Apr 14, 2011
Team Fortress 2 - SZ
<a href="http://www.teamfortress.com/hatless"><img src="http://www.teamfortress.com/images/posts/hatless.jpg" width="420" height="284" border="0"></a><

We've slaved over it. We've missed sleep, meals, and loved ones for it. We've been up countless hours perfecting it. And now, finally, we've put it aside for a few minutes to slap together <a href="http://www.teamfortress.com/hatless">this update</a>.

So here it is, folks: a Team Fortress 2 100% guaranteed Hatless Update! Now if you'll excuse us, we'd like to get back to our years-long quest to design the ultimate hat. "For the game?" you ask. Uhhh, sure. Now pass those sequins.
Apr 14, 2011
Team Fortress 2 - SZ
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We've slaved over it. We've missed sleep, meals, and loved ones for it. We've been up countless hours perfecting it. And now, finally, we've put it aside for a few minutes to slap together this update.

So here it is, folks: a Team Fortress 2 100% guaranteed Hatless Update! Now if you'll excuse us, we'd like to get back to our years-long quest to design the ultimate hat. "For the game?" you ask. Uhhh, sure. Now pass those sequins.
Apr 14, 2011
Team Fortress 2


We've slaved over it. We've missed sleep, meals, and loved ones for it. We've been up countless hours perfecting it. And now, finally, we've put it aside for a few minutes to slap together this update.

So here it is, folks: a Team Fortress 2 100% guaranteed Hatless Update! Now if you'll excuse us, we'd like to get back to our years-long quest to design the ultimate hat. "For the game?" you ask. Uhhh, sure. Now pass those sequins.
Counter-Strike: Source - Valve
Updates to Team Fortress 2, Counter-Strike: Source, 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 (CS:S, DoD:S, TF2, HL2:DM)
  • Fixed a packet injection exploit in the client/server streams
  • Fixed UDP logging exploit
    • Added a new server convar "sv_logsecret" which emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value pre-pended

Team Fortress 2
  • Added new map Koth_Badlands
  • Updated CP_Well
    • Spawn room by second cap for each time is now a one-way door
  • Updated Training
    • Added 3 new training courses for the Demoman, Engineer, and Spy
    • Added the Ready for Duty achievement for completing all of the training courses
  • Added a new system to associate dedicated servers with Steam accounts
    • Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"
    • Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg
    • Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account
  • Added a new system for coaching players
  • Added a new vote system
    • Server convars to control the vote system
      • sv_allow_votes : Allow voting?
      • sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.
      • sv_vote_allow_specators : Allow spectators to vote?
      • sv_vote_issue_changelevel_allowed : Allow votes to change levels?
      • sv_vote_issue_kick_allowed : Allow votes to kick players from the server?
      • sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?
      • sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?
      • sv_vote_issue_restart_game_allowed : Allow votes to restart the game?
      • sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?
      • sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?
      • sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)
  • dynamic model loading to improve performance
  • Combat Text changes
    • Added a new convar "hud_combattext_healing" to display the amount of healing done per second
    • Added bonus points to the items displayed using Combat Text
    • Starting position of values is now affected by range to target, making it easier to see numbers when next to targets
  • Updated voice to use the Steam voice codec to improve quality
    • Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.
  • Fixed not being able to see the correct colors for painted hats when running with DX8
  • Fixed not being able to see the | character in custom names and descriptions
  • Fixed a couple cases where custom sprays would not import correctly
  • Duel changes
    • The duel dialog has been extended to include class-specific duels in addition to the default duels
    • Duel badges now only show the number of wins a player has
  • Added Payload maps to Offline Practice
  • Fixed taunt kills made with a Katana not counting towards honorbound kills
  • Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance
  • Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out
  • Improved the Medic overheal effect so it's more noticeable
  • Fixed func_build entities to respect the team value and prevent the associated team from building in the area
  • Items changes:
    • Added new "Sort by Rarity" option for sorting backpack items
    • Improved the backpack sorting algorithms
    • Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
    • Added paint preview to the preview section when shopping for hats
    • Updated the Googly Gazer to be paintable
    • Added new paint styles to the Pyromancer's Mask
    • Items in the action slot won't be swapped until returning to a supply cabinet
    • Replaced the no-crit attribute with -25% damage on the following:
      • The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)
      • The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor
    • Dalokohs Bar
      • Removed item cool down meter and ammo count when using the Dalokohs Bar
    • Fists of Steel
      • Increase deploy times 20%
      • Ranged damage reduced 40% (down from 60%)
    • Loch-n-Load
      • Damage increased by 10%
    • Equalizer
      • Tuned high-end damage range so it's no longer possible to one-shot certain classes
      • Suppress the medic call effect while active
    • Battalion’s Backup
      • Reduced rage generation rate by 50%
    • Concheror
      • Damage-to-health conversion increased to 35% (from 20%)
    • Mad Milk
      • Heal 60% of damage done (down from 75%)
    • Sun-on-a-Stick
      • Base damage lowered slightly but guarantees crits against burning players instead of mini-crits
    • Fan O’ War
      • Marking someone for death now lasts 15 seconds (from 10 seconds)
    • Flaregun
      • Flares always crit burning targets, regardless of range
    • Backburner
      • Removed the restriction on airblast
      • Ammo cost increased 150% (4 blasts at full ammo)
      • Damage bonus reduced to 10% (from 15%)
    • Sydney Sleeper:
      • Charge rate increased 25%
  • Bot changes:
    • Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
    • TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
    • Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
    • Improved TFBot reactions to cloaked and/or disguised enemy Spies
    • Improved Demoman bot behaviors for planting sticky bomb traps
    • Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
    • Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range
    • TFBots will no longer hide from sapped or carried sentryguns
    • Engineer bots are better at moving their sentry gun nest as the scenario changes
    • Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
    • Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
    • Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
    • Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns
    • TFBots will no longer try to use a teleporter entrance they can't actually reach
    • Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon

Read more about the update here: http://www.teamfortress.com/hatless
Team Fortress 2

A Team Fortress 2 Update With No Hats? What Is This?Valve has released a sizeable Team Fortress 2 update, and for once, it's not all about hats.


