VALVe a finalement décidé de segmenter son gros update pour la version PC de TF2 et de le sortir petit à petit. La première partie est arrivé hier à 20h. Petit extrait du change log :
* Ajout de la carte Badlands qui se joue autour de control points disposés sur une carte très verticale.
* CTF_Well, dont la salle centrale se voit de nouveau parcourue de trains, se trouve à présent dans le mapcycle.txt par défaut. Attendez-vous à la voir de plus en plus sur les serveurs publics.
* Dustbowl : des tonnes d'exploits ont été corrigés.
* Granary : idem. De plus, le spawn timing advandage pour l'équipe occupant le point central a disparu.
L'update contient aussi de nombreuses optimisations pour le netcode, le rendu graphique, le Source TV, les stats des joueurs, le tout pour tous les jeux Source de VALVe. Par contre, nulle trace de la carte Goldrush, des achievements du medic et de ses nouvelles armes. (source : nofrag)
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le changelog en details :
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 cool * 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 scenefilecacheTeam Fortress 2
* Badlands released * 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 Pej, note, Pej !!! * 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 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