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  2. Whats up gamers! 

  3. Last week
  4. 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
  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: 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
  7. Sorry to mention but it was my birthday a bit ago. Adulting time.

  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: 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
  9. 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
  10. 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.

  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 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
  12. 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
  13. no bitches

  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: Updated vsh_outburst to fix a problem with sounds not playing correctly Added missing strings for the new Strange Filters View the full article
  15. 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
  16. how is everyone? Been 3 years since i last logged on, just wanna see how everyone is
  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 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
  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: 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
  19. 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. 

  20. 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 Taunt: Can It! to fix missing flies particle effect Updated the backpack image for the Impact Impaler Updated Violent Viridian Unusual effect to fix a visual bug Updated/Added some tournament medals Updated cp_hadalFixed control point capture messages Fixed door locking in RED spawn after C capture Removed unintended buildable areas Increased capture time on final point Improved directions around the mapUpdated pl_embargoReduced respawn time on Last for RED from 34 to 22 seconds Asked Botlers to speak and explode more quietly Minor visual fixesUpdated koth_megatonImproved performance by up to 20%, with more significant improvements possible depending on system specs (Thanks ficool2!) Fixed the grates around the capture zone allowing blast damage to pass through Fixed a few cases of alpha painted displacement seams Improved lighting on several models, especially on the rocks throughout the map Fixed surfaceprop on BLU's metal plates Fixed several pixelwalks along thatch roofing and exteriors of the team buildings Improved clipping throughout Fixed a support beam intersecting with spawn doors Fixed a few instances of visible displacement holes in the perimeter dropoff Added a unique kill icon for the end of the round Fixed floating spawndoor motors Plus... all you need for a beach party!Updated pd_atom_smashFixed the Casual Administrator overriding the Scientist Fixed some floating lightsUpdated koth_sawmill_eventRemoved the spells in the underworld since players could spawn camp with them too easily Increased the time players get crits and health from the underworld after leaving Added some additional effects to the secret exit from the underworldView the full article
  21. Nxsty

    yoo, how's it goin?

