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Viewing Category: Team Fortress 2
Chet Faliszek on Valve and Left 4 Dead
Posted @ 3:21 PM, August 19 2009, By: Evo In HL2: Episode 2, Half-Life 2, Left 4 Dead, Left 4 Dead 2, Portal, Steam, Team Fortress 2

Valve's Chet Faliszek has opened up about Valve and Left 4 Dead and more to Jim Rossignol in Jim's Ragdoll Metaphysics column on Offworld. Before you start asking, no Chet doesn't have any Episode 3 news. However he does have some other interesting things to say:

The Orange Box was weird. It reminded me of 8-bit era game packs. Three Games In One! That seems really unusual in the contemporary market. Did it seem unusual now? Did it seem totally logical to create a three-game pack like that? It still seems weird, now that I think about it.

Faliszek: Well, at the start Portal wasn't mature enough for us to be sure that we should do it like that, and Team Fortress 2 has had plenty of false starts. It kind of formed as we developed the games. There was no "this is how we do it" from the get-go, instead we're a company that can experiment and yeah, it's a throw-back to earlier eras, those ways of doing things. We experiment, and it pays off.
You can find this in-depth interview here.
New Team Fortress 2 Update Released
Posted @ 7:19 PM, August 17 2009, By: DigiQ8 In Day of Defeat, Team Fortress 2

A new required updates for Team Fortress 2 and Day of Defeat: Source have been released today.

Day of Defeat: Source:
  • Fixed an engine crash.
Team Fortress 2:
  • Updated PL_Hoodoo: Added a balcony at 2-1 that I've rotated and cleaned up so it's a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU's side.
  • Added "tf_ctf_bonus_time" ConVar to set the CritBoost bonus time for capturing the intelligence (0 to disable it)
  • Added "tf_arena_first_blood" ConVar to toggle the first blood feature in Arena mode (0 to disable it)
  • Added missing snowpuff particles for DX8 players
  • Fixed rocket jumping
  • Fixed sticky bomb attachment to props. They will now only ignore the saws in sawmill
  • Fixed Scouts going into reference pose in double jumps
  • Fixed the Ubersaw not displaying team colors
  • Fixed Spies disguised as RED Scouts not cloaking properly
  • Removed two more text messages for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode
You will get this update automatically via Steam.
Team Fortress 2 Update Released, Fixes Overtime Bug
Posted @ 6:31 PM, August 14 2009, By: DigiQ8 In Team Fortress 2

overtime

I'm sure everyone who had the chance to play the new Classless update for Team Fortress 2 noticed The Announcer repeat "Overtime" in the KOTH mode maps. I'm happy to tell you it has been fixed with this new update.

  • Fixed "r_rootlod" being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs.
  • Changed "The Big Hurt" Scout achievement to be "Stun 2 Medics that are ready to deploy an ÜberCharge."
  • Fixed Announcer overtime bug on KOTH servers using mp_timelimit.
  • Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior.
  • Fixed tournament stopwatch not displaying the time in the HUD.
  • Fixed a bug with cloak meter regen and drain rates.
  • Fixed Spies not being able to go invis while reloading.
  • [Read More...]
Team Fortress 2 Classless Update Released with new CTF & CP Maps
Posted @ 5:32 PM, August 13 2009, By: Hectic Glenn In News, Team Fortress 2



The classless update is now available and your TF2 should be updating as I write this. Day 3 provides info on two new maps, the first CTF_sawmill (only the third official ctf map which is surprising). The arena version has been extensively reworked to accommodate the CTF game mode.

We will also be getting cp_Yukon, a community made map with 5 control points. You'll be glad to know it is an alpine themed map and looks extremely impressive (see below).

This update has also brought a significant amount of changes and fixes to general TF2 maps / weapons / class tweaks which you can read below.


[Read More...]
Team Fortress 2 Classless Update: Day 2 – King of the Hill mode
Posted @ 3:44 PM, August 12 2009, By: Hectic Glenn In Team Fortress 2


After many subtle hints from the TF2 blog, day two unveils 'King of the Hill mode'. So you have to defend a CP? But what is different?
Gameplay begins with the point initially locked—after a short time, it will open for capture by either team. Once the point is captured by a team, their team clock will start a three minute countdown. If the enemy team manages to capture the point back, their clock will start counting down while the other team’s clock freezes at the time the point was recaptured.
With a new game mode we will obviously be getting new 'koth' mode maps. The first is a brand new map called Viaduct (see below) which is the first TF2 map with snow. Two other maps are being converted for koth, nucleus and sawmill. See the full update here

Team Fortress 2 Classless Update – Day 1: 18 New hats & New Arena Map
Posted @ 4:38 PM, August 11 2009, By: Hectic Glenn In Team Fortress 2

Well here is something new, a major update coming for Team Fortress 2 with no focus on a particular class and unlockable weapons.

