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Team Fortress HQ - News
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Team Fortress Update Released

Thursday 13 March 2008 | Post a comment

There has been a new Team Fortress 2 update today. The quick fix is aimed at Linux dedicated server problems, although both users and server administrators alike will need to update their games. As always, simply restart your Steam client for the changes to take effect.
" - Fixed Linux dedicated server map load problems on certain Athlon processors"

New Team Fortress 2 360 Update

Wednesday 5 March 2008 | Post a comment

Plenty of news to report for Team Fortress 2 today if you own an Xbox 360. On top of a new update which fixes a number of exploits and game play features (change list can be found below), EuroGamer got the chance to sit down with Doug Lombardi to discuss what future features Valve has planned for Xbox 360. One of the main goals is to keep Team Fortress 2 content completely free, which is good news for Orange Box players everywhere.
"Asked whether that still meant for free, Lombardi said: "Oh, for free, definitely, as much as we can. You know, we don't have full say over that, but we have some say over how that works.

"So, for us, for free is the way to go. The gamers play the game, they want to keep playing the game, so we've collected their fifty bucks at the start, and once they're in the park, they can ride any ride they want in the park. So, for us that's been the philosophy.""
For more on this, be sure to check out EuroGamer's Interview. Also, the latest update is available now via Xbox Live, and the full change list can be found below.
" - Fixed a medic invuln exploit.
- Fixed grenades going through players or buildings.
- Fixed exploit with rockets causing damage through thin walls.
- Fixed exploit allowing snipers to fire faster than intended.
- Fixed exploit allowing players to teleport with the intelligence.
- Fixed exploit attaching sappers to buildings through walls.
- Fixed spy backstab exploit.
- Fixed spy being able to attack without dropping his disguise.
- Medics no longer heal enemy spies when they're not disguised.
- Tweaked autobalance calculations.
- When an engineer dies in sudden death, his buildings explode.
- Fixed stats sometimes not reporting correctly.
- Added a dialog to indicate when the host shuts down the server.
- Added rumble to TF weapons.
- Fixed ping column sometimes getting hidden in some resolutions.
- Added 10 and 14 player game sizes.
- Prevent hosts selecting game sizes above their bandwidth limits.
- Improved handling of large network packets to eliminate bandwidth spikes.
- Reduced respawn times for smaller games."

Team Fortress 2 Quick Fix

Saturday 1 March 2008 | Post a comment

Valve has released a quick fix to their recent update, as apparently some were experiencing trouble with the new custom server browser. As always, simply restart your Steam Client and the newest update will automatically be installed. The short change list can be found below.
" - Fixed Internet and Custom tabs in the ServerBrowser not correctly displaying the server info when going back and forth between the two tabs"

Team Fortress 2 Update Released

Friday 29 February 2008 | Post a comment

A new update has been released for Team Fortress 2. Several fixes and changes are included, specifically the new "Custom" tab which allows for better browsing of available servers and new search criteria. The full list of changes/fixes can be found below, and as always, restart your Steam client for the changes to take effect.
"Added "Custom" tab to the server browser
- Servers can now specify metatags describing the custom rules they've adopted
- Players can use tag filtering to find servers running the custom rules they want to play
- Added options for servers who want to become custom games: Disable critical hits (tf_weapon_criticals), eliminate respawn times (mp_disable_respawn_times), and raise maxplayers above 24

Initial release of Tournament mode (mp_tournament)
- UI for handling team naming, ready mode, and win results
- Disables team player limits, autobalancing, and intermission

Class balancing
- Reduced Soldier's maximum rocket reserve ammo from 36 to 16
- Reduced Demoman's maximum sticky bomb reserve ammo from 30 to 16
- Reduced Demoman's maximum grenade launcher reserve ammo from 40 to 24

