Patch Notes
... everything that has happened since the dawn of time.
Patch 2.4
Released September 2009
User Interface
- On-screen messages are now colour-coded for better visibility
- Green messages for us taking/capping their flag/ball
- Yellow messages for any flag/ball being dropped or returned
- Red messages for enemy taking your flag/ball or capping.
- Number of messages shown on the screen at a time controlled by cvar hud_messages
- Unique per-level-SG icons
- Unique per-level-SG det icons
- Unique per-level burn icons
- Backstab icon
- New IC icon to match the model
- Now shows the name of who has your flag
- Now counts down time until flag returns
- Now shows location of dropped flags
- Flaginfo status icons fixed (sometimes they were displaying the wrong icon)
Generic / Misc Stuff
- Getting damaged slows you down if you're above runspeed
- The slow is proportional to damage taken; if you take a little bit of damage you just get slowed a little bit. You can only be slowed to a minimum of your class' base runspeed.
- Handheld concs don't push other players
- You can now hold jump to bunnyhop rather than having to let go and press between each jump
- You can disable this, and use the old method using cl_jumpqueue 1
- sv_friction up from 4 to 5
- Reduced flag bounding box (from basic box +24 to basic box +8)
- Added logging for sentry and dispenser sabotaging
- Nail speed reduced to 50% of old speed
- Super shotgun reload speed raised, 0.6 -> 0.5 seconds to move into reload position, then 0.4 -> 0.35 seconds to reload each shell
- Single shotgun reload speed raised, 0.4 -> 0.25 seconds to reload each shell.
- Grenade throwspeed upped to 700 from 630
- Server tickrate defaulted to 66 from 33
- cl_cmdrate and cl_updaterate defaulted to 66 from 33
- New announcer sounds
- New jump sounds
Visuals
- New flag textures with speed highlighting
- All worldmodels/projectiles have a minimum light level
- Brighter blue and grellow demoman pipe textures
- Brighter nail texture
- Variable size flames functionality. Burn level 1 is now smaller flames than 2 and 3
Bug Fixes
- Jump pad build status icon is now a jump pad rather than a detpack
- Spectator names now work correctly
- Mapguide / Flythrough menu no longer appears whilst watching HLTV demos
- "View Flythrough" button now views the flythrough rather than showing a menu
- Fixed team coloured HUD turning white sometimes
- Engineer displays the nail symbol when he picks up nails, rather than cells
- Railgun now correctly displays nails as its ammo type
- Calling for ammo (ammome) now works
- Single shotgun reload end anim fixed
- Fixed SG constant locking/delocking at certain odd angles
- Fixed SG looking up when you're right below it
- Fixed on-boot console errors:
- Parent cvar in server.dll not allowed (conc_ragdoll_push)
- Parent cvar in client.dll not allowed (ffdev_target_speed_min)
- Parent cvar in server.dll not allowed (dump_deletes_flush)
- Parent cvar in server.dll not allowed (ffdev_disableentitydecals)
- sentrygun_upgraded log message was missing a space
Class-specific Changes
- Medic:
- Made dropped health packs heal by a maximum of 15 hp each
- Pyro:
- Flamethrower range reduced by 1/6th (384 back to 320)
- Sniper:
- Legshot duration reduced from 10s to 5s
- HWGuy:
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
- Demoman:
- Yellow pipe radius reduced from 135 to 130
- Added detpipes demoman command - can now bind keys to det pipes and do other things aswell / more scripting flexibility (rather than having to worry about +attack2 and -attack2)
- Mirv and mirvlet damage reduced to same as frags (180 to 145)
- Spy:
- Gas grenades have been removed.
- Added smartcloak spy command - will loud cloak if you're moving and silent cloak if you're not
- Old cloak + silent cloak removed from the menu, replaced with a single smartcloak command. A quick right click now defaults to smartcloak.
- cloak and silent cloak old commands are still available from the console / binds / scripts for those who want them.
- HUD now shows what weapon you look like you're holding when disguised.
- Sabotaged items no longer have strange behaviour before the sabotage is activated.