It looks like we will be seeing new information each day, day one showing some of the new 18 hats which will be available for all the classes, including a pyro firemans hat, a heavy ushanka and an extremely sophisticated bowler hat for the spy.

The new arena map named Offblast looks impressive with a large mountain situated right in the middle. See the full update here.



Update: There seems to be many hidden pages with this update alluding to several things: trading system, soldier update next, winning hats by fighting - see Darkside's forum post.
More Team Fortress 2 SDK to Be Released
Posted @ 1:36 AM, August 5 2009, By: DigiQ8 In Team Fortress 2

Following their plans to release the Team Fortress content source in the SDK, Valve announced that they will soon release the SDK for the game's character models and animations as well.
we've decided to go ahead and release the source behind all the player character models, as well as associated animations. We hope this will make it much easier for custom modellers to design new character models, and for machinima makers to have more control over how characters animate in their movies.
Look for that SDK update in the next week or so.
More on Team Fortress 2 Closed Beta
Posted @ 5:24 PM, August 3 2009, By: Evo In Team Fortress 2

Valve's Robin Walker has revealed some more details about the Team Fortress 2 closed beta to Shacknews. A key point to reassure you non-competitive players that you won't be forgotten:

"This doesn't reflect any change of our attitude towards non-competitive TF2 play, it's just going to give us more data. We'll continue to talk and listen to the non-competitive TF2 players, as we have done in the two years since we shipped. The more data we have, the more effective we'll be as we continue striving for design choices that work for all TF2 players."
Robin also briefly talks about why they have taken this approach with the competitive community. Read all his comments on Shacknews.
Team Fortress 2 Beta – Competitive Gaming?
Posted @ 9:18 AM, August 3 2009, By: Hectic Glenn In Team Fortress 2

The rumours are beginning to spread around the competitive TF2 websites and Steam forums about a potential new version of Team Fortress 2 specifically tailored for the competitive scene. Recently, Robin Walker had an interview with CommunityFortress expressing interest in promoting competitive TF2
We're excited to see the steady growth of the TF2 competitive scene around the world, and we try to keep track of what we can do to help it. So far, most of that help has taken the form of feature additions to the game, but in the future I think we'd like to get more insight into what else we can do. In particular, I'd like to build some more bridges to organizers within the competitive community, which is something we've tried to do but still continue to have trouble with.
Apparently a select few competitive teams are working on fine tuning this new version of TF2, for 6v6 play. See original source here.

Oh and on Robin Walker's Steam account, under recent games you can clearly see evidence of this new game as Team Fortress 2 Beta (see screenshot below)

You Steam The Future?
Posted @ 5:37 AM, July 20 2009, By: BlueWolf72 In Mods, Steam, Steam Games, Team Fortress 2

In a recent interview ABC TV’s Good Game, Valve boss Gabe Newell says Valve wants to let the Steam community fund future game development. Valve shocked the world with Steam and Gabe is considering a way for you to pay upfront as a community for the game you would play.   Imagine paying $30.00 dollars for for another Half-Life, or maybe Opposing Force 2 would you do it?
“One of the areas that I am super interested in right now is how we can do financing from the community. So right now, what typically happens is you have this budget - it needs to be huge, it has to be $10m - $30m, and it has to be all available at the beginning of the project. There’s a huge amount of risk associated with those dollars and decisions have to be incredibly conservative. What I think would be much better would be if the community could finance the games. In other words, ‘Hey, I really like this idea you have. I’ll be an early investor in that and, as a result, at a later point I may make a return on that product, but I’ll also get a copy of that game.’ So move financing from something that occurs between a publisher and a developer… Instead have it be something where funding is coming out of community for games and game concepts they really like.”
Inside Valve Software Interview
New Team Fortress 2 Official Avatars
Posted @ 7:12 PM, July 15 2009, By: Hectic Glenn In Team Fortress 2

A new post has appeared on the Team Fortress 2 blog by the soldier himself. He does ramble on about other things but most importantly there are now 9 available avatars (1 for each class) available via Steam.