General
- Added protection against voice command spamming. Dramatic reduction in teleporters needed
- Fixed mp_timelimit ending the map during the middle of a round on maps like Dustbowl and GravelPit
- Fixed "lastdisguise" command not remembering if you were disguised as your own team
- Added "Toggle Disguise Team" binding in Options->Keyboard to toggle the disguise team for the Spy's PDA
- Changed PDA menus to accept keys bound to "slot1", "slot2", etc., and "slot10" cancels
- Fixed Spectator targetID not using team colors
- Changed team autobalance code to not balance the teams when the active round timer shows less than 60 seconds
- Fixed "-maxplayers" on the command line not correctly setting the maxplayers value for the server
- Fixed Badlands never having Sudden Death triggered
- Fixed Engineer being able to detonate buildings that are being sapped
- Changed Engineer buildings to detonate when a player disconnects instead of blinking out
- Fixed potential client crash for players being healed by a Medic or dispenser
- Made several improvements to server-side stat reporting (not related to individual player stats)"

Exclusive Promo to MPN Viewers!

Saturday 23 February 2008 | Post a comment

Our friends over at Xsessive are debuting an excellent deal only to the MPN community. Starting today you can now get 20% off all game servers! Their game servers are hosted on a premium bandwidth, setup on the industry's best Control Panel. Your choice between Virginia, Texas, St. Louis or Montreal. All game servers are setup on default ports and they never over load their machines. With years of experience, their support staff is second to none and always available.

Don't miss out on this amazing deal, click here for more details!

Team Fortress 2 Update

Tuesday 19 February 2008 | Post a comment

The Valve team has released a follow-up update to last week's major release this evening. The new update features several fixes for the new map Badlands as well as several other various changes. As always, restart your steam clients and the changes will take effect.
" - Fixed Badlands exploits and missing textures
- Fixed tv_enable resetting maxplayers value
- Fixed a case where a spy stabbing from the front of a player would score a backstab
- Fixed stats being reported incorrectly for some players
- Dropped weapons now replenish half of your max ammo when picked up
- Added exec'ing a cfg\.cfg file on the client when you select a class to play (for real this time!)
- Reverted mp_forcecamera changes from previous release and set TF2 default back to 1"


A Look Back At Team Fortress 2 Dissected

Tuesday 19 February 2008 | Post a comment

CVG has released its third and final installment of its look back at the Orange Box, concluding with a look into Team Fortress 2. The article features a walk through with Robin Walker, a lead developer for Team Fortress 2, breaking down Team Fortress 2 to understand not only what led to the title's success, but what developments and changes are planned for the future as well.
" Valve's devotion to its customers, their unheard of desire to ensure that at every turn we are inescapably pleased with their product, is no more noticeable than with Team Fortress 2. Like doting mothers, they've been keeping tabs on how we play. Vast mountains of data stored in underground bunkers keep records of our every action - that time you were sniped on top of the bridge in 2fort? It's in there. And all in the name of improving the thing more and more.

"Most of the time the stats tend to confirm things we already know," explains Robin Walker, lead developer on Team Fortress 2, "but there are cases where our assumptions are incorrect, like players using one area more than another. Or the areas that are most lethal."

You can check out the entire article over at the CVG Website, and be sure to check out Part 1: Episode 2 and Part 2: Portal as well.

Fortress Forever 2.0 Released

Saturday 16 February 2008 | Post a comment

The team over at Fortress Forever, the mod which recreates the experience of Team Fortress Classic in the Source engine, has released a major update, version 2.0. The update addresses everything from game play tweaks to bug fixes and revamped maps. You can pick up the latest version at the Official Fortress Forever Website, or check out some great screenshots and the change logs below.
"Fortress Forever 2.0
- Re-added recoil for some weapons (e.g. IC)
- Suiciding no longer causes you to lose 100 fortress points
- Grenades now have trails and halo's around them
- New EMP effect
- Medkit fix. Should be much easier to heal people with medkit and spanner now, as friendlies are lag predicted now
- Death by burning is no longer a suicide
- Scouts now don't take fall damage
- Blue pipe fuse timer dramatically decreased (from 2.5 to 1.1 seconds). Pipetrap explosion radius increased from 125 to 150
- Spy now has a 'last disguise' option on the menu
- New options screen with a load more stuff on it"

User Posted image


User Posted image

Steam Server Tags On The Way

Saturday 16 February 2008 | Post a comment

After listening to user feedback, Steam will soon be adding a Server Tag feature to your Steam Browser. The tags will allow users to be able to see what server cvars, like deathmatch or friendly fire, have been changed by the server admin by a single glance. There is no estimated release date for the new feature, but if they are already testing, it shouldn't be too much longer. You can check out a preview screenshot and a short explanation from Steam below.
"Some tags are automatically filled in, based on server convars. For example, in TF2 we've removed the restrictions on a variety of server options (like friendly fire & respawn wave times), and now the tag system will automatically add a tag when they're changed, so that customers who want to play on these servers can easily find them."

