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  1. Last week
  2. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Brain Cane to fix problems with the texture and phong value Updated The Battle MusicAdded missing Hat style Fixed the models due to clipping on Heavy's ears and misalignment on Engineer Improved and strengthen the Noise Cancellation Updated the materials to fix it not being shiny Updated the backpack icon to reflect the materials changeUpdated cp_gravelpit_snowyFixed potential incompatibility with external VScript files (thanks Le Codex!) Re-implemented cubemap reflections in ice cave Fixed perch spotsUpdated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockRestored Hale's resistance to knockback back to 75% Reduced bonus flame damage against Hale from 50% to 25% Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy) Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy) Removed area-of-effect of Hale's normal punches (thanks Wendy) Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky) Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky) Fixed Hale being able to stomp while underwater (thanks Bradasparky) Fixed Sweeping Charge not working against underwater opponents Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky) Fixed Hale's faulty ground detection (thanks Bradasparky) Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72) Fixed the voice lines refusing to play sometimesUpdated pl_patagoniaStage 1Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked) Fixed sometimes hearing outside soundscapes inside blue spawn Fixed being able to build in a very high rooftop after point A Fixed being able to build in blue spawn Cart elevator is no longer the glitchiest thing in the universe Fixed cart not rolling back after completing the elevator descent sequence Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).Stage 2Removed rollback from the train container ramp in last point (Thanks b4nny) Gave blue more high ground for last point Added an additional dropdown for blue for last point Fixed being able to be teleported into red spawn as blue after capping point A Removed long hill rollback before point C Fixed bots getting stuck on the closed train doors after cap B Fixed being able to leave stickies inside blue last spawn Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you. Fixed a pop-in issue relating to areaportals below point B Fixed being able to enter the last blue spawn as red Birdie (Thanks Explocivo808)Stage 3Added a fenced section for the long wood cover wall in last point (Thanks b4nny) Mirrored the window sniper spot in last point choke Fixed being able to build behind a displacement rock wall in last point Removed troll teleport spot in last point ending rampAll StagesSlightly lowered sun brightness and slightly raised skylight brightness Improved skybox transitions The cart no longer tries to defy the law of physics Ninjaneers have more freedom to be ninjas The bots have learned how to play the map Gave the cart another coronación de gloriaView the full article
  3. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated the Dapper Noel to fix an issue with the mesh Updated vsh_maulFixed broken areaportals Changed some props in the upper area that could be mistaken for a large ammo packView the full article
  4. im the original bread.

  5. Earlier
  6. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing No Gloves style for the Consigliere's Coverup Added missing Versus Saxton Hale kill icons Added some tournament medals Fixed Taunt: Curtain Call voice lines overlapping with other Spy voice lines Fixed the Playful Aurora and Frisky Morning Unusual effects not moving correctly Updated Aurora Skies Unusual effect to fix a timing issue Updated the Necroprancer to fix an issue with the materials Updated the Dusk Duster to fix an issue with the materials Updated the Dapper NoelRemade normal map to be compatible with OpenGL Re-baked Diffuse & updated backpack icon to reflect above changes Removed misplaced ambient occlusion Fixed problematic face flexes Fixed an issue where Engineer's beard was protruding from his goggles Fixed an issue with the jigglebones being disabled Rigged Sniper's hat to be compatible with his melee tauntUpdated Scrooge McDocTransparent lenses are rigged to the correct bone (prp_glasses instead of bip_head) so it should now work correctly with taunts that move the glasses Improved scarf rigging and positioning to allow for better compatibility with shirt cosmetics Updated the backpack iconUpdated koth_overcast_finalFixed an issue with the models/materials Added back snow coverings (now using displacements) to some props that were missing them Fixed misaligned textures in various places Fixed weird lighting bug on a wall in blue spawn Fixed 'Hotel' sign not displaying properly Added back indicators under some health and ammo kits that were missing themUpdated cp_fortezzaRemoved sniper window leading into last Fixed Engineer being able to build in some doors Fixed some props being solid Slight art pass updateUpdated vsh_maulPlayers can no longer hide from Saxton in the dark Fixed props inside other props Fixed z-fighting brushes Fixed missing particle effects for the water feature Fixed orientation of water feature particles Minor lighting changes around the cinema Adjusted LOD change distances for Cinema sign Updated VSH logic Grounded levitating props Aligned misaligned textures Fixed mis-textured walls Clipped upper metal beams Fixed clip brushes sticking out from walls that could be walked on Players will now be pushed off of the fire bell Adjusted cinema sign shadow Used spell check on Saxton's Package sign Updated how music is activated and deactivated Fixed clipping on the hanging big ornamentsView the full article
  7. Ramblings with DoZY #2: I Like Light