That's me lower right. When the photographer took my picture he asked me to act naturally, so I yelled at him to stop disgracing his family and get a real job
New Team Fortress 2 Update Released
Posted @ 5:39 PM, July 14 2009, By: DigiQ8 In Team Fortress 2

A new Team Fortress 2 update has been released today, check the change list below:

Linux Dedicated Server
  • Improved connection logic to help servers that aren't automatically reconnecting to Steam
Engine
  • Fixed seeing error dialogs if the "-nocrashdialog" command line parameter is present
Team Fortress 2
  • Added an optional per-map particle manifest called _particles.txt, which should be located in the maps directory, so map authors can load custom particle files
  • Fixed minicrits resulting in reduced damage for weapons at close ranges
  • Fixed the Cloak and Dagger not regenerating at the correct rate
  • Fixed setinfo exploit that allowed restricted convars to be set while connected to a server
  • Fixed tournament mode being interrupted if mp_timelimit hits before both stopwatch rounds have been played
  • Fixed "jointeam unassigned" exploit
  • Fixed being able to respawn during the chat time before a level change
  • Fixed "sensitivity" ConVar not capping the upper value which sometimes caused a server crash
  • Prevented some exploits based on mat_dxlevel being changed in-game
  • Updated ripple effects for water drips to improve performance
You will get the update automatically via Steam.
New Demo Format Coming Soon to TF2
Posted @ 8:13 AM, July 7 2009, By: DigiQ8 In Team Fortress 2

A new demo recording format for Team Fortress 2 is nearing beta release, this comes as players have been breaking demo files after downloading new updates.

The new format will allow you to request the demo file from the server, after you finish a round you are particularly proud of, or scored "an awesome kill".

This file will have the complete game state instead of just what your client saw. In addition, "the format has a some side benefits, like supporting full backwards & forwards time scrubbing".

Head over here to read the full interview.
Left 4 Dead and Team Fortress 2 Updates Released
Posted @ 4:27 PM, June 25 2009, By: Samon In Left 4 Dead, Team Fortress 2

Both Left 4 Dead and Team Fortress 2 have received an update tonight; specifically, gameplay additions to the former in the shape of exploit fixes, and to the latter the much awaited Campaign Support and Authoring Tools.

A few of the more significant updates, starting with L4D:
  • Players download third party campaigns as single .VPK file
  • Players can manage and select add-on maps and campaigns via game UI
  • Added matchmaking support and download/update prompt for add-on campaigns
  • Custom campaign support in Leader boards
Click here to view the full list of updates
  • Fixed Bonk! ammo count exploit after using a regeneration locker
  • Fixed Dead Ringer damage reduction exploit involving Spy taunting
  • Reverted Force-A-Nature and airblast knockback on disguised Spies, so that they can once again be knocked back
  • The Ambassador no longer penetrates buildings
  • Removed the movement speed penalty on The Razorback
Click here to view the full list of updates
Team Fortress 2 Update / Fixes
Posted @ 6:31 PM, June 8 2009, By: Hectic Glenn In Team Fortress 2

Lots of fixes in this update, with a few tweaks and changes along the way. See the major changes below.
  • Added a "Discard" button to the item pickup panel.
  • Added a backstab custom death animation to the Heavy.
  • Changed the Dead Ringer so it can be activated while carrying the flag.
  • Increased the Force-A-Nature's damage by 10%.
  • Fixed not being able to reflect arrows with the Flamethrower.
  • Fixed the background color of the Spy disguise panel not always matching his disguise team.
  • Fixed Spies not being able to sap a building if an enemy player was colliding with the building.
  • Fixed getting a real target ID on an enemy Spy that's disguised as one of your teammates if you are disguised as an enemy.
  • Fixed the Ambassador not shooting enemy sticky bombs.
  • Fixed Spies being able to automatically cloak after uncloaking at the moment of a weapon switch.
  • Fixed Jarate instantly exploding when thrown in some places, like the final area of Badwater.
  • Fixed Sniper "civilian" exploit where players could crash the server.
  • Fixed a couple of cases where viable backstabs would fail.
The update will be applied automatically. Steam news.
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