User Posted image

Team Fortress Update Released

Thursday 14 February 2008 | Post a comment

As promised, Valve has released a major update for Team Fortress 2 today. The update, which changes and fixes can be viewed below, features one new map called Badlands and countless other edits to other maps and the game itself. As always just restart your Steam client and the changes will take effect. Enjoy!

Major Team Fortress 2 Update Tommorrow

Wednesday 13 February 2008 | Post a comment

Apparently Team Fortress 2 will be receiving a major update tomorrow, changing everything from specific map details to releasing a new map titled "Badlands". The update, which is stated to be the largest since its release last year, is to be released tomorrow afternoon at 2 PM EST. The update will be available for all Team Fortress 2 PC players, and can be retrieved by simply restarting your Steam Client.
"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
- 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 scenefilecache

Team Fortress 2


- Badlands released
- Changes to Dustbowl
- 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
- Fixed a gap in stage 3, cap 1 that allowed a player with to wiggle above the "ceiling" clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage1 cap1 house roof
- Fixed a perch offering view of nodraw textures and the skybox (stage1 cap2 rock barrier)
- Fixed a few places where rockets/demoman pipes could pass through non-solid models
- 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
- Fixed trains not starting on map spawn
- Removed cap association from red spawns that were spamming console
- Changes to Granary
- Removed spawn timing advantage from the middle (from -3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate and blue cp2 gate pipe)
- Fixed a few places where players could get stuck between containers and silos
- 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
- 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 exec'ing a .cfg file on the client when you select a class to play.
- 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"

Website Bugs

Thursday 31 January 2008 | Comments [ 1 ]

Hey guys, we are back online on our new server. But as you can see not everything is functioning perfectly yet. We are working as hard and as fast as we can to get these bugs fixed for you. Please be patient with us as we are doing everything we can.

What's Next For Team Fortress 2?

Monday 28 January 2008 | Post a comment

While the major release for Team Fortress 2 may have come and gone, don't think for a second the developers aren't hard at work thinking up new ways to annihilate our enemies. In fact, a new update is already in the works that will focus on tweaking the Soldier, Demoman, Pyro, and the Engineer classes. According to an email response to Fortress fans, we can expect to see some great new changes and tweaks that should breathe more new life into the game.
" - Pyro And Demoman - Tweaks are being looked that will give Pyros the ability to earn points for lighting up large groups of enemies, even if they are not killed by the attack. Additionally, they're looking at giving the Pyro class a little boost when trying to take out Engineers hiding behind their sentry guns.

- Engineer - The Engineer will reportedly receive points for assisting in building up a teammate's buildings.

- Soldier - This merely mentions that they're looking to make it so that Soldiers are a bit more careful when firing their rocket at point blank range."

Team Fortress 2 Update Released

Friday 25 January 2008 | Post a comment

The highly anticipated Team Fortress 2 update was released by Valve this evening. The update features loads of new features including the new capture the flag map CTF_Well. As always simply restart your Steam client for the updates to take effect.
"- Added new capture the flag map CTF_Well
- Added Spanish map descriptions
- Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer->Advanced dialog
- Added more particle optimizations for mid range and low end hardware
- Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round
- Updated "nextlevel" CVAR to trigger a changelevel at the end of the current round (not mini-round)
- Fixed SourceTV demo recording problem
- Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps
- Fixed a couple cases where player stats were not being recorded correctly
- Fixed some log entries being truncated
- Fixed crash caused by trying to import a custom player spray
- Removed the "Reset Stats" button from the Player Stats screen"

Orange Box SDK Beta

Friday 25 January 2008 | Post a comment

Valve announced yesterday that they have made the beta version of the SDK available for Orange Box modders (Episode 2, TF2, Portal).