It's actually about things that are useful. Like a new coaching mode, where you can jump online with someone who will teach you how to play. And a "new" map (a smaller version of Badlands). And a whole bunch of improvements to everything from the quality of voice communications to the game's bots. And three new classes (Demo, Engineer & Spy) have been added to TF2's training mode.


You can read the full changelog at the link below.


[The Hatless Update]


Team Fortress 2

You think you've been waiting a long time for a new Half-Life game? You haven't, really. It's "only" been three and a half years. Now, Team Fortress 2, that was a game long in the making.


The staggered development of Valve's iconic shooter took so long, and went through so many twists and turns, that it serves as the very embodiment of the expression "Valve Time". As in, Valve will release a game when it's damn well ready, regardless of how many changes it has to go through and how long it takes.


No Game Suffered From "Valve Time" More Than Team Fortress 2A sequel to a hugely popular Team Fortress mod for Quake (which would later also be released as a Half-Life expansion), Team Fortress 2 was first announced all the way back in 1998, when Valve bought out TF Software Pty. Ltd, the creators of the mod. Team Fortress 2 was originally planned to ship as a Half-Life expansion towards the end of 1998.


It was delayed, however, and was not shown to the public for the first time until a year later. And couldn't be more different to the game we ended up with if it had tried. Going for a more "realistic" look than even the mildly sci-fi stylings of the original, Team Fortress 2 (subtitled "Brotherhood of Arms", and whose demo you can see up top) looked set to be a team-based shooter set in a near-future world that would feature large bases, an overall team commander, combat vehicles and even aerial drops.


A year later, however - in 2000 - the game went dark. Valve told press that it had been delayed again while the game was ported over to the company's new internally-developed engine, Source. And that would be the last anyone would hear of the game for over six years.


Half-Life 2 came and went, Half-Life 2: Episode One came and went, and still, the world knew nothing of the fate of Team Fortress 2. Despite protestations from Valve that the game was definitely being worked on, many began to believe the game was dead.


No Game Suffered From "Valve Time" More Than Team Fortress 2Yet as they should have learned from Half-Life 2, Valve likes to take its time. And when the game finally returned to the public eye in 2006, it was easy to see why it had been hidden for so long: it was an entirely different game!


About all that had remained from the original Team Fortress 2 pitch was the fact there were two teams fighting each other in a multiplayer match. Everything else had been changed. The vehicles were gone, the realism was gone, the serious tone was gone, the commanders were gone, the air drops were gone...all that was left were some maps, some guns and a handful of characters (which, in a cute touch, resemble the cast from the original mod).


So many changes had been made to the game, in fact, that Valve says it developed three or four entirely different titles during Team Fortress' gestation, which certainly would explain the long delay. One of these, which became known by the name "invasion", had elements leaked to the public when Half-Life 2's code was stolen ahead of that game's release, and suggested that one of the Team Fortress 2 versions in development during the six years of silence had included things like NPCs in multiplayer matches and references to the Half-Life universe.


Far from a retreat from the original vision, however, what we ended up with is one of the most enduring and iconic video games ever made, with a visual style and lovable cast of characters. Team Fortress 2 was eventually released in 2007 as part of Valve's Orange Box collection (and in 2008 as a standalone title), and is available for the PC, Mac, PS3 and Xbox 360 (though the latter two versions, sadly, are without the constant upgrades featured in the computer editions).


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Team Fortress 2 - contact@rockpapershotgun.com (Quintin Smith)

Cripes. You may remember us reporting that as of some two weeks ago, Valve were selling a variety of hats and noisemakers in Team Fortress 2 with prices ranging from $0.49 to $100 (that’d be the one on the right, there) in the name of raising money forAmerican Red Cross’s disaster relief fund for Japan. Those items vanished from the game’s Mann Co. store on Wednesday last week, but Valve have today reported on the official Team Fortress 2 blog that fans bought a total of $430,543 and 65 cents’ worth of stuff. Good work, gamers!

To mark the occasion, I’ve arranged for Sambomaster to play us out after the jump.
(more…)

Team Fortress 2


Valve has thanked the Team Fortress 2 community for raising an incredible $430,543.65 for the Japanese disaster relief fund.


That number represents the sale of three limited hats and two noisemakers - items added to the Mann Co. Team Fortress 2 game store at the end of March.


"Nice work, everyone!" wrote Valve on the TF2 blog. "It's been inspiring to watch gamers around the world come together for such a worthy cause."


The hats and noisemakers disappeared on 6th April.

Video: Team Fortress 2.

Team Fortress 2

TF2 Players Spend Nearly Half A Million Dollars On...HatsTo help the victims of the recent earthquake and tsunami in Japan, Team Fortress 2 developers Valve had a little hat sale. It started well. And has ended even better.


A total of $430,543.65 was raised by Team Fortress 2 players spending a bit of cash on some hats for their characters, which either says a lot about the size of TF2's player base, a lot about the appeal of hats or a lot about both.


There's also a lesson in this: developers, if you want PC gamers to stop pirating things and start spending money, don't sell them games. Sell them hats.


Team Fortress 2

The Team Fortress 2 team just revealed the final number for its two-week charity drive for Japan disaster relief. Benefiting the Red Cross, the sale of three in-game hats (and a few $0.99 noisemakers) produced the absurd number you see above. Quoth the Heavy, you did well.
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