     

    Hello everyone, DoZY here! First of all, happy holidays! I know Christmas is not too immediate, but it's approaching fast, so get ready. I assume no one saw my first batch of this, which is fine. That was VERY "rambly" and excruciatingly long, so sorry if you're one of the unsung people that read through it. This one is going to be a shorter one, no little chapters or nothing. It's mainly just an update on my life and how I'm doing, so enjoy!

     

    When I first joined HG, I was like 14 or so, just got into high school and all, now I'm a college kid! It's a bit crazy to think about in that context. Time really does fly by. I know I don't play with you all anymore, this place is still a bit special to me. I'm currently in college doing my general education stuff, no majors picked out right now. My main point is that, throughout my years, I've never had something that I considered myself really "good at". I have had stuff that I'm passionate about like math, linguistics, and music (look at my entire other yap sesh), but never anything that I thought I was particularly talented in. I used to love drawing when younger but I'm kinda ass at drawing now. I drum and play bass but I'm intermediate at best. I might be underestimating myself, but that's just how I feel. I looked at the people around me and saw they were talented in arts, sports, and other stuff that I could not compare too. When asked my talents when I was younger, all I could say was writing, but I never really wanted to be good solely in my ability to write. I wanted "cool" skills like being able to draw and play an instrument really well. Comparing yourself to others is one hell of a thing, but it really stuck to me...

     

    ...Then one faithful day, I decided to join my high school's theater program. My mom always kinda nagged me about joining theater stuff since she literally has a degree in it, but I never budged. Then, I did some research on the theater and the musical they were producing and decided to join the crew for the hell of it. It was the blast. I originally did sound stuff since audio seemed the most interesting to me, but after a bit, I moved towards lights. Lighting is hard to explain, at least for me, but it's very technical. Long story short, I became infatuated with light design and lighting as a whole. For the next three years of doing productions at my high school, I would be doing lights for all of them, being the lighting designer (basically the head of lights) for the last two. It was truly the first thing that I could confidently say I was good at, and I was actually proud of the work I did. I ended up doing a bunch of lighting for my school outside of the theater productions, like for the dance shows. I also ended up being a finalist two times for a theater competition comprising a bunch of schools. It was just really enjoyable. I still do lights today at my community theater and enjoy it plenty. Sure, it is long hours of work, but it really does pay off. I do want to see if I could do it as a career, but I am still looking for other choices if, in the future, I decide to dedicate my life to lights.

     

    Like I said, way shorter. I hope you enjoyed my little story and such. It really is just a glorified life update, but I enjoyed telling the story. I write these whenever I have a burst of energy too, which is increasingly rare, but I might write more of these in the future if I can. Don't get your hopes up though. See ya!

