Team Fortress 2 Update

Valve has release a update today and it includes the change to the network code, added sv_pure, fixed terrain collision and fixed a causing delays.

The Full List:

- Changed some networking code to help alleviate the lagouts some clients are experiencing
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- Added sv_pure to the server, currently defaults to off. Type “sv_pure” in the console to get the full description
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- Added DoAskConnect command to serverplugin sample
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- Added server log entries for: Round_Start, Round_Setup_Begin, Round_Setup_End, Round_Overtime, Round_SuddenDeath, Round_Stalemate, Round_Win, Round_Length, Mini_Round_Selected, Mini_Round_Start, Mini_Round_Win, and Mini_Round_Length
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- Server log entries for Round_Win and level changes will now detail the team scores and player counts
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- Updated server log entries for flag captures to detail the number of captures and the tf_flag_caps_per_round value
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- Removed some legacy math convars for turning off SSE/MMX
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- Fixed terrain collision bug that allowed players to get under the terrain in some maps
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- Fixed jump/taunt exploit
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- Fixed Windows dedicated server running in -console mode moves its window to the front instead of the back upon startup
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- Fixed Windows dedicated server bug (in -console mode) where typing anything in the console window was slow and tedious
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- Fixed an error when updating name of 32nd player on server
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- Fixed extra ascii 0×01 character at the beginning of ” connected” console spew
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- Fixed a bug that could cause a slight delay on engine startup

Raise your FPS with a simple script!

Want to get a better FPS and not lose any visual effects? Well, I found this great FPS script that I personally am using that takes away all the stuff you can live without and help boost that FPS number up some. I gained 15-20 FPS with using this script, it does vary from computer to computer! Check it out:

Create a new document titled autoexec.cfg a then paste this onto that document.

blink_duration 0 //How many seconds an eye blink will last.
bloodspray //blood
budget_show_history 0 //turn history graph off and on. . good to turn off on low end
cl_allowdownload 1 //Client downloads customization files
cl_allowupload 1 //Client uploads customization files
cl_cmdrate 25 //Max number of command packets sent to server per second
cl_detaildist 200 //Distance at which detail props are no longer visible
cl_detailfade 400 //Distance across which detail props fade in
cl_ejectbrass 0
cl_forcepreload 1 //Whether we should force preloading.
cl_interpolate 1 //Interpolate entities on the client.
cl_lagcomp_errorcheck 1 //Player index of other player to check for position errors.
cl_lagcompensation 1 //Perform server side lag compensation of weapon firing events.
cl_muzzleflash_dlight_1st 0
cl_phys_props_enable 0 //Disable clientside physics props (must be set before loading a level).
cl_phys_props_max 100 //Maximum clientside physic props
cl_pred_optimize 2 //Optimize for not copying data if didn’t receive a network update (1), an also for not repredicting if there were no errors (2)
cl_predict 1 //Perform client side prediction.
cl_ragdoll_collide 0
cl_ragdoll_fade_time 5
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1 //Enable/disable ragdoll physics.
cl_show_splashes 0
cl_smooth 0 //Smooth view/eye origin after prediction errors
cl_smoothtime 0 //Smooth client’s view after prediction error over this many seconds
cl_updaterate 25 //Number of packets per second of updates you are requesting from the server
decalfrequency 10
dsp_enhance_stereo 1
dsp_slow_cpu 0 //Low end users can set this to 1
filesystem_buffer_size 0 //Size of per file buffers. 0 for none
fps_ax 101 //Frame rate limiter
fps_max 101 //Frame rate limiter
gl_clear 0
mat_antialias 0
mat_bloomscale 0
mat_bufferprimitives 0
mat_bumpmap 1
mat_clipz 0
mat_colcorrection_disableentities 0 //Disable map color-correction entities
mat_colorcorrection 0
mat_compressedtextures 1
mat_disable_bloom 1
mat_disable_fancy_blending 1
mat_disable_lightwarp 1
mat_fastspecular 1 //Enable/Disable specularity for visual testing. Will not reload materials and will not affect perf.
mat_mipmaptextures 1
mat_motion_blur_enabled 0
mat_reducefillrate 1
mat_specular 0 //Enable/Disable specularity for perf testing. Will cause a material reload upon change.
mat_trilinear 0
mat_vsync 0 //Force sync tovertical retrace
mat_wateroverlaysize 16 //Reduces quality of water at the cost of realism
mem_max_heapsize 256 //Maximum amount of memory to dedicate to engine hunk and datacache (in mb)
mem_min_heapsize 64 //Minimum amount of emory to dedicate to engine hunk and datacache (in mb)
mp_decals 200
muzzleflash_light 0
net_compresspackets 1 //Use lz compression on game packets.
net_scale 5
r_3dsky 0 //Enable the rendering of 3d sky boxes
r_cheapwaterend 1
r_cheapwaterstart 1
r_drawdetailprops 0
r_drawflecks 0
r_drawmodeldecals 1
r_eyes 0
r_eyesize 0
r_propsmaxdist 100 //Maximum visible distance
r_shadows 0 //Not recommended
r_spray_lifetime 1 //Number of rounds player sprays are visible
r_teeth 0
r_WaterDrawReflection 0 //Enable water reflection
r_WaterDrawRefraction 0 //Enable water refraction
r_waterforceexpensive 0 //Reduces quality of water at the cost of realism
r_waterforcereflectentities 0 //Reduces quality of water at the cost of realism
rate 25000 //Max bytes/sec the host can receive data
rope_averagelight 1 //Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide 0 //Collide rope with the world
rope_shake 0
rope_smooth 0
showhitlocation 1
tf_hud_num_building_alert_beeps 1 //Number of times to play warning sound when a new alert displays on building hud objects
t_playergib 1 //Allow player gibbing.
violence_ablood 2 //Draw alien blood
violence_agibs 2 //Show alien gib entities
violence_hblood 2 //Draw human blood
violence_hgibs 2 //Show human gib entities

