Official Team Fortress 2 Thread

Logged into the FMJ server last night. It seems they have an admin mod to limit the number of classes there are for each team. It was nice for a change, since the limit for snipers was limited to two iirc. etc etc
 
Logged into the FMJ server last night. It seems they have an admin mod to limit the number of classes there are for each team. It was nice for a change, since the limit for snipers was limited to two iirc. etc etc

I noticed that too, it was nice, until I couldn't be a class I wanted to be :eek:.

BTW, as of last week I sold off my 8800GTS, so I haven't been playing :( But I was just wondering, those who don't have the best of the best video cards, I wanted to get something cheap for a little bit to save some money, I was thinking of a 7600GT. Is anyone playing TF2 with a lower-end video card? And how's it running for you?
 
onmy other PC that has x1600pro im pushing 50-70 on decent settings, i forgot what resolution i have though.
 
x200 mobile? damn, lol. I tried playing source games on my 945gma intergrated graphics laptop w/ a core2 and 2 gigs of ram, but even at 640x480, everything low/off, it's pretty choppy. Very sad. I have to stick with CS 1.6 on the laptop, heh.

Anyways, that's cool, if I got the 7600GT I could probably do 1024x768 with a lil AA. I love Source games, they're so scalable!
 
I noticed that too, it was nice, until I couldn't be a class I wanted to be :eek:.

BTW, as of last week I sold off my 8800GTS, so I haven't been playing :( But I was just wondering, those who don't have the best of the best video cards, I wanted to get something cheap for a little bit to save some money, I was thinking of a 7600GT. Is anyone playing TF2 with a lower-end video card? And how's it running for you?


I have a spare rig, e4300/1gb/x600se and a co-worker has been using it to play TF2. 1024x768 and he say's it runs awesome. My guess is 50-60fps as well.

I get 60+fps on my rig in sig with everything maxed at 1680x1050.


Anyway, Pub's are getting better. I usually play on my clan's (=PGC=) server(s) or one of our sister clan's server's (-PoS-). 90% of the time, games are very even and it is a real fight to win a map. Which is what I love. Sure blowouts are fun, but not as fun as a evenly matched game.
 
I noticed that too, it was nice, until I couldn't be a class I wanted to be :eek:.

BTW, as of last week I sold off my 8800GTS, so I haven't been playing :( But I was just wondering, those who don't have the best of the best video cards, I wanted to get something cheap for a little bit to save some money, I was thinking of a 7600GT. Is anyone playing TF2 with a lower-end video card? And how's it running for you?

You can play it, just will probably have to turn down some settings or even run in DX8 for high fps depending on what res you want.

But just remember it will make your new (8800gt?) that much more fun to play on ;)
 
You can play it, just will probably have to turn down some settings or even run in DX8 for high fps depending on what res you want.

But just remember it will make your new (8800gt?) that much more fun to play on ;)

I was thinking the 8800GT, but considering how they're overpriced right now, and I have a feeling there might be some unfound limiting factors (high resolutions), I'm going to wait a couple months with a lower-end card until both sides have their mid-high gaming cards out and perhaps prices have come closer to MSRP and I can make a better decision.

Yeah I wasn't expecting full graphics with a 7600 GT. Even though I was doing that with my old 8800 GTS, it was great.
 
They fixed a lot of stuff and got rid of that melee exploits pretty quick.

[-] November 7, 2007 - Current Release

Changes/Additions
Improved paged pool memory tracking
Freezepanel hud improvements now trigger on usage of the "jpeg" command
Bug fixes
Fixed crash on importing spray logo that claimed to be a valid jpeg file, but wasn't
Fixed Medic's uber-charge stats tracking
Fixed a bug in scoring Engineer building destruction
Engineers no longer earn points for using their own teleporters
Fixed Spies exploit enabling them to attack while disguising, without losing disguise
Fixed Spies being able to attach sappers through thin walls
Fixed several melee weapon switching exploits
Fixed exploit that allowed players to teleport with the intelligence
Fixed a client crash related to MP3 playing
Improved client handling of stats when a connection couldn't be made to the stat servers. Fixes several cases of stat loss
 
6odirealj1.jpg


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Looks like someone has been messing around with Gary's mod
 
[IMG-]http://img219.imageshack.us/img219/8394/6odirealj1.jpg[/IMG]

[IMG-]http://img148.imageshack.us/img148/9250/85wu521di2.jpg[/IMG]

[IMG-]http://img20.imageshack.us/img20/1688/8c26smtwv7.jpg[/IMG]

[IMG-]http://img148.imageshack.us/img148/4565/8abzkohin6.jpg[/IMG]

Looks like someone has been messing around with Gary's mod

Omg, I just reported your post for awesomeness (not really ;p)

Sweet pictures, thanks for the laugh :D
 
Played some TF2 last night on some "custom" server.....it was playing a map I hadnt ever seen before. I...for the life of me, cannot remember what the name of this map was, but it was extremely simple.