  8. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Happy Smissmas 2024! All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries. Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul Added the Winter 2024 Cosmetic CaseContains 23 new community-contributed items The Festivizer can be found as a bonus drop when opening the caseAdded 3 new community-contributed taunts to the Mann Co. StoreTaunt: Fore-Head Slice Taunt: Peace! Taunt: Curtain CallAdded 18 new community-created Unusual effects9 new effects for Unusual hats 9 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates. Mann Co. Store winter sale! Smissmas runs through January 7th, 2025 General Fixed a client crash when previewing imported items in the Workshop dialog Fixed showing an error model when equipping the Scottish Resistance Fixed The Executioner not hiding the Scout's dog tags Updated the Mountebank's Masque to fix a problem with the materials Updated/Added some tournament medals Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrockGeneralAdded the gamemode intro movie (made by Lacry, thanks) Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man) Added Hale's kill icons Visual improvements to Hale's Ability HUD (thanks Funicular) Added a visual cue signaling an upcoming Saxton Punch! Minor visual improvements to Saxton Hale and his particle effects Fixed the boss bar sometimes starting invisible Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings Fixed a rare bug when Hale's Ability HUD textures become missingBalance Changes - Saxton HaleAdded Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strengthWeightdown ability is disabled during Jump FatigueIncreased Hale's health by ~100HP per opponent Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb) Hale's resistance to knockback reduced from 75% to 35% Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)Balance Changes - MercenariesExplosives and fire now deal 50% more damage against Hale The 40% minigun damage penalty now applies to full crits only Broken Demoman shields now retain the charge ability Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP) Greatly decreased sticky trap damage reduction Removed Scottish Resistance's 20% damage penalty Baby Face's Blaster now loses 20% of its boost upon Wall ClimbingUpdated vsh_tinyrock (additional changes)Improved performance Fixed odd clipping at one of the spawnsUpdated vsh_distillery (additional changes)Improved performanceUpdated vsh_nucleus (additional changes)Fixed setup time ending five seconds too early Improved detailing in some areas Improved clipping on staircases Increased control point capture time to 15 seconds Removed collision on some lights Changed damage model and damage amount of the toxic waste pit and puddlesUpdated vsh_skirmish (additional changes)Fixed setup time ending five seconds too early Fixed an issue where Engineers could build in the crocodile pit Fixed not being able to wall climb certain trees in the main arena Fixed some lighting issues on stalactites and other props Parts of Hale's intro sequence no longer play while waiting for players Improved optimization and detailing in some areas Improved clipping on spiral stairs (Thanks Aar!) Updated security systemUpdated cp_brewThe shortcut from RED spawn to the "A" point now has a nobuild trigger Added floor indicator for the health kit in the "A" point wooden shack Adjusted "A" point wooden shack to allow more breathing room Fixed getting stuck on the "A" gate's frame Fixed teletrap near "A" point ditch route Fixed being able to place buildings inside an out-of-bounds room outside "A" point Fixed some stuck spots near "B" point Fixed being able to shoot through a crack in the BLU forward spawn Fixed floating props in the diner Fixed one way door not forcing itself closed Cleaned up some collisions and clipping across the map Improved lighting on all of the archwaysUpdated koth_krampusFixed missing trees in skybox Improved look of waterfall texture near full health-kit Fixed minor visual errors Minor NPC clipping changes Fed krampus some oatsUpdated pl_emergeSwitched on the cart light Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn Fixed some doors showing incorrect textures Fixed the final capture point displaying an incorrect string Fixed the map occasionally playing incorrect ambient sounds Minor visual and performance tweaksUpdated cp_carrierThe Carrier now has full crits rather than mini-crits The Carrier now uses the robot voice lines Improved hearability of the Carrier's voice lines and footsteps Fixed visual bugs with the boss bar Fixed the Carrier sometimes becoming invisible while taunting Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher Fixed occasional phasing through the elevator platform at BLU spawn Decreased size of the frogView the full article
  9. Whats up gamers! 

  10. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Improved matchmaking performance Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region. Improved matchmaker decision making for cross-region parties Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing Fixed the matchmaking settings dialog frequently failing to display any datacenters Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions Updated cp_gravelpit_snowyFixed a script issue Improved performance Improved clippingView the full article
  11. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tags Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups Fixed the Quoth cosmetic item hiding the Scout's headphones Fixed some broken materials for some props_farm gib models Adding "Hat" style for the Fuel Injector Updated the Clue Hairdo to fix broken smoke effect Updated koth_synthetic_eventEdited nav mesh to minimize the Toastmaster running diving into the grinder/death pitUpdated pd_farmageddonRevoked scarecrow gym membership which lowered their health from 500 to 350Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed an exploit allowing some players to respawn as a human or play as a human on the Zombie teamView the full article
  12. Sorry to mention but it was my birthday a bit ago. Adulting time.

