Wiper
12-14-2008, 04:53 PM
New client features
Added Viewmodel FOV slider to advanced multiplayer options
Added a hide viewmodel option to advanced multiplayer options
Added custom crosshair support
Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it
New server features
Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
Added class limit support to tournament mode
Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses
Gameplay changes
Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
Base chance is now 2% (was 5%).
Bonus range based on damage done changed from 0%-15% to 0%-10
Damage range required for bonus changed from 0-1600 to 0-800
Reduced random damage spread applied to all player damage from +-25% to +-10%
Slight reduction (improvement) of the minigun's spread
Increased flare direct hit damage from 20 to 30
Rewrote Natascha's slowdown code to be more consistent
Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
Increased soldier primary ammo count from 16 to 20
Bugfixes
Fixed crash when running in tools mode
Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
Fixed Medic UberCharge percentage in minimal-HUD mode
Most important change is I think the Critz-system update. Since a lot of players don't like the "random" critz they tuned it down to a max chance of 10% (1 out of 10 shots is a critical one if you did at least 800 damage).
Also a notification to the nice add of the sniper rifle which can be critzed by a medic also now. I say lets give it a try on sentries :D
Added Viewmodel FOV slider to advanced multiplayer options
Added a hide viewmodel option to advanced multiplayer options
Added custom crosshair support
Added crosshair image, scale, and color settings to the Options->Multiplayer settings tab
Moved HUD minimal mode & Disable Spray options into the Advanced Multiplayer settings
Added "open_charinfo_direct" command that opens the loadout directly to the class you're currently playing
Replaced the "Open Loadout" entry in the options->keys dialog with this new command. Rebind / reset your config to defaults to use it
New server features
Added "tf_damage_disablespread" convar to disable the 25% damage spread on all damage
Added class limit support to tournament mode
Set the "tf_tournament_classlimit_X" convars to the max number of class X allowed
Added "tf_tournament_hide_domination_icons" convar, that allows a tournament mode server to force clients not to display domination icons over their nemeses
Gameplay changes
Modified critical hit calculation. Overall, critical hit chance is now much more recent-performance based:
Base chance is now 2% (was 5%).
Bonus range based on damage done changed from 0%-15% to 0%-10
Damage range required for bonus changed from 0-1600 to 0-800
Reduced random damage spread applied to all player damage from +-25% to +-10%
Slight reduction (improvement) of the minigun's spread
Increased flare direct hit damage from 20 to 30
Rewrote Natascha's slowdown code to be more consistent
Sniper rifle now supports Crit Boost state like all other weapons (i.e. Kritzkrieg makes all shots critical hits)
Stealthed spies are no longer able to pickup the intelligence. They must uncloak first
Increased soldier primary ammo count from 16 to 20
Bugfixes
Fixed crash when running in tools mode
Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_" CON_COMMAND scripts to prevent clients issuing the commands
Fixed bug in teleporter logic that allowed engineers to build teleporters with HUGE health values
Fixed matching teleporter not getting a health buff when the pair is upgraded (only the tele you were hitting got the health buff)
Fixed Medic UberCharge percentage in minimal-HUD mode
Most important change is I think the Critz-system update. Since a lot of players don't like the "random" critz they tuned it down to a max chance of 10% (1 out of 10 shots is a critical one if you did at least 800 damage).
Also a notification to the nice add of the sniper rifle which can be critzed by a medic also now. I say lets give it a try on sentries :D