass through non-solid models
    • Sealed up a gap over stage1 lower startgate
    • Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
  • Changes to Capture the Flag Well
    • Fixed trains not starting on map spawn
    • Removed cap association from red spawns that were spamming console
  • Changes to Granary
    • Removed spawn timing advantage from the middle (from -3 to 0)
    • Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
    • Fixed a few places where players could get stuck between containers and silos
    • Adjusted playerclips on red container that made it appear like players were floating
  • Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
  • Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
  • Added flamethrower "sizzle" sound when the Pyro is hitting a target
  • Updated explosion debris to be a bit darker
  • Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
  • Added ctf_well to the default mapcycle.txt file
  • Added ctf_well to the default motd.txt file
  • Fixed floor tile material type
  • Fixed some weapon damage info missing from TF2 game stats
  • Made some small changes to the Demoman viewmodel that were causing performance problems
  • Added exec'ing a .cfg file on the client when you select a class to play.
  • Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
  • Added server log entry for buildings destroyed by their owner
  • Fixed sentry gun shadows being clipped
  • Updated glass material


SourceTV

  • SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
  • Fixed Pyro's flamethrower flames not showing up in SourceTV
 
Pretty awesome, you are welcome also
 
YESSSSS!!!!1111 Badlands with shooting range :D
 
SuuuuuuHHWEEEEET! Check out the TF2 group announcement as well! :thumbs:
 
Sweet. Still waiting on Gold Rush but Badlands sounds pretty cool too.
 
Me wants se achievements!
But nice update, I'm sure looking forward to play badlands :D
 
Before we even got emailed about it too :O
 
Nice! Crazy update, cant wait for this.
 
I can't wait to play Badlands. It should be amazing.

By the way, isn't Badlands the same game mode CP? Gold Rush is the new game mode..

Right?

The TF2 Community page begs to differ.
 
I can't wait to play Badlands. It should be amazing.

By the way, isn't Badlands the same game mode CP? Gold Rush is the new game mode..

Right?

The TF2 Community page begs to differ.
Oops. :eek: Edited and take some time out of screwing your gf to play with your fictional internet friends tomorrow! :cheese:
 
Wait... delay for snipers??

0.2ms! But I can't wait that long! :O
 
Awesome update, I won't be able to play it straight away but it is something to look forward to.
 
"Updated glass material"

what does that mean?

It might be the case that some bullets can pass through them while others can't, as I heard something along those lines about something recently.

I also noticed they fixed the Dustbowl Sentry Gun exploit :)
 
If you read correctly, it says 11am Not-GMT, I think it's about 6pmish tonight
 
They mentioned something about vertical gameplay. What's that all about?
 
Capture points on top of towers... Bit like cp_orange maps - if you've played them :)
 
Just to say if the times match correctly we'll be seeing Badlands at 7 o'clock UK time tonight. Its 11AM PST (Seattle time)
 
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