Fixed a noclip exploit related to dueling and coaching
Fixed clients not being able to run on WindowsXP
Fixed The Filamental displaying the burning material in DirectX8
Fixed an exploit that allowed Strange counters to be incremented negatively
Fixed The Crusader's Crossbow healing teammates with The Equalizer or The Escape Plan deployed
Fixed The Expert's Ordnance, The Hibernating Bear, and The Medieval Medic item sets not listing their associated hats
Updated The Sticky Jumper to only allow 2 active stickybombs at a time
Updated The Rump-o'-Lantern
-Fixed stock Medic not being able to equip it
-Fixed not using the correct materials when equipped by the Medic
The point of the "Jumper"s was always to let you practice jumping without having to restock your health quite so often rather than having any real combat utility, and I can't see any reasonable case in which you'd use more than two stickies at once to launch yourself with a live weapon, so... not that disappointed. Besides, you still get free sticky jumps, just not sub-orbital free sticky jumps.
My favorite musical instrument is the air-raid siren.
So very true. It mostly says "BOOSH" and then crashes.
...I wonder if I could figure out a way to get my computer to play a boosh-line on crash somehow...
In other news, 2 sticky bombs is more than enough to get you to center on TSL. I think they might have buffed the push or something? Seems kind of stupid to do that when you are trying to make it comparable to the regular sticky launcher for practicing.
In other, other news, I think the map might be done.
Just have to make a handful of new graffiti overlays, double check my optimization, do a full compile and all that that entails and then we can do a pre-b4 test. Maybe tomorrow or Wed night? It will be private, different password than normal, and running only TSL_preb4 for a while to stress-test and record a ton of shenanigans to put into the trailer I'm going to be creating for the full b4 launch.
Basically, I'm going to get as many of you as we can to slam head first into hazards on the map until the counters reach 100's place milestones and see how well the new features work on a live server. We'll play regularly a bunch as well.
Best trick I didn't know about recently: you can use special action taunts to fire the huntsman. So if you draw an arrow, aim at enemy, then hit taunt, the arrow fires. If it kills the guy he's treated to you being halfway through the taunt already.
I propose a challenge to see who can come up with the best killcam using this technique.
Best trick I didn't know about recently: you can use special action taunts to fire the huntsman. So if you draw an arrow, aim at enemy, then hit taunt, the arrow fires. If it kills the guy he's treated to you being halfway through the taunt already.
Unless Valve changed something, you've always been able to do this with the Huntsman's taunt. There have been several occasions where I've used it to fire an arrow at certain classes that I know are likely to run at me (typically Medic, Demo, or Pyro). If I miss, they get close and end up skewered.
And it feels real good when you get a double kill like that.
Rollers are red, chargers are blue....omae wa mou shindeiru
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Dyshow am I even using this gunRegistered Userregular
Best trick I didn't know about recently: you can use special action taunts to fire the huntsman. So if you draw an arrow, aim at enemy, then hit taunt, the arrow fires. If it kills the guy he's treated to you being halfway through the taunt already.
Unless Valve changed something, you've always been able to do this with the Huntsman's taunt. There have been several occasions where I've used it to fire an arrow at certain classes that I know are likely to run at me (typically Medic, Demo, or Pyro). If I miss, they get close and end up skewered.
And it feels real good when you get a double kill like that.
So I believe I'm all packed up and ready to upload as soon as @PMAvers gets on.
Have some screenshots to hold you guys over. Depending on how late it gets, I might sound the signal to do some testing tonight, but if not for sure tomorrow night.
The only thing I didn't get done in it that will be changed for the full release of B4 next week is updating the graffiti overlays, but that's pretty minor so it doesn't change much.
That's from SA, they've been doing a theme night the past few weeks where they pick a gimmick loadout and everyone dog piles a pub server and screws around for a few hours. Pretty sure that was the first one.. bonk scouts running around bonking people.
Since then they've done one for punching heavies and pee snipers.
Would be fun to do, but they organize it for Friday nights and if I'm playing TF2 on Fridays, it's gonna be on honc.
Anyone opposed to me taking over Wednesday honc for testing Trainsawlaser tonight? I'm cool with pushing it back a bit if you guys would rather have a regular night of tuftooing.
I can speak only for myself, but you have been hyping up the next Trainsawlaser so well for so long that I'd be a little disappointed if we didn't test it tonight.
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Sticky Jumper Neeeerrffff fuck yooou Vaaallve
But I'm going to miss 4+ sticky bomb jumps so hard.
Actually that nerfs the shit out of Trainsawlaser Demos.
Two stickies is plenty of jumping power, three is just insurance most of the time.
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Maybe I should lower it...
Hammer talks to you
...I wonder if I could figure out a way to get my computer to play a boosh-line on crash somehow...
In other news, 2 sticky bombs is more than enough to get you to center on TSL. I think they might have buffed the push or something? Seems kind of stupid to do that when you are trying to make it comparable to the regular sticky launcher for practicing.
In other, other news, I think the map might be done.
Just have to make a handful of new graffiti overlays, double check my optimization, do a full compile and all that that entails and then we can do a pre-b4 test. Maybe tomorrow or Wed night? It will be private, different password than normal, and running only TSL_preb4 for a while to stress-test and record a ton of shenanigans to put into the trailer I'm going to be creating for the full b4 launch.
Basically, I'm going to get as many of you as we can to slam head first into hazards on the map until the counters reach 100's place milestones and see how well the new features work on a live server. We'll play regularly a bunch as well.
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You have my sword.
I propose a challenge to see who can come up with the best killcam using this technique.
https://www.paypal.me/hobnailtaylor
And it feels real good when you get a double kill like that.
It certainly does.
http://www.youtube.com/watch?v=NLrjhR8ctEQ
Have some screenshots to hold you guys over. Depending on how late it gets, I might sound the signal to do some testing tonight, but if not for sure tomorrow night.
The only thing I didn't get done in it that will be changed for the full release of B4 next week is updating the graffiti overlays, but that's pretty minor so it doesn't change much.
I agree with that one commenter, that shit is staged, yo.
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Since then they've done one for punching heavies and pee snipers.
Would be fun to do, but they organize it for Friday nights and if I'm playing TF2 on Fridays, it's gonna be on honc.
I must unlock its secrets...
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