NEW UPDATE IS UP !!!!!!!!!!!

Changelog:

Team Fortress 2: Gold Rush Update Available Now
April 29, 2008, 5:59 pm - Alden Kroll

The Team Fortress 2: Gold Rush Update is now available, free to owners of Team Fortress 2 via Steam. The Gold Rush Update introduces the new Gold Rush map and Payload gameplay style, the first set of unlockable weapons, and a new set of achievements for the Medic.

In other TF2 news, a worldwide Team Fortress 2 Free Weekend will begin Friday at noon PDT, and will include access to the new content released today in the TF2: Gold Rush Update. Using the functionality made available through Steam and Steamworks, all of the files needed to join the Free Weekend are available for pre-loading now.

The Free Weekend is open to players around the world, and there is no obligation to purchase to participate; all that is needed is a Steam account to join.

To start pre-loading everything you need to play on Friday and learn more about Team Fortress 2, please visit www.steamgames.com/goldrush
Team Fortress 2 Update Released
April 29, 2008, 5:58 pm - Jason Ruymen

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

Source Engine

* Improved particle performance on multi-core machines
* Added FOV slider to Options | Video | Advanced for all games (moved there from TF2’s multiplayer options)
* Fixed surround sound initialization problems with new speaker modes defined in Vista


Team Fortress 2

* Added Goldrush
* Added Character Info and Loadout to the main menu
* Added 39 Medic achievements
* Added unique Medic items:
o The Blutsaugher, The Kritzkrieg, and The Ubersaw
* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman
* Added Stopwatch mode to Tournament mode
o Automatically used on Attack/Defense maps
* Teleporter effect no longer shows up on invisible or disguised Spies
* Spies disguised as their own team can now capture control points
* Increased force taken by pipebombs by bullets and explosions
* Target ID hud is now colored red or blue to match the spectator target
* Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
* Fixed exploit where clients could start benchmark mode on servers
* Fixed drowning exploit that allowed players to regenerate health
* Fixed reload exploit that allowed plays to fire instantly after switching weapons
* Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front
* Fixed invulnerability overlay not drawing if the invuln player was previously on fire
* Fixed "times used" entry in teleporters maxing out at 32
* Fixed rare client crash on level change during control point capturing
* Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
* For mapmakers:
o Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
o Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
o Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
* Granary
o Added setup time logic, and gates to the middle
o Fixed an overlay alignment bug on one of blue's gate signs
o Minor lighting fixes in red/blue spawns
* 2Fort
o Added medium ammo and health to basement hallways
o Added small ammo and health to top of spiral
o Fixed a clip brush exploit outside blue sniper deck
o Fixed number "2" overlay on front of red base not being assigned to the brush face


Portal

* Fixed a rare crash related to bone setup
 
* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman

Awesome

* Teleporter effect no longer shows up on invisible or disguised Spies

All Spy players just crapped themselves in glee

o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable

For the love of God, don't put invulnerable sentries in the spawn rooms.
 
[quote1209521014=Drew The Pirate] * Teleporter effect no longer shows up on invisible or disguised Spies[/quote1209521014]

[quote1209521014=Drew The Pirate]no longer shows up on invisible or disguised Spies[/quote1209521014]

[quote1209521014=Drew The Pirate]invisible or disguised Spies[/quote1209521014]

I love you Valve. This made my day. =)
 
Grr I was playing and was just about to get acheivement for uber before setup finished and I timed out and then someone else got my spot in server.. :(
 
My god..... I see 24/24 players EVERYWHERE!
This is a freaking Medic Epidemic!
 
WOW dudes seriously the moment i finished downloading the update, i loaded TF2 looked for pl_goldrush, and i swear EVERY server was FULL!!!! some even had 34/32 players???!!!! even ours was almost impossible to get on...oh and the fact that a spy doesnt have the glow after the tele is used is FREKING AWESOME!!!!
 
This sucks. Now spies will jump on the teles without even considering the poor soldier or heavy who probably needs it more than him. >=( Plus, every other player gives off a sparkly trail behind them, why should spies get some special treatment? Argh. Idiot Valve and their need to constantly tweak the classes. ~:(

On a lighter note..good to see Valve add new animations and voices. The medpacks and ammo crates in the enemy base on 2Fort will hopefully encourage players to attack and not turtle for hours on end. :D
 
the spy will show a trail if he's not disguised or cloaked...which is never usually :(
 
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