A pretty good update released

CyberPitz

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Addressed the player avoidance problem, and the paged pool size!

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

Team Fortress 2

* Improved compatibility for direct sound
* Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades
* Improved autobalance calculation code when determining who to switch
* Improved networking compatibility for some routers
* Fixed a crash during level init related to model loading
* Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round
* Fixed a bug in the clientside player avoidance code, and smoothed it a little more
* Further crash fixes related to paged pool memory usage

http://steampowered.com/v/index.php?area=news&cc=US
 
Just now downloaded it. Heading back in.
 
Anyone noticed if autobalance now just moves the newest player to have joined like it should? Being the top guy on your team and then getting moved just 'cause you died right then sucked.
 
This update is crashing my Steam... it just scans for updates forever now.
 
Anyone noticed if autobalance now just moves the newest player to have joined like it should? Being the top guy on your team and then getting moved just 'cause you died right then sucked.

Both examples you gave are wrong for an autobalancer; Autobalancer should score each team's members ("this guy is worth 29 offense points and 31 defense points") and then try to balance those points between teams. It should have nothing to do with being the latest joining player or the highest scoring player on the server.
 
Does this mean the amazingly annoying shove problem has been solved (see my thread about it)?
 
Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades

Re-added class count numbers above class buttons for non-zero classes, in addition to the class images

Fixed rocket/grenade explosions being able to impart damage through thin ceilings

Great update.
 
Both examples you gave are wrong for an autobalancer; Autobalancer should score each team's members ("this guy is worth 29 offense points and 31 defense points") and then try to balance those points between teams. It should have nothing to do with being the latest joining player or the highest scoring player on the server.

QFT. A team balancer should balance the teams in terms of ability based on the scores, not last in, first out. Great as winning a match is, if things get very one sided in terms of ability and your creaming the opposition relentlessly because their players lack smarts it's not as fun an experience as a hard fought victory in my opinion. I'd rather lose a close run thing than trounce a team repeatedly.
 
QFT. A team balancer should balance the teams in terms of ability based on the scores, not last in, first out. Great as winning a match is, if things get very one sided in terms of ability and your creaming the opposition relentlessly because their players lack smarts it's not as fun an experience as a hard fought victory in my opinion. I'd rather lose a close run thing than trounce a team repeatedly.
Had a couple of awesome close-run games yesterday on HL2.net #2, they were so much more fun than when the teams randomly ended up as 'noobs vs vets'.
 
I'm liking the fact that even the newer players are cowboying up in terms of tactical awareness and the games are becoming increasingly close to the point where it's as much a cerebral challenge as a FPS one to beat the opposition. Also people are getting a lot better on the coms side of things now.
 
Why don't I see these updates when I view Update News on Steam? (Right click game)
 
Both examples you gave are wrong for an autobalancer; Autobalancer should score each team's members ("this guy is worth 29 offense points and 31 defense points") and then try to balance those points between teams. It should have nothing to do with being the latest joining player or the highest scoring player on the server.
Yeah, you just tell me when the game can possibly say who's good and who's not. Going just by score doesn't work, even score/time in the server can't be accurate. Being moved just 'cause you were the last one that died after you've been in the server a while and gotten to know your team a little bit sucks. That's why it should just move the last guy who switched or joined the game... they may suck or they may be awesome, it doesn't matter since the game doesn't read people's fkin' minds.
 
It should be up to the people to decide who/if they go over to the other team to 'balance' it. I think autoteambalance refers to the number of players, nothing about skill. So taking the newest person over is what it was made to do, I'm sure.
 
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