Place the file here …

C:\Program Files\Steam\steamapps\your.account@name.here\team fortress 2\tf\cfg

I saw an fps boost of anywhere from 10-30 depending on the map. I normally dont have any fps issues so this should boost anyones fps.

Source:
http://www.fpsbanana.com/scripting/2321

Scouts are very useful…

Have you ever got bored and just started running around the map as a scout and tried to get into places you didn’t belong? Someone decide to compile a great movie of all these great little spots and how useful they can be in-game. Check it out:

Gravelpit under map exploit

This awesome exploit was sent to me by Dani. It allows a player to go underneath the Red spawn on gravelpit and kill people as they leave their spawn.

On cp_gravelpit:

- Push up against the wall in the video.
- Hold crouch and then turn to the right
- Press forward and fall through, underneath the ground.

The Engineer can use this exploit the best with the sentry gun. Because this exploit seems to take advantage of geometery there are probably a lot of other places to do this at so TF2Exploits will try to keep them coming.

2fort Sniper Deck Advantage

An unfortunately map bug in Team Fortress 2’s map “2fort”, allows the RED sniper to have an unfair advantage over the BLU sniper. The right side exit onto BLU’s sniper deck, has a small crack able to visibly see the feet of on coming enemies. Here are screenshots showing the disadvantage.

BLU SIDE:

RED SIDE:

As you can clearly see, this is something that is a huge disadvantage for exiting BLU opponents.

Dustbown Map Errors!

I found this great video on the many bugs on dustbowl that give you the ability to get in locations that you are not supposed to be! Check it out here:

(you need divx player/codec to view this movie)


HEAVY TRAIN!!!

Probably the funniest video i’ve seen yet:


Team Fortress 2 Taunts

Funny little video playing all the taunts of all the classes in Team Fortress 2:


Sniper Exploits on Dustbowl

Have you noticed snipers getting kills before the gates open? Well, I took the time to design a great tutorial showing how they do it. Remember, the links below lead you to images, so you will have to click the images to see the key spots throughout the map.

My simple Sniper exploit tutorial:

1. First, you will need to go sniper obviously.

2. Secondly, go up to a gate and zoom in with your scope.

3. Then, AIM for one of the sides of the gate.

4. Notice how you can see your dot right? Well AIM for the part where the door connects with the floor.

5. Now that your dot is no longer visible, you can AIM and shoot any enemy as long as it’s not visible. The reason it is not visible, is because that strip of wood there allows users to shoot through it. Nifty huh!?

Here are the key spots throughout the map that you may use this exploit.

Part 1:
Round 1 - Exploit 1
Round 1 - Exploit 2

Part 2:
Round 2 - Exploit 1
Round 2 - Exploit 2

Part 3:
Round 3 - Exploit 1
Round 3 - Exploit 2
Round 3 - Exploit 3

Here is a video of these exploits being used:

Well Map, Engineer build exploit

This has been around for a while, but I finally got my hands on a great quality video. It’s basically done by building a dispenser, jumping on top of that dispenser you just build. Then, building a Teleporter exit as you jump into the air. Then, build a teleporter entrance and walla! Your on a platform that a spy cannot reach!


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