Difference between revisions of "February 14, 2008 Patch"
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* Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly | * 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 | * 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 | * Player stats are now sent up as they change, rather than when the player dies | ||
− | ==Team Fortress 2== | + | ===Team Fortress 2=== |
* [[Badlands]] released | * [[Badlands]] released | ||
* Changes to [[Dustbowl]] | * Changes to [[Dustbowl]] | ||
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* Updated glass material | * Updated glass material | ||
− | + | | source = http://store.steampowered.com/news/1441/ | |
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|before= [[January 25, 2008 Patch]] | |before= [[January 25, 2008 Patch]] | ||
− | + | ||
|after= [[February 15, 2008 Patch]] | |after= [[February 15, 2008 Patch]] | ||
}} | }} | ||
{{Languages}} | {{Languages}} |
Revision as of 07:30, 21 August 2010
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Patch notes
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
Team Fortress 2
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage 2 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 stage 1, cap 1 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 stage 1 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 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
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