  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: Updated pl_embargo to fix visual glitches View the full article
  23. 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 Loyalist's Coronet Unusual effect to fix team BLU particles in the team RED effect Updated the Rainbow Reverie, Warp Drive and Overdrive Unusual effects to work better with larger hats Updated the Rainbow Reverie Unusual effect to add a fade in when spawning and make the refract more noticeable Updated the Dragonflies' Embrace, Dragonflies' Nature, and Dragonflies' Lucent Unusual effects to fix trailing issues on the grass and ground particles Updated the Distress Signal and Carioca's Call Unusual effects to fix some issues with overlapping sprites Updated the Desert Wind and Monsoon Season Unusual effects Fixed the wind flickering on moving taunts Fixed the tumbleweed having incorrect physics Updated the wind and dust to trail slightly on moving tauntsUpdated the Control Patrol cosmetic itemReduced the size of the glasses Lowered the hat slightly on Soldier's head Fixed UV map issue with LODsUpdated the Justice Johns cosmetic itemSlimmed down the legs and raised socks cuffs to reduce overall thickness of the legs Fixed rigging issue with boot lacesUpdated the Pathfinder cosmetic itemSlimmed down the arms slightly Adjusted shoulder and armpit rigging to reduce stretching of the vest Adjusted mesh transition from forearms to hands Fixed some clipping issues around where the shirt collar meets the zipper Raised the zipper pull tab for better compatibility with other Soldier cosmeticsUpdated ctf_doublecrossFixed an incorrect team-colored material in the BLU base for real this timeUpdated pl_enclosure_finalFixed a clip wall blocking a dropdown in stage 3Updated pl_embargoMinor visual and clipping improvements Fixed the cart's missing outline Added an extra Botler to the playable space Fixed the paint splat overlay not applying to players within the explosion range The ambient music inside the casino now respects the music volume settings Improved player visibility against certain walls (Thanks Arthur) Added the kill icon to the helicopter blades Fixed an override of a TF2's base texture Fixed being able to block the cart shortly after point A (Thanks Aar) Fixed getting stuck in a door near C while it closes Fixed indoors fog sometimes getting applied outside (Thanks Phe) Increased respawn time for RED on the last point Fixed the client crash related to custom models Improved performance on the last pointUpdated koth_cachoeiraEngineers can no longer build inside the cliffs Fixed teleporter stuck spot under the control point Adjusted respawn waves Minor visual improvements Various clipping fixes Improved performanceUpdated ctf_applejackImproved clipping Brought some stairs Improved tree collision Added more chickens Improved detail Fixed Ol'Betsy (Thanks Aar!)View the full article
  24. 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: Moved 64-bit Steam binaries to the correct folder Updated the equip_region for the Free Mann's Fashion Updated the Distant Drift Unusual effect to fix a visibility issue Updated the Butterfly Season Unusual effect to fix problems with the scale and effect trails Updated the Fiesta Royale and Grand Jubilee Unusual taunt effects with performance improvements Updated the Botler 2000 to fix problems with its positioning Updated koth_megatonFixed the finale being cut off by a round ending too early Fixed players not being blown to smithereens during the finale Fixed players being able to get stuck in the edges of the thatch rooftops Improved optimization. Investigation into further improvements for lower-end and config users is ongoing.Updated cp_canaveral_5cpFixed an out-of-bounds exploit Fixed some stuck spots Fixed some hovering props Added some missing overlaysUpdated cp_overgrownFixed being able to build in RED spawn Adjusted clipping to fix a few perch points Removed extra shadow_control entity (Thanks Lacry!) Fixed a number of small visual and gameplay issues on the map (Thanks Midnite!)Updated pl_odysseyFixed an exploit that allowed BLU players to enter RED spawn Fixed lighting issues in BLU first spawnView the full article
  25. 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 Distress Signal and Carioca's Call Unusual effects sometimes causing the game to crash Moved ctf_haarp out of the CTF matchmaking category and into Attack/Defend Updated the Treasure Trove Unusual taunt effectRenamed to Bountiful Riches to fix a naming conflict Updated the materials to fix a problem with the coinsUpdated pd_atom_smashFixed missing UI elements for the capture zone Increased rarity of The Scientist's idle chatter between capture zone availabilityUpdated koth_megatonFixed a missing material on the sandbags Fixed clipping on an open crateView the full article
  26. 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: Summer 2024! Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen Added the Summer 2024 Cosmetic CaseContains 23 new community-contributed itemsAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: Taunt: Can It! Taunt: Cremator's Condolences Taunt: Straight Shooter Tutor Taunt: Unleashed RageAdded 38 new community-created Unusual effects18 new effects for Unusual hats 20 new effects for Unusual tauntsAll cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates. The Summer event runs through September 15th, 2024 General Security and stability improvements Fixed Workshop sv_cheats exploit Disallow aliasing any existing convars that are not movement commands Added language support for Spanish - Latin America Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on itemsAdded "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options categoryAdded missing 64-bit Steam binaries for the dedicated server Added missing 64-bit versions of HLMV and HLFaceposer Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team Added missing menu_photos images for cp_powerhouse Added missing