Community Announcements - SZ
As of 12:00AM GMT today and for the next two weeks, we are now accepting submissions for the Second Annual Saxxy Awards! Click here to find out how to submit!

Read the blog post here
TF2 Blog





Good news! Submissions are now being taken for the Second Annual Saxxy Awards! The event where we celebrate the world's best short films exclusively about ME, SAXTON HALE! No other subject will be considered for hold on, Bidwell's trying to tell me something. What is it, Bidwell. Of course I can listen to you and type at the same time. Look. Still typing. What? What do you mean they can make the films about anything? Why would they want to do that? No, it's not arrogance, Bidwell, it's just common damn sense. If you can make a film about anything, make it about me. What? Because I'm Saxton Hale, that's why. Why are we still having this conversation? You're lucky my hands are busy typing.



New paragraph! I'm going to go pull some strings with the mayor, see if I can't get the rules changed about what the films have to be about. In the meantime, feel free to upload your submissions.



This just got signed by Saxton Hale








As of 12:00AM GMT today and for the next two weeks, we are now accepting submissions for the Second Annual Saxxy Awards! Click here to find out how to submit!




(Note: Replay category submissions will be accepted starting tomorrow, via the in-game Replay Browser.)




PC Gamer
rel="bookmark"
title="Permanent Link to Valve firing process echoes studio’s peer-driven structure">Valve offices



For Valve's employees, working at one of the most secretive development studios around constitutes a once-in-a-respawn experience. The leakage of Valve's employee handbook earlier this year colorfully outlined a flat management structure culturing a counterintuitive emphasis on peer-driven independence. Speaking to Seattle Interactive Conference attendees yesterday (as reported by GeekWire), Valve Product Designer Greg Coomer said the same free-form philosophy governing the company's work ethic also factors into firing someone.

"I wish that we had covered firing in the employee handbook," Coomer said. "It was one of the things that we left out. We tried writing it, but we didn't feel like we were capturing how Valve thinks about (firing) in a well enough way. It was almost a wording problem. We couldn't get it done in the time that we wouldn't to finish the handbook. The short answer of how we handle terminations, really, is the same as we approach all other decisions at the company: It's a peer-driven process.

"If it turns out that we made a bad hiring decision, or that somebody is just not working out, there’s a method we use to get the people who are involved in the same room and to walk through the decision about what should really happen as a result of this person not functioning very well. Some of the details are kind of boring, but the main answer is that it's peer-driven, just like we evaluate each other as peers.”

I wonder what a caricaturized "Termination and You" chapter in the handbook would look like—probably the Pyro immolating an office chair or something. Still, Coomer attributed Valve's higher rate of self-fulfillment to the significant flexibility it bestows upon its workers, saying, “There are attributes that other companies have quoted about themselves that they allow their (employees) to spend some fraction of their time actually deciding on their own what to work on, but at Valve that percentage of your time is 100 percent. Every single person is responsible for deciding what they do every day."
TF2 Blog
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Source Engine Changes (TF2, DoD:S, HL2:DM)

  • Fixed a regression in the Mac's minimum system check


Team Fortress 2

  • Added new audio lines for Merasmus to use when he attacks
  • Fixed a Linux dedicated server crash related to Mann vs. Machine mode
Oct 26, 2012
Community Announcements - SZ


In much the same way that most of the characters in the 1983 haunted elevator movie “The Lift” were warned – repeatedly - to take the stairs, we warned you that the frankly terrifying Scream Fortress Halloween event was coming. And now it’s here, and you’re scared, and you don’t have anyone to blame but yourself. This year, you’ll experience the tear-squirting terror of being trapped in a living nightmare with a vindictive ghost, just like everyone in M. Night Shyamalan’s epic of elevator haunting, “Devil”. Before we get to the horror proper, though, we’d like to thank everyone in the community who contributed such terrific items on short notice. Alright, enough talking. As female reporter Jennifer says just before the final elevator battle in “The Shaft”: It’s going DOWN!
Product Update - Valve
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Source Engine Changes (TF2, DoD:S, HL2:DM)
  • Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. ("mat_viewportupscale 1" and "mat_viewportscale 0.5" will downscale world rendering by 50%.)
  • Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a changelevel when the server is empty
  • Added positional audio support for Mumble clients
  • Fixed a bug that prevented consecutive clicks on scrollbar buttons
  • Performance and stability improvements

