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Post by Steve Farrelly @ 04:12pm 29/01/09 | 8 Comments
Steam have released updates for both Team Fortress 2 and Day of Defeat: Source. The updates will apply automatically when you next restart your Steam client.

Chief among the updates are these fixes:
  • Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
  • Fixed players getting stuck in the "prepare to respawn..." countdown loop
  • Fixed server crash when trying to load a map that contains control points with duplicate index values
  • Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
And so on...

You can have a look at the full list of changes right here.



team fortress 2





Latest Comments
rubba-chikin
Posted 04:25pm 29/1/09
Someone paste the changelog... proxy has blocked the steam site D:
Steve Farrelly
Posted 04:27pm 29/1/09
* Added percentage to UberCharge HUD panel for the Medic
* Added upgrade progress and levels to Engineer HUD panel for all buildings
* Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
* Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
* Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
* Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
* Fixed Pyro model not animating in the class menu
* Fixed players getting stuck in the "prepare to respawn..." countdown loop
* Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
* Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
* Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
* Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
* Fixed server crash when trying to load a map that contains control points with duplicate index values
* Fixed several materials warnings in the console
* Fixed "Cart.Explode" sound script entry using an unknown sound channel
* Marked the cl_bobcycle and cl_bobup ConVars as cheats


Team Fortress 2 and Day of Defeat: Source

* Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers


Source Engine

* Fixed client "timeout on mapchange" problem
* Fixed setinfo exploit
* Marked the r_aspectratio ConVar as a cheat


Server Browser

* Renamed "Quick List" to "Map List"
* Removed minimum ping filter from Map List
TiT
Posted 04:45pm 29/1/09
does anyone know did the server browser fix up where friends would be in a game but it doesnt show the server they are in?
Phooks
Posted 05:13pm 29/1/09
Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them


Hahaha oh man spies are so imbalanced right now.
parabol
Posted 05:29pm 29/1/09
You can get healed by a dispenser while invisible!!??

Can you also get ammo to stay invisible?

EDIT: apparently so!

last edited by parabol at 17:29:32 29/Jan/09
thermite
Posted 05:56pm 29/1/09
Yeah dude, that's how you stay invisible. If you find 2 x 200 ammo boxes, that are less than a cloaked run away from each other you can stay invisible indefinitly - unless someone steals the ammo, then you're going to have to come out of hiding and kill them.

They need to fix the bug where one stacked team pwns the other all the time. At least in Arena mode there are shuffles if this goes on for 5 rounds.

Dazhel
Posted 06:02pm 29/1/09
It sucks to be an engineer these days.

Both enemy and friendly spies will now make a bee line for all the metal lying around to stay cloaked indefinitely.

If that's not bad enough, any Demoman that's knows which end of the sticky bomb gun to shoot from can take down a level 3 sentry in seconds.
Engies paying attention to their sentries need something similar to a compression blast to knock stickies away. The pistol and shotgun are useless for defending the sentry.
thermite
Posted 06:06pm 29/1/09
Yeah from time to time as an engy I feel like that.

Then I go play another class and realised how equally f***ed up it is.

The engy pistol might seem pathetic if you just let off a couple shots, but if you go deathmatch style and unload entire clips on people in the distance you can take down snipers and soldiers fairly easily - since you can move around a lot better than them.
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