  13. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics Updated the Fleet Commander again to fix import problems from the previous update Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player Updated cp_freaky_fairFixed issues related to the gamemode logicReapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!) Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap Fixed sniper and demo shields not having their upgrades cleared Fixed canteens not having their values cleared when refunding whilst not equippedIncreased the height of the skybox Increased last point capture time from 6s to 7s Changed some clipping to stop giants from building on roofs Smoothed out a divot (Thanks Midnite!)Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneralRe-encoded all Zombie Infection sound effects as .WAVThis fixes issues with sound effects not playing correctly and spewing errors in the consoleBug fixesFixed a bug that caused Sniper's Spit Pool to deal much more damage than intended Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP GrenadeZombie ChangesSniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones Zombie Heavy is no longer immune to Critical Hits Zombie Heavy's max health raised to 525 (from 450) Zombie Pyro's max health raised to 250 (from 175) Zombie Pyro now drops a medium health kit on deathSurvivor ChangesCrossbow weapons no longer have a flat damage multiplier against Zombies The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors Jumper Weapons can no longer store reserve ammunitionUpdated zi_murky (additional changes)Added more respawn room triggers around the new spawn zonesView the full article
  14. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Added missing list of authors for arena_lumberyard_event Fixed the Crook Combatant hiding the Scout's dog tags Fixed some sound script entries not playing because they were looking for .wav instead of .mp3 Fixed BLU Scout using the incorrect team color pants Fixed some props_farm models using an incorrect surfaceprop setting Updated the large version of the backpack image for The Fast Learner to be consistent with the small version Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings Updated a couple of the community console images to fix missing nomip/nolod settings Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair" Updated the Fleet Commander and Delldozer to fix import problems from the previous update Updated arena_lumberyard_eventFixed mini-crits being removed from the last player standing if they used the Crit-a-Cola Added missing navigation mesh Fixed areaportal windows in spawn fading in too early Fixed cases where players would get stuck on the setup doors Adjusted prop fadesUpdated cp_darkmarshLowered spell spawn timer (from 180 seconds to 120 seconds) Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up Added several more pumpkin bomb spawn points Fixed portcullis doors turning pitch black when opening Lowered RED respawn wave time for the last point (from 10 to 8)Updated tow_dynamiteFixed an ammo pick-up differ on BLU side Added a missing wagon wheel on BLU side Added Tug of War objective strings Made the jump pad's deathpits deeper A new critter has arrivedUpdated pd_circusFixed spell books being prompted despite none spawning in the map Reduced points per player from 6 to 5 Reduced distracting lighting and details around the inaccessible areas of the circus Fixed being able to place teleporters too close to spawn doors Fixed erroneous collisions Fixed small displacements cutting through walls Fixed some gaps in geometryView the full article
  15. HG was such a vibe ngl any csgo HG players that used to play jailbreak comment up i wanta see who still thinks about these days.