Team Fortress 2
  • Scream Fortress Event 2012
  • Fixed a bug where buildings would be invisible during their setup time
  • Mann vs. Machine
    • Added the map Mvm_coaltown_event with a special Halloween mission
    • Fixed a bug where players money would not be set properly when restoring a checkpoint
    • Fixed server crash on vote to restart mission
TF2 Blog
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:


Source Engine Changes (TF2, DoD:S, HL2:DM)

  • Added mat_viewportupscale and mat_viewportscale to enable rendering the world at a reduced resolution. ("mat_viewportupscale 1" and "mat_viewportscale 0.5" will downscale world rendering by 50%.)
  • Added a new convar mp_mapcycle_empty_timeout_seconds to trigger a changelevel when the server is empty
  • Added positional audio support for Mumble clients
  • Fixed a bug that prevented consecutive clicks on scrollbar buttons
  • Performance and stability improvements


Team Fortress 2

  • Scream Fortress Event 2012
  • Fixed a bug where buildings would be invisible during their setup time
  • Mann vs. Machine

    • Added the map Mvm_coaltown_event with a special Halloween mission
    • Fixed a bug where players money would not be set properly when restoring a checkpoint
    • Fixed server crash on vote to restart mission


Oct 26, 2012
TF2 Blog




In much the same way that most of the characters in the 1983 haunted elevator movie “The Lift” were warned – repeatedly - to take the stairs, we warned you that the frankly terrifying Scream Fortress Halloween event was coming. And now it’s here, and you’re scared, and you don’t have anyone to blame but yourself. This year, you’ll experience the tear-squirting terror of being trapped in a living nightmare with a vindictive ghost, just like everyone in M. Night Shyamalan’s epic of elevator haunting, “Devil”. Before we get to the horror proper, though, we’d like to thank everyone in the community who contributed such terrific items on short notice. Alright, enough talking. As female reporter Jennifer says just before the final elevator battle in “The Shaft”: It’s going DOWN!

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Jim Rossignol)

This year’s Team Fortress 2 Halloween event has been stripped of its cobwebbed shrouds and revealed to be one of supernatural shenanigans: there will be spells, there will be zombies, there will be spooky achievements, and there might owls. (I can’t tell if that’s just for illustrative purposes.) Relevantly: there’s a new King Of The Hill mode featuring a wizard, and a new Man Vs Machine mode where the robots are “800″ zombies, which is called Wave 666. Both look enticing, in a “don’t touch that green glow!” sort of way.

You can read more about it here. And there’s a comic here. And the event kicks off today. Good luck, freemarines!

Shacknews - Steve Watts

Every year around this time, the light-hearted (albeit bloody) world of Team Fortress 2 gets a little bit darker. Past years have brought a horseless headless horseman and Demonman. The fourth annual "Scream Fortress" update brings a necromancer with a grudge and some magic potions in tow.

The update goes live today and lasts through November 8. As usual, it ties into a new comic that plays with the premise. The magician Merasmus will enter haunted King of the Hill maps to terrorize your crew, throwing bombs and booby-trapping the control points. Each time a point changes hands, a random effect will trigger some "horrible fate." Or possibly something good, but you know, more likely the horrible fate thing.

You'll also randomly find spells that you can cast on items in your backpack, giving them magical effects like ghost summoning or flaming footsteps, or more modest ones like repainting your items. One spell promises to make you an evil sorcerer.

The new "Wave 666" replaces your usual Machine co-op opponents with brain-hungry zombies, and you can score two new achievements -- one for beating Merasmus, and one for getting to Skull Island.

...

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