You can launch the SDK by adding -beta srcsdk0122 to your command line when you start Steam.

For more information, head on over to the Valve developer wiki.

CTF_Well, anyone?

Wednesday 23 January 2008 | Comments [ 1 ]

As early as tomorrow, January 24th, PC gamers may be seeing an official CTF version of the Well map for Team Fortress 2.

PC Gamer reports:
"The area near what was once the second-to-last control points have been rennovated to give another set of stairs to the upper floors of each team's home building, but other than that the structure of the map is largely unchanged. It's better suited to large numbers of players, since the action tends to be more spread out on CTF maps. As an extreme example, Valve's Robin Walker recalled having to defend his team's dropped intel underwater, in the moat outside the train yard."


So that bumps the upcoming number of official maps up to three so far, who knows what else Valve has up their sleeves.

New unlockables, maps, and gameplay mode.

Wednesday 23 January 2008 | Post a comment

Originally posted here, there are some more exciting things coming for TF2.

The medic will be getting two new weapons accessed via a new Loadout menu. One weapon will be the Overhealer which will be capable of doubling a friendly target's health and will be unlocked by acheiving half of the new medic achievements. The second weapon will be another healing weapon but more information is not available.

There will be a new map called Goldrush and will feature a new escort gameplay mode where one team must escort a mining cart across the map. The more blue players surrounding the cart, the faster it goes, but any nearby red players will cause the cart to stop.

Shacknews reports that the new gameplay mode and medic abilities will be available some time within the next month, with Badlands and Goldrush following shortly after.

Valve has not said whether these features will be available on console versions of TF2.

Two Days, Two Updates

Tuesday 15 January 2008 | Post a comment

Team Fortress 2 has received two updates in the last two days. The first one adding some nice features to both servers and clients, and the second one seeming to fix a couple things broke by the first update.

January 14th Update:
* Added new option for medigun beam to the Multiplayer->Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button
* Added new option for the sniper rifle to the Multiplayer->Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot
* Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel
* Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1
* Reduced Granary spawn advantage for capping the middle point
* Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)
* Fixed obscure crash related to resolution changing

January 15th Update:
* Fixed medigun effect not being removed if the medic changed class while healing
* Fixed being able to zoom too quickly after firing a zoomed shot

Possible Soldier and Pyro Changes

Tuesday 15 January 2008 | Post a comment

According to this post, it seems as though Valve's Robin Walker has spilled the beans on some upcoming changes to the Pyro and Soldier classes in TF2!

"Thanks for all the feedback, and I'm glad to hear you're enjoying the game. We are indeed investigating Soldier changes, and one of the changes we're trying out is focused on making Soldiers a little more careful firing their rockets at point blank targets.

As for the Pyro scoring, we have a minor tweak coming down the pipe. He's going to get a small amount of points for every enemy he ignites. This should reward you for those moments where you drop into the middle of an enemy pack and light them all up, hurting them all and disrupting their plans, but not managing to actually kill them."

Major Game Shift In 2 Months

Friday 11 January 2008 | Post a comment

Get ready for some big changes to the Team Fortress 2 game you have come to know and love. Valve's Robin Walker has verified that there will be 2 new maps released for the PC version in the next 2 months, emphasizing more on a new arena and vertical game play. As for the Playstation 3 and Xbox 360 versions, it remains unclear whether the new updates will make it to these platforms. You can check out Robin's full statement below, and keep checking back for more on this and all updates pertaining to Team Fortress 2.

""Our estimate is that both these maps should be out within the next 2 months," Valve employee Robin Walker told Shacknews. "We expect to ship other new content before that."

That other content includes the forthcoming Medic achievement pack, which will add several new achievements for the Medic as well as a significant gameplay tweak for the class.

"It's a large scale modification to the core of the game," Walker hinted. "It'll debut in a limited fashion through the Medic first, but it'll be affecting all classes eventually."

"We're really looking forward to the community reaction," he continued. "We're really excited about where TF2 will be going over the next year."

Source: ShackNews "
What Player Class Should Receive Unlockable Upgrades And Achievements Next?
The Heavy
The Spy
The Engineer
The Soldier

Total Votes: 90
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