It had your Blue and Red spawning points and then a central pit area. As soon as you opened the door from the spawning point, you was literally in the PIT. There was no time limit, there was NO map rotation, it was just this one map.... continuously.

There were no objectives to complete, no briefcase....just sheer carnage!!!!

After about 10minutes of playing, I made the assumption this map was what im dubbing "A Stat Map".

No matter what class you chose to be, you were certain to get raised stats.

As a Heavy, I nearly capped 4000pts in one run. This was WITHOUT the help of a Medic. The best I had done prior to that, on a normal map WITH a Medic was about 3300+.

After another 10 minutes...It got old and I had to leave to play some good ol 2Fort.

All in all though, it was still nice to see a fresh NEW map.
 
Played some TF2 last night on some "custom" server.....it was playing a map I hadnt ever seen before. I...for the life of me, cannot remember what the name of this map was, but it was extremely simple.

It had your Blue and Red spawning points and then a central pit area. As soon as you opened the door from the spawning point, you was literally in the PIT. There was no time limit, there was NO map rotation, it was just this one map.... continuously.

There were no objectives to complete, no briefcase....just sheer carnage!!!!

After about 10minutes of playing, I made the assumption this map was what im dubbing "A Stat Map".

No matter what class you chose to be, you were certain to get raised stats.

As a Heavy, I nearly capped 4000pts in one run. This was WITHOUT the help of a Medic. The best I had done prior to that, on a normal map WITH a Medic was about 3300+.

After another 10 minutes...It got old and I had to leave to play some good ol 2Fort.

All in all though, it was still nice to see a fresh NEW map.


Sounds like you were playing one of the Duel maps. We run them on our servers, fun stuff. We don't run them for the stats approach, just because its shear carnage and overall fun!

Some of the custom maps are great! The remake of 2forts classic is better than the new 2fort IMHO.
 
well soldier is the only class that does not have a hard counter. Its verstile vs almost all the classess.

Hardcounters exsits for all the other classes;

Engineer sentries counters scout
Demoman counters engineer, heavies
scouts counters demos
Sniper counters heavies
Pyros counters spies
spies counters heavies, sniper and demo
heavies counters everything upclose

soldier is very tricky to counter, I usually never die to spies, pyros , engineers or scouts. However snipers can get a good shot sometimes and demoman is probably the most consistent counter imo. Heavies are just way too clumsy and easy to dodge.
 
Ownage!

What did they change? I saw it update when I restarted Steam, but the changelog stayed the same...

Yesterday I believe, it was a ninja-fix... they didn't say it in the patch-notes.. but it's definitely working right :D
 
Pyro hit detection was changed I believe. probably all hit detection in general, but it seems to be most prevalent in the pyro.
 
Patch notes : http://www.steamgames.com/v/index.php?area=news&id=1314&cc=KW

Updates to Team Fortress 2 and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Source Engine
  • Fixed a bug in networking that would cause long stalls (up to 10 seconds) when a split packet would not be reassembled properly, which forced a full update to all clients
  • General optimization to tracelines
  • Fix for broken .dem file playback
  • Added backward compatibility code to allow demos recorded with protocol 12 to continue to be playable under protocol version 13
  • When showing "WARNING: Connection Problem", now indicate the number of seconds remaining before an auto-disconnect will occur
  • Fixed a bug that would cause NULLNAME to be shown as the player's name in the scoreboard for a short time
Team Fortress 2

  • Fixed exploit where spectators could spawn into the world without actually joining a team
Hydro map changes

  • Fixed an exploit that would allow players to jump out of the map
Granary map changes

  • Cover changes to the first capture points of both teams. Reduces some of the sight lines for defenders, and should make the area easier to capture
  • Teams that are holding more points will receive a greater spawn time bonus (spawn timer reduced for the winning team). This should help attacking teams build momentum
  • Minor visual tweaks to the BLU side between capture points 2 and 3
  • Clipped off a super high (demo pipe jump) perch in the middle area
  • Increased base round timer to 10 minutes
  • Added windows overlooking the final cap from the capture point 2 building (via new room next to conveyor route)
  • Minor changes to lighting in the middle area
  • Moved the middle spawn points farther forward (saves 6-7 seconds off a Heavy's run from this spawn to enemy capture point 2)
  • Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on the final cap (from 10 seconds)
  • Fixed material alignment and model interpenetration issues in home spawn rocket rooms
SourceTV

  • Increased default bandwidth rate from 5 to 8 KB/sec for spectator clients
  • Increased SourceTV demo buffer size for table class descriptions from 64 to 96KB. Team Fortress 2 was running over this
  • Performance improvement for copying unreliable data buffers to SourceTV clients
  • Updated the list of events in TF2 tagged for the director to play
 
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