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Autoru Poruka
 Tema posta: Team Fortress 2
PostPoslato: 16 Jul 2009, 16:47 
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Stara kuka
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Pridružio se: 22 Maj 2003, 18:55
Postovi: 4706
Ima li neko da igra ? Igra se cini dosta zanimljivom ali ne mogu naci piratske servere da rade pa ako neko ima da bi prodao key ? Ne daje mi se bas 30km za novu igru.

[youtube]http://www.youtube.com/watch?v=nnuYi-nzE90[/youtube]

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Poslednji put menjao Frenki dana 25 Jul 2009, 11:59, izmenjena samo jedanput

Vrh
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 Tema posta: Re: Team Fortress 2
PostPoslato: 25 Jul 2009, 11:58 
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Pridružio se: 22 Maj 2003, 18:55
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Ko je zainteresovan za igranje online, fali balkanaca, napisao sam tutor na

http://www.warez-bb.org/viewtopic.php?t=3039803

pa se javite kad instalirate i pokrenete.

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 Tema posta: Re: Team Fortress 2
PostPoslato: 13 Avg 2009, 12:05 
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Pridružio se: 17 Feb 2004, 14:04
Postovi: 264
Lokacija: Stonehelm
Мени само треба IP сервера, ништа више. :wink:


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 Tema posta: Re: Team Fortress 2
PostPoslato: 14 Avg 2009, 08:55 
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Pridružio se: 22 Maj 2003, 18:55
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213.234.18.27:27015
213.234.216.138:27028

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 Tema posta: Re: Team Fortress 2
PostPoslato: 14 Avg 2009, 17:23 
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Pridružio se: 17 Feb 2004, 14:04
Postovi: 264
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Изгледа да нема ништа од тога.
Први сервер је offline, а други није update-ован (јуче је изашао нови update).

August 13, 2009 - Team Fortress 2 Update Released


Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:


New Content

    Added King Of The Hill game mode

    Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them

    Added lots of new hats


Additions / Changes

    Added "Auto Reload" option to the multiplayer advanced options

      Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing

    Pistol now fires at a fixed rate, not based on the speed at which you press the firing button

    Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity

    Significantly reduced the amount of network traffic being sent

    Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost

    Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists

      Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist

    Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal)

    Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps

    Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating

    Added an "Inspect" key that allows you to look at items being carried by your team mates

    Backpack improvements:

      Added drag & drop to move items around. Item positions are maintained on the backend

      Added multi-select, allowing you to delete multiple items at once

      Added a new key to the key binding page that opens your inventory directly to your backpack

    Fixed mouseover panel being incorrectly position when the backpack first appears

    Cloaked Spies standing in valid backstab positions no longer raise their knife

    Added current map name and gametype to the bottom right of scoreboard

    Added class icons to tips on the loadout and loading screens

    Improved visuals around flags when they're being carried by a player

    Improved critboosted visuals, making it much clearer when an enemy has critboost

    Updated the loading panel to show the game type under the map name during level transition

    In-game chat dialog now supports full Unicode characters

    Added BLU main menu background

    Added response caching for some server queries to help reduce the CPU load from DOS attacks

    Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail


Map Changes

    Update PLR_Pipeline

      Increased the starting advantage in the third round if a team has won the first two rounds

      Fixed carts not continuing to the second round if they're capped at the same time in the first round

      Fixed being able to shoot pipebombs over the starting gates in the first round

      Fixed being able to open the doors in the first round before the setup time was finished

      Fixed players getting stuck in some doors

      Fixed players being able to get onto rooftops and out of the map boundaries

      Fixed other minor bugs and exploits

    Added community map Arena_Offblast

    Added community map Cp_Yukon

    Update Arena_Sawmill

      Fixed DirectX8 bug where some models would not be visible

      Fixed exploit with building teleporters outside of the map

    Updated CP_Granary

      Made a few changes to improve balance based on competitive community feedback


Item Reworks

    The Force-A-Nature

      The enemy knockback now only works in close range and behaves more like the Pyro's air blast

      Enemies cannot be juggled by the FaN's effect

      The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards

      Knockback is now scaled by damage done

    The Sandman

      A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun

      Stunned players now take 75% of all incoming damage instead of 50%

      Ubercharged players can no longer be stunned

      Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)

      The minimum distance to stun a target has been reduced

      The negative attribute has changed from "no double jump" to "-25 max health"


Fixes

    Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs

    Fixed an exploit that allowed players to work around sv_pure

    Particle files are now protected by sv_pure

    Fixed critboost effect getting stuck on when you die while critboosted

    Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players

    Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife

    Fixed an exploit where you could reload The Huntsman faster than intended

    Fixed Heavy "civilian" exploit

    Fixed a set of exploits using the DXSupport config files

    Fixed r_screenfademinsize and r_screenfademaxsize exploits

    Fixed sentries firing at a fully cloaked Spy if they're still the closest target


Community requests

    Added a HUD element for hybrid CTF & CP maps

      Supports 1 or 2 flags, and any number of CPs

      Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it

    Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards

      Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")

    Added new "medic_death" event for server logs

      Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")

        healing is the amount the Medic healed in that life

        ubercharge (1/0) is whether they died with a full charge

    Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it


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