  16. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed an issue with Blazehattan contracts Fixed an issue with Outburst contracts Fixed an invalid Soul Gargoyle location on Mann Manor Fixed players not being able to select a class and spawn after watching an intro video Recompiled props_farm\box_cluster03.mdl to fix a problem with the material Updated the Dusk Duster to adjust the rigging a bit to reduce distortion Updated the Triboniophorus GentlemannusFixed clipping Updated texture to fix mipmapping Added jigglebone Added attachment for genteel smoke effectUpdated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style Updated the Fleet CommanderFixed white seams when moving camera away from character Improved position of Style Selection camera by deleting unused bonesUpdated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps Updated Taunt: Commending Clap to fix some issues with sounds and timing Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsReduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!) Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!) Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to HeavyUpdated zi_blazehattan (additional changes)Fixed top roof having no collisions, causing players to 'sink in' Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier Removed some redundant clip brushes Changed the round timer from 6 minutes to 3 minutes 30 seconds Fixed missing textures behind the windows of the warehouse building Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!) Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!) Fixed floodlight stuck spot near B Gate (Thanks Midnite!) Fixed troll teleporter spots (Thanks Midnite!) Fixed telephone pole collision (Thanks Midnite!) Added no-build triggers on top of barrel clusters at the top of the containers for consistency Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies Various small changesUpdated tow_dynamiteDoubled the chances of a Jump Spell drop Fixed the main gates killing players when touched on the side Fixed the main gates killing you prematurely before they are fully closed Fixed HUD textures going missing on occasion (Thanks Aar) Fixed the rooftop fire being too strong Fixed multiple locations that allowed players to build out of bounds Fixed an overly aggressive propfade in front of spawn Fixed edge bugs on multiple roofs that allowed players to remain aliveUpdated vsh_outburstImproved performance Fixed menu images Fixed a minor visual issue Fixed being able to stick to the invisible wallsUpdated koth_sawmill_eventReduced the amount of skeletons that spawn Added a new pathway to the secret underworld exit Redid some detailing near Reds base Improved lighting near some shacks near mid Fixed clipping for a shack Reworked where Soul Gargoyles spawn, now favoring Mid more often Made some new greener water for Mids lumber place New spectator camsUpdated cp_freaky_fairFixed issues related to the gamemode logicFixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded Fixed character upgrades being occasionally set to incorrect quantities Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects Fixed players being able to put a class into a massive debt Several minor fixesMerasmus is very talkative, so we asked him to talk a bit differentlyMerasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now Merasmus now has more things to say Merasmus will now announce overtime, stalemate and last control point being captured instead of the AdministratorMade changes to the upgradesGhost Potion: ghost spooking radius reduced from 512 hu to 384 hu Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf) Sentry Firing Speed: removed redundant 3rd level Disposable sentry: Maximum amount reduced from 4 to 3 Crit boost on kill: Now disabled Shield Recharge Rate bonus: Maximum level reduced from 4 to 2 Shield Recharge Rate bonus: Price increased from $150 to $250 Rocket Specialist: Price increased from $300 to $450 Rocket Specialist: Maximum level reduced from 4 to 3 Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf) Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf) Thermal Thruster impact stun: Price increased from $600 to $750 Explosive Headshot: Price increased from $350 to $450 Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25% Mark For Death: Price reduced from $500 to $300Fixed several roof spots players were able to stand on (Thanks Midnite!) Fixed several teleporter stuck spots (Thanks Midnite!) Fixed floating pumpkins and planks (Thanks Midnite!) Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!) Removed some visible dev textures (Thanks Midnite!) Removed stool from the arcade that was blocking the path previously Fixed being able to deal splash damage through metal grates Clipped the attic in respawn room to prevent players from getting and building there Clipped several beams in the lobby room Fixed missing wooden board near Red respawn room door Moved Merry-Go-Round sound source closer to make it louder Brightened several dark spots Closed the tree gapView the full article
  17. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed broken path for community_maps_5 in the ConTracker Renamed Team Blackout war paint to Blackout Fixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effects Updated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic' Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODs Updated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' style Updated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environments Updated cp_darkmarsh to reduce fog intensity Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsFixed missing overlay material for Sniper's Spit ability Fixed missing particle effects for Pyro's Dragon's Breath ability Fixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progressView the full article