default string for Player Destruction mode Expanded VScript supportAdded mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map BaseEntity: AcceptInput, IsAlive EconEntity: GetAttribute TFPlayer: GetCustomAttribute, StunPlayer TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint Moved some of the Christmas maps to the normal rotation Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF Moved koth_probed out of the Misc matchmaking category and into KOTH Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff) Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee) Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee) Fixed CTF HUD being visible when no flags are present (Community fix from fellen) Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre) Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel Fixed dropped weapons with custom decals not showing the correct decals Fixed some unusual effects using the wrong orientation for The Head Hedge Fixed Halloween transmutations being completed outside of the Halloween event Fixed incorrect BLU material for the CLTF2 bronze medal Fixed missing Spy audio when using the Taunt: Kazotsky Kick Fixed missing sound for the Taunt: The Skating Scorcher Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas Fixed some clipping issues for the Mad Lad when using lod1 and lod2 Fixed missing polygons for the Stunt Suit when using the Roadworker style Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time Fixed console warning about unknown command 'eureka_teleport' Fixed Vaccinator heal sound continuing to play after Medic's death Fixed a problem with the Tiny Timber not displaying paint after being painted Updated zi_intro.webm media file Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon) Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon) Updated the material for The Law to fix an issue when the hat has been painted Updated the equip_region for the Cleaner's Cap Updated/Added some tournament medals Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues Updated ctf_doublecrossFixed an incorrect team-colored material in the BLU baseUpdated cp_brewFixed truck textures outside of BLU spawn Fixed a few bumps in the roadUpdated pd_selbyenFixed an exploit that would allow Engineer to trap players using a teleporter behind a door Minor detailing changesUpdated pl_hoodoo_finalAdded func_noclip to BLU spawn in the third stageUpdated pl_corruptionFixed handrail collision near the last point Fixed lamp near BLU spawn Fixed missing string for last pointUpdated plr_hacksaw_eventFixed broken areaportalsUpdated pl_enclosure_final[Stage 1] - Moved A point within the gate building [Stage 1] - Added stairs for access to the balcony overlooking the final point area [Stage 1] - Added more cover along the initial aviary area [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area [Stage 1] - Tweaked the layout of the tunnel section [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building [Stage 1] - Reworked RED spawn so it now has two exit doors [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked [Stage 2] - Airboats and their dock are now accessible [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building [All Stages] - Allowed building inside initial BLU spawns [All Stages] - Visual improvements to a lot of places, a few new assetsUpdated pl_cashworksArea 1 / Loading DockBLU Spawn 1: Solved several clipping issues at doors and stairs Mitigated line of sight into spawn room Added alternative exit from spawn room to the rightRED Spawn 1: Reworked to have two exitsArea Changes: Changed terrain around bridge to be easier to maneuver and to prevent getting stuck Changed munition pack at building 01 to large Possible spots beneath bridge for teleporter-traps eliminated Shuffled some big rocks to block off Sniper lanes Cut center building Sniper lane, left alley visually blocked off from dock area Cut center building top Sniper lane, less easy to get a good view Changed out of bounds building left of BLU spawn, added spinning sawblade Opened up a third passage to allow for an additional flanking option for BLU and REDArea 2 / SerpentinesRED Spawn 2:Reworked 2nd RED spawn entirely New spawn has two exits, locks and teleports after B is cappedArea Changes:Balconies blocked off visually and physically Additional visual blocker at the top of the serpentines to allow for a more secure crossing Long tunnel leading through the RED building to a staircase at the foot of the hill Added deadly and moving sawblade for spicy danger, with sparks and fumes Closed off BLU balcony at the end of the hill Changed raised platform to be only accessible from RED sideReroutes:Deleted BLU gates at flanking route after B is capped Flanking route has an additional exit towards C, leading through BLU building BLU building interiors reworked and expanded Balcony-drop doesn't injure the player any moreArea 3 / Construction SiteBLU Spawn 2:New stairway leading to balcony Wider exit from big building after CP3 captureArea Changes:Widened area at the generators and on the 2nd level Changed the direction of the drop-in to C, leading into the hydroelectric building Widened exit from BLU spawn into Area 3Area 4 / VaultArea Changes:Added gates opening at the gatehouse after CP3 is captured Alternative passageway through gatehouse while gates are closed pre CP3 Rebuild bridge to be convex, obscuring a long Sniper lane Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanksGlobal ChangesSolved a ton of clipping Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay Adjusted func_doors at spawn to span to every solid Changed clipping on cart, now jumpable Increased fog distance and lowered density Exchanged glass-textures from the green to the clear version Stairs and hanging bridge are now bullet-blocked for more predictable projectile bouncesView the full article
  27. Can't ever forget about HG. Met some great people here.
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