- Quietly sabotaged SG no longer fires slightly inaccurately
- Quietly sabotaged dispenser no longer reduces armor class of teammates that touch it
- Quietly sabotaged dispenser no longer skips the "enemies are using your dispenser" message, and displays it as normal
- Engineer's SG:
- Lockon time decreased from 0.5s to 0.2s
- Bullet pushforce doubled
- Bullet damage increased by about 17%
- Level 2 fire rate reduced by around 25%
- Turn speed increased by about 5%
- Stays aiming at where target was last seen for 1 second if a target was lost not killed
- Angular acceleration capped (it now behaves like a real object with a mass)
- Lowest pitch-down angle raised from -90 to -85 degrees
- Idle scan range reduced from +-40 to +-30 degrees
- Level 1 health increased by 10%
- Engineer (other)
- Dispensers now eat bags that touch them, with an appropriate sound ;)
Map changes
- Napoli
- New Invade/Defend map
- Ksour
- New Invade/Defend map
- Genesis
- New Attack/Defend the Zone map
- Fusion
- New Invade/Defend the Zone map
- Bases
- Major rebuild for gameplay, optimisation and visual improvements (loads of stuff!)
- Defence classes spawn lift side, offence classes spawn other side
- Bag resources redesigned (fr:30h/30a/130c/full-ammo/20s; rr-walkway/top-lift/lower:50h/50a/130c/full-ammo/1gren1/15s)
- Dustbowl
- Made all capture points into bucket caps
- Changed CP3 start area to be more like TFC, added a bag near the gate
- Opened the left-side room's window to be more SG-friendly
- Added more countdown messages, etc
- Lowered run speed of flag carrier
- Flags moved to middle of routes out
- Visual improvements and fixes
- 2Fort
- Texturing fixes and tweaks
- Engy spawns at top spiral respawn, other defence classes spawn at far respawn, offence classes and snipers still spawn randomly at both
- All door triggers bigger so you can bhop through
- Sides of hole dropdown extended to obscure view of flag room from in hole
- Alarm bell added in basement that rings when someone comes via hole
- Bag resources redesigned (respawns:full-h-a-c-ammo/2s/team-only; resup-grenpacks:2gren1/2gren2/15s/team-only; btm-lift/mid-sp:50h/50a/130c/full-ammo/20s/team-only; water-exit:50h/50a/80c/full-ammo/30s/any-team)
- Schtop
- Security timer reduced to 40 seconds from 60
- Improved bag by security (130 cells up from 100, full ammo, and 10 seconds respawn time down from 30)
- Engy spawns at security side respawn
- Monkey
- Visual improvements and fixes
- Added ceiling to bottom of arch around back of flag room
- Defence classes spawn bottom, offence classes spawn top, demomen still spawn randomly
- Removed spawn turrets and put enemy kill triggers on resup doors instead
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Bags in resups give full ammo
- Fixed location bugs
- Destroy
- Much more user-friendly airlift
- Added locations
- Ladder guides only block players
- Fixed cubemap bugs
- Shutdown2
- Fixed lift sound
- No-annoyances in resups
- All door triggers bigger so you can bhop through
- Enemy kill triggers on resup doors
- Dropdown
- Fixed a bug regarding generator fires
- Fixed a visual issue resulting from detting the generator during prematch
- Aardvark
- Made it really easy for server admins to change the map's sniper limit if they want
Lua changes
- Added player:ReloadClips()
- Message duration/color can now be controlled
- BroadCastMessage( message, duration )
- BroadCastMessage( "message", duration, colorid e.g. Color.kRed )
- BroadCastMessage( "message", duration, colorstring e.g. "255 255 255" )
- BroadCastMessageToPlayer() equivalents
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorid, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorid, colorstring, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorid, colorstring )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorid )
- SmartMessage( player, "playermessage", "teammessage", "otherteamsmessage", colorstring, colorstring, colorstring )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorid )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorid, colorstring )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorid )
- SmartTeamMessage( team, "teammessage", "otherteamsmessage", colorstring, colorstring )
- Added: Color.kDefault, Color.kBlue, Color.kRed, Color.kYellow, Color.kGreen, Color.kWhite, Color.kBlack, Color.kOrange, Color.kPink, Color.kPurple, Color.kGrey, Color.kInvalid
- SmartSpeak(player, "CTF_YOUGOTFLAG", "CTF_GOTFLAG", "CTF_LOSTFLAG")" replaced by "RandomFlagTouchSpeak( player )" to randomly play 1 of 4 flag touched announcer sounds
- Fixed Lua support of all non-ff-specific entity inputs (things like func_breakable:onbreak() work now)