  18. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Updated vsh_outburst to fix a problem with sounds not playing correctly Added missing strings for the new Strange Filters View the full article
  19. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Scream Fortress XVI has arrived! Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan Added the Terrifying Trove CaseContains 21 new community-created cosmetic items that make up the Terrifying Trove Collection Has a chance to give a taunt Unusualifier as a bonus itemAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Crushing Defeat Taunt: Peace Out Taunt: Commending Clap Taunt: The PunchlineAdded 22 new community-created Unusual effects12 new effects for Unusual hats 10 new effects for Unusual tauntsAdded the Scream Fortress XVI War Paint CaseContains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection Has a chance to give a taunt Unusualifier as a bonus itemAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed again Added new Contracts for this year's featured community maps Completing a Halloween Contract will give players a classic Halloween item and the chance for a Terrifying Trove Case Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps All cosmetic and taunt Cases will grant Halloween 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates. Join Halloween matches by using the Special Events category in Casual Scream Fortress XVI runs through November 7th, 2024 General Added UI scaling based on resolution for better HiDPI support Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee) Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee) Fixed not being able to pickup currency in MvM if it's on a teleporter Fixed Keyless Winter 2016 Case not playing the special winter case sound Recompiled some skybox models to fix UV issues Updated the Scariest Mask EVER to fix some issues with clipping Updated Sapped Unusual effect to fix the animation playing at the wrong speed Added check to prevent copying a disguise target's action slot item when disguised as them Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users Updated/Added some tournament medals Updated Sapped Unusual effect to fix the animation playing at the wrong speed Updated several maps to fix localization issues Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitariumGeneral ChangesZombies no longer spawn instantly- their respawn timer is now dependant on the map Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")Note: this change is only visible in casual mode or servers with mp_tournament set to 1Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” abilityThe Pomson 6000 now puts Zombie abilities on cooldown on hit Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay Added new kill icons for every zombie attackZombie ChangesRemoved the out-of-combat speed buff from all Zombies Zombie PyroZombie Pyro has a new ability - "Dragon's Breath"Fires a Dragon's Fury fireball The initial cast of the fireball can reflect projectiles and airblast enemiesZombie Pyro now deals mini-crits to burning players on melee hit Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius Zombie Pyro no longer emits a Gas Passer cloud on deathZombie DemomanAdded new sound effects to telegraph Zombie Demoman's Blast Charge abilityZombie HeavyZombie Heavy's health reduced to 450 (from 600) Zombie Heavy now drops a Medium Health Kit on deathZombie SniperZombie Sniper's Spit damage vs buildables is now reduced by half Zombie Sniper's Spit now applies a screen overlay to players standing in the poolZombie MedicZombie Medic now emits health like a dispenser to nearby Zombies Zombie Medic can no longer attack while using Heal Added a new sound effect for Zombie Medic's Heal abilityZombie SpyZombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!Zombie ScoutWith other zombies getting slower, Zombie Scout's speed stands out more than ever beforeBug FixesFixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!) Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge Fixed a bug that caused Zombies to not gib correctly Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances Fixed a bug that caused players to have the incorrect player skin when respawning at round start Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress Fixed an issue with "game_text" entities not being correctly cleared after round resetUpdated zi_murky (additional changes)Survivors now spawn across the map in multiple small groups instead of all at the sewage plant Added a life preserver shop to connect to the lonely shack in the southern end of the map Added a new dock network with a series of platforms leading to the roof of the central boathouse Added a small ramp to the left-most sewer pipes Removed some awkward ladder-ramps and replaced them with proper docks De-cluttered the roofs across the map Removed the floating large medkit Removed expensive reflections from the water Reduced color correction intensity Clipping improvementsUpdated zi_atoll (additional changes)Set a culling distance to most props Added occluders on the lighthouse to improve performance Updated zi_woods (additional changes)Fixed the announcer not being silenced when time is addedUpdated zi_sanitarium (additional changes)The roof is now accessible Added several routes to the roof Slightly reduced the intensity of the fog Added more pumpkin bombs Raised the skybox heightUpdated cp_gravelpit_snowyImproved performance by combining props Improved clipping Increased volume of laser gun finale Miscellaneous improvementsUpdated koth_sawmill_eventFixed an overlayUpdated koth_undergrove_eventFixed several out-of-bounds exploits in the Underworld (thanks MN!) Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6 Fixed an incorrect texture on RED's sideUpdated koth_synthetic_eventMoved spells away from mid Detail adjustments Clipping fixes Very minor lighting changesUpdated pd_mannsylvaniaAdded even more Bats! Added more spawnpoints for pumpkin-bombs Added new nag voiceline for if Dracula does not receive any blood donations Removed setup time, replaced it with a normal countdown instead Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds Decrease dropped blood bag timer from 15 -> 10 seconds Decreased respawn wave times for the losing team from 4 -> 2 seconds Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds Changed the main spawn doors to have windows Removed Rare Spell spawn by the graveyard area, replaced with Common Spell Health and ammo pickup adjustments Clipped stairs by the Castle's exit portal Minor visual updatesUpdated ctf_applejackFixed the projectile weapons from not working inside the buildings Removed bullet collision from the intelligence room handrails Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there Removed the vents with missing textures Fixed the bug with being able to get stuck in the blue shed Fixed a stuck spot in mid shed (ty Midnite!) Fixed a texture being weird in the intel rooms Fixed a black displacement in the red intel yard Removed the collision from the food in the red spawn tableUpdated cp_ambush_eventFixed exploit where players were able to build into RED 1st base (Thanks MN!) Improved lighting at RED base in stage3 Fixed lantern being clipped into cliff wall in cavern at stage1 Fixed odd shadows cast by some props Fixed coffin from being non-solid in stage2 Fixed spawncamping spot in stage2 at RED indoor exit Fixed few hovering lamp props Fixed some prop fading too soon Fixed rare issue where players fell of directly to lava on underworld teleportation Clipped few crates to make it easier to jump on themUpdated arena_lumberyard_eventRecreated the game mode in VScript Significantly increased server performance Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH Updated the healing ghost appearance for RED team Text pop-ups are now drawn in chat instead of in the middle of your screen Reduced volume of the incoming spell Removed the random Skeleton King and the Horseless Headless Horseman Removed the rare spell given to the last player standing Converted some medium health kits into small health kits Removed small health kits from the second story of both churches Fixed a pumpkin bomb that was stuck in the terrainUpdated pl_embargoFixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson) Fixed the lack of countdown at the end of the roundView the full article
  20. how is everyone? Been 3 years since i last logged on, just wanna see how everyone is
  21. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Fixed regression with some .mp3 files not playing Updated description for the Backpack Expander Updated some tournament medals Updated the Desk Engineer cosmetic itemFixed clipping with the Gunslinger Fixed clipping with Engineer's buckle Fixed rotation in the paint preview Fixed skin parts being tinted green from texture compressionUpdated the Daring Dell cosmetic itemFixed rotation in the paint preview Fixed shading artifacts on the helmetUpdated The Big Star cosmetic itemFixed rotation in the paint preview Fixed various instances of clipping with the player model Updated mismatched backpack icon Fixed parts of the texturesUpdated koth_cachoeiraPlayers can no longer shoot through the metal fenceView the full article
  22. An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include: Increased the maximum number of backpack slots to 4000 (from 3000) Fixed record/stop .dem file exploit that was used to reveal cloaked Spies Fixed Robot Destruction death notice events not properly highlighting when the local player kills a robot Fixed regressed self-illum setting for the Earbuds Fixed hearing the deflection sound when deflecting arrows that are already stuck in something (community fix from Marxvee) Fixed a problem with .mp3 sounds not playing if they were very short Fixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in Mann vs. Machine (community fix from Marxvee) Updated tf_zombie_spawner entity to support setting team numbers for the zombies (defaults to the original behavior if no team is set) Updated Taunt: Unleashed Rage to fix incorrect outro timing Updated Taunt: Can It! to fix MvM bone Updated koth_sawmill_eventRemoved stray spellUpdated koth_megatonFixed rockets being able to quite literally crash the beach party (Thanks again, ficool2!)Updated pl_cashworksUpdated menu photo to match map changes Removed strange texture glitch at RED spawn 1 Added shutter for drop exit at RED spawn 1 RED spawn 2 big door can't be stickied anymore Removed collision on some lamps Added minor visual changes in BLU spawn and final cap side route Fixed minor clipping issuesUpdated koth_cachoeiraThe sightline from the helicopter has been blocked off Fixed missing door texture (Thanks Hoppkins!) Various miscellaneous fixes (Thanks Midnite!)View the full article
  23. revive HG... revamp rules, start a squad server. get a community discord going, make it a hangout spot and let the casuals come.

    1. Benz

      Benz

      come aboard and make it happen

    2. excalibuR

      excalibuR

      i have no experience at all with any of it. whoever is still around in leadership and of course you would like to get in discord and think of a "new" HG i would for sure sit in on it and give input. we have the foundation and the name, times are changed with communities imo but i think its more than possible to have a gamer friendly discord/website where people come around and play games together. tarkov, league, etc... everything just needs to be appealing. i see games like squad, foxhole, and hell let loose be REALLY good with getting returning and a loyal crowd. 

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