March 5th TF2 Update

Fishy

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Feb 23, 2008
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Hot off the press!


Gameplay changes

* Added a duck timer that prevents duck spamming while running around on-ground
* In-air, players are only allowed to duck once before they touch ground again
* Fixed several bounding box issues with jumping, falling, and rocket jump air-walking. Bounding box should be much more accurate there now
* Increased backstab check so that Spies can side-stab again
* When disguising, Spies now always start showing the primary weapon in their disguise, and can then switch it with the last-disguise key


TF2 Fixes

* Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing
* Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher
* Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%
* Restored sawmill_logs.mdl file, fixing some user maps that used it
* Fixed some localization issues with Scout achievement strings
* Removed the "Final" phrasing in the map loading screen


Engine fixes

* Fixed a server crash on startup under Linux
* Fixed a buffer overflow issue related to network string tables
* Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes


CP_Junction

* Fixed an exploit where engineers could build a teleporter exit in an invalid area
* Fixed a few bad overlay assignments and other minor issues

Discuss
 
* Increased backstab check so that Spies can side-stab again

Meh. As a non spy, it's not surprising that I'm not happy.

* Added a duck timer that prevents duck spamming while running around on-ground
* In-air, players are only allowed to duck once before they touch ground again

These were problems?

* Fixed flamethrower loophole that resulted in the flame effect being stuck on while the flamethrower wasn't really firing

This will be sorely missed. I liked the feeling of infinite ammo it gave.

* Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher

Huh?

* Fixed a bug that caused Natasha's slow on hit effect to be inverted from 75% to 25%

Yay! Just in time for the scout update to start winding down. I believe this nerf was intentional :D

* Gamestats uploading is now done asynchronously. This fixes the client timeout issues on map changes

Three cheers!
 
side stabbing is back omg *tear*

I'm not sure what this fix is either

"* Fixed exploit that allowed players to circumvent the force-fire timeout on the pipebomb launcher"
 
Aww. The lack of crouch-jump is gonna break SO MANY maps.

Bye bye, surf.
 
Aww. The lack of crouch-jump is gonna break SO MANY maps.

Bye bye, surf.

You can still crouch jump, you just can't jump and then crouch in the air seventeen times. It does not do to have a seizure while airborne.
 
On Blackmesa, you can't get through the doors you need to crouch to get through like the head crab rooms and the the little door at b/k.

And Kraken, you know surfing is amazing.
 
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the important thing is make spies not be able to side stab. lol make them work for their kills
 
lul, no way.
No way what? If ya meant not being able to get through the doors go check for yourself...

And if you meant surfing it is amazing. What's mroe epic that flying through the air at a gazillion mph!?!
 
Hallelujah, the Spy is brought back to life!

And that annoying infinite flame is FINALLY fixed.
 
Can't crouch Scout doublejump though.

Really nowadays it's just used on the 360 to move around maps quicker but still.
 
You can still crouch jump, you just can't jump and then crouch in the air seventeen times. It does not do to have a seizure while airborne.
Somehow the crouch-jump doesn't quite get as high anymore. I'd guess that the slowing down of the crouching means that the crouch isn't fully engaged when at the top of a jump.
In addition to the now-inaccessible vent in blackmesa, the boxes can't be crouch-jumped onto anymore.
 

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