FPS Team Fortress 2 (Read 7068 times)

  • asdfg!
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It's on Cliff's server as usual. damage-inc.net:27015

I'd recommend if you want to play with us that you go onto steam and add 'tofkas' (that's me) as a friend and I'll get you into the Gaming World steam group, which'll have the event announced so you know exactly when and where we're playing.
edit: Vesper has informed me you can circumvent me entirely and just go to http://steamcommunity.com/groups/gamingw. Screw you veso.

It's also possible that we may play on a few custom maps tonight, to save download time (because it's bloody slow through tf2) hop onto my server and grab 'em from there. To install 'em just unzip the map file to your steam/steamapps/username/teamfortress2/tf/maps/ directory. Hooray for simple steam folders!

http://sarevok.casiotone.org/tf2/maps/
This stuff I think.
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I joined the group okay, I play shooty games under the name lolzords
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Esh, dom and dicko are over here this weekend (and maybe Cliff but unlikely now :( ) so chances are this sunday Sunday SUNDAY I won't be here you will probably have to play against dom and dicko instead of me 8)
  • Developer of "Eternal Conflict" Series
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I probbaly won't be here for this sunday match either...  I have to work all day...
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I'm aware this might be a little DOUCHEBAGGY (as in BEST FRIEND JUST DIED SO WHO WANTS HIS APARTMENT??) but now that Cliff is sort of homeless and shit, what will happen with the server? I mean, he won't be paying for it so..?
WHY SO SERIOUS HAHAHAHHAHAAHAHAHAHAHAHHAHAHAHHAHAHAHAHAHAHAHAHHAA
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well he said in his bye topic that his friend is watching it, and he pm'd sare so idk if he gave him more info or what
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Don't worry about the server we have it sorted.
  • asdfg!
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The server IP or whatever will stay the same, right?
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I've got dom, dicko and esh over here right now so I probably won't be able to host the TF2 SUNDAY SUNDAY SUNDAY. Esh and dom are going home later tonight so I'll probably be available from 10/10:30pm GMT if you guys wanna play a later game than normal (dicko might play a bit too). Lemme know what you think-o
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I've got dom, dicko and esh over here right now so I probably won't be able to host the TF2 SUNDAY SUNDAY SUNDAY. Esh and dom are going home later tonight so I'll probably be available from 10/10:30pm GMT if you guys wanna play a later game than normal (dicko might play a bit too). Lemme know what you think-o

tell them to gtfo

we got some gamin to do
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there isnt really much "hosting" to do so ill go ahead and go on at 8 and see what happens

ill probably be around for a late game too tho

edit: tf2 sunday in -1 hours go home[/size]
Last Edit: February 10, 2008, 09:04:10 pm by Jester
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I hope there are more than 4 people today.
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How to own pubbies with an engineer in Dustbowl (3).

No deaths and one single turret from round start to end. Total achievements were 38 points, 25 kills (by turret), 22 assists (by turret), 9 172 damage (by turret), 6 dominations (by turret) with 18:35 lifetime (=the whole round). In the end the enemy went mass spy and capped the points when they couldn't get past that first chokepoint. :(
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that was a lame tf2 sunday

oh well maybe later
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crap, I forgot about it.
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FUCK SHIT MAN
When I get my mic working I'll make you guys sorry you ever misspronounced Kaworu!
(That means YOU Jester)
  • old skool
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Forgot to download the custom maps :(
I'll probably be around again later.
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np ka-woh-roo

sucks eb get them
  • old skool
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I'm downloading them now, but I also have a lot of shit due for class tomorrow that I should stop putting off.

I'll try to get on anyway since I'll be gone next sunday.
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Alright guys, HUGE update coming to TF2 tomorrow. Just thought I would let everybody know.

Quote
On Thursday, February 14 at 11 am PST (that's tomorrow), all PC versions of Team Fortress 2, will receive its largest update since the product was first made available on October 10, 2007, as part of Valve's best-selling Orange Box compilation. Sounds exciting eh?

The free update includes global optimizations for networking, graphics, and player statistics, plus improvements to Source TV for tournament viewing.

In addition, three of the currently available maps (Dustbowl, Granary, CTF_Well) have been iterated for enhanced performance and gameplay.

The release is headlined by the introduction of “Badlands,” a new map that pushes control-point gameplay onto vertical landscapes.

Available free to all Team Fortress 2 PC gamers around the world automatically via Steam, the full update includes the following:

Source Engine

    * Refactored how lightmaps are downloaded to the graphics card at level load. On some hardware configurations this can lower level load times significantly
    * Optimized some particle systems to improve performance on some hardware configurations
    * Player stats are now sent up as they change, rather than when the player dies
    * Improved playback of sub-frame sounds
    * Fixed a crash caused by alt-tabs during map load
    * Eliminated unnecessary temporary memory allocation in scenefilecache

Team Fortress 2

    * Badlands released (yay)
    * Changes to Dustbowl
          o Added a new access point to the stage2 attacker gates (drop-down left from spawn), allowing attackers a way to reach the left route without being subjected to the spam and sentry gun fire
          o Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
          o Fixed a gap behind stage 1, cap 1 house
          o Fixed a high perch on stage1 cap1 house roof
          o Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
          o Fixed a few places where rockets/demoman pipes could pass through non-solid models
          o Sealed up a gap over stage1 lower startgate
          o Clipped off tall windows in stage 3 to prevent sentry guns from behind built behind them
    * Changes to Capture the Flag Well
          o Fixed trains not starting on map spawn
          o Removed cap association from red spawns that were spamming console
    * Changes to Granary
          o Removed spawn timing advantage from the middle (from -3 to 0)
          o Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
          o Fixed a few places where players could get stuck between containers and silos
          o Adjusted playerclips on red container that made it appear like players were floating
    * Added a small delay (200 ms) before a zoomed sniper shot can get a critical hit
    * Added server side convar mp_fadetoblack. Same functionality as Counter-Strike, used mainly during in-person tournaments and LAN events
    * Added flamethrower "sizzle" sound when the Pyro is hitting a target
    * Updated explosion debris to be a bit darker
    * Fixed idle players not being kicked from the server if mp_allowspectators was set to 0
    * Added ctf_well to the default mapcycle.txt file
    * Added ctf_well to the default motd.txt file
    * Fixed floor tile material type
    * Fixed some weapon damage info missing from TF2 game stats
    * Made some small changes to the Demoman viewmodel that were causing performance problems
    * Added exec'ing a .cfg file on the client when you select a class to play.
    * Added a new timer to the HUD to show the value of mp_timelimit. This is useful if you're playing a timed match on 2Fort, where you only set a timelimit on the server and no other win conditions.
    * Added server log entry for buildings destroyed by their owner
    * Fixed sentry gun shadows being clipped
    * Updated glass material

SourceTV

    * SourceTV now uses a hidden slot on the game server. This allows for 24 player servers to also have a SourceTV proxy connected to it
    * Fixed Pyro's flamethrower flames not showing up in SourceTV
http://www.steampowered.com/v/index.php?area=news&id=1441&l=EN&cc=US

It's pretty clear that this is the biggest update yet.
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