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	<title>GeekZone TF2 &#38; L4D server news &#187; offblast</title>
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		<title>Update TF2 14/08/2009: The classless update!</title>
		<link>http://www.coldorak.net/2009/08/14/update-tf2-14082009-the-classless-update/</link>
		<comments>http://www.coldorak.net/2009/08/14/update-tf2-14082009-the-classless-update/#comments</comments>
		<pubDate>Fri, 14 Aug 2009 05:39:12 +0000</pubDate>
		<dc:creator>ColdFire</dc:creator>
				<category><![CDATA[Team Fortress 2]]></category>
		<category><![CDATA[arena]]></category>
		<category><![CDATA[capture point]]></category>
		<category><![CDATA[capture the flag]]></category>
		<category><![CDATA[cp]]></category>
		<category><![CDATA[ctf]]></category>
		<category><![CDATA[granary]]></category>
		<category><![CDATA[king of the hill]]></category>
		<category><![CDATA[koth]]></category>
		<category><![CDATA[mise à jour]]></category>
		<category><![CDATA[offblast]]></category>
		<category><![CDATA[payload race]]></category>
		<category><![CDATA[pipeline]]></category>
		<category><![CDATA[plr]]></category>
		<category><![CDATA[sawmill]]></category>
		<category><![CDATA[tf2]]></category>
		<category><![CDATA[update]]></category>
		<category><![CDATA[Viaduct]]></category>
		<category><![CDATA[yukon]]></category>

		<guid isPermaLink="false">http://www.coldorak.net/?p=597</guid>
		<description><![CDATA[Voici une bonne grosse mise à jour, avec de nouvelles maps, et le king of the hill From Jason Ruymen Required updates for Team Fortress 2 and Day of Defeat: Source* have been released. Please use hldsupdatetool to receive them. The specific changes include: New Content &#8211; Added King Of The Hill game mode. &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p>Voici une bonne grosse mise à jour, avec de nouvelles maps, et le king of the hill</p>
<blockquote><p>From Jason Ruymen</p>
<p>Required updates for Team Fortress 2 and Day of Defeat: Source* have been released.  Please use hldsupdatetool to receive them.  The specific changes include:</p>
<p>New Content<br />
 &#8211; Added King Of The Hill game mode.<br />
 &#8211; Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.<br />
 &#8211; Added lots of new hats.</p>
<p><span id="more-597"></span><br />
Additions / Changes:<br />
 &#8211; Added &laquo;&nbsp;Auto Reload&nbsp;&raquo; option to the multiplayer advanced options.<br />
     &#8211; Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.<br />
 &#8211; Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.<br />
 &#8211; Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.<br />
 &#8211; Significantly reduced the amount of network traffic being sent.<br />
 &#8211; Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.<br />
 &#8211; Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.<br />
     &#8211; Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.<br />
 &#8211; Disguised Spies no longer trigger On-Hit effects (like the Blutsauger&#8217;s heal).<br />
 &#8211; Removed self-inflicted minicrits. Fixes Jarate&#8217;d Soldiers/Demomen having ineffective rocket/grenade jumps.<br />
 &#8211; Added an item panel to the spectator cam that shows non-standard items being carried by the player you&#8217;re spectating.<br />
 &#8211; Added an &laquo;&nbsp;Inspect&nbsp;&raquo; key that allows you to look at items being carried by your team mates.<br />
 &#8211; Backpack improvements:<br />
     &#8211; Added drag &#038; drop to move items around. Item positions are maintained on the backend.<br />
     &#8211; Added multi-select, allowing you to delete multiple items at once.<br />
     &#8211; Added a new key to the key binding page that opens your inventory directly to your backpack.<br />
     &#8211; Fixed mouseover panel being incorrectly position when the backpack first appears.<br />
 &#8211; Cloaked Spies standing in valid backstab positions no longer raise their knife.<br />
 &#8211; Added current map name and gametype to the bottom right of scoreboard.<br />
 &#8211; Added class icons to tips on the loadout and loading screens.<br />
 &#8211; Improved visuals around flags when they&#8217;re being carried by a player.<br />
 &#8211; Improved critboosted visuals, making it much clearer when an enemy has critboost.<br />
 &#8211; Updated the loading panel to show the game type under the map name during level transition.<br />
 &#8211; In-game chat dialog now supports full Unicode characters.<br />
 &#8211; Added BLU main menu background.<br />
 &#8211; Added response caching for some server queries to help reduce the CPU load from DOS attacks.<br />
 &#8211; Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.</p>
<p>Map Changes:<br />
 &#8211; Update PLR_Pipeline<br />
     &#8211; Increased the starting advantage in the third round if a team has won the first two rounds.<br />
     &#8211; Fixed carts not continuing to the second round if they&#8217;re capped at the same time in the first round.<br />
     &#8211; Fixed being able to shoot pipebombs over the starting gates in the first round.<br />
     &#8211; Fixed being able to open the doors in the first round before the setup time was finished.<br />
     &#8211; Fixed players getting stuck in some doors.<br />
     &#8211; Fixed players being able to get onto rooftops and out of the map boundaries.<br />
     &#8211; Fixed other minor bugs and exploits.<br />
 &#8211; Added community map Arena_Offblast<br />
 &#8211; Added community map Cp_Yukon<br />
 &#8211; Update Arena_Sawmill<br />
     &#8211; Fixed DirectX8 bug where some models would not be visible.<br />
     &#8211; Fixed exploit with building teleporters outside of the map.<br />
 &#8211; Updated CP_Granary<br />
     &#8211; Made a few changes to improve balance based on competitive community feedback.</p>
<p>Item Reworks:<br />
 &#8211; The Force of Nature<br />
     &#8211; The enemy knockback now only `works in close range and behaves more like the Pyro&#8217;s air blast.<br />
     &#8211; Enemies cannot be juggled by the FaN&#8217;s effect.<br />
     &#8211; The self-knockback has also changed to respect the firer&#8217;s view angle. Looking up while shooting will no longer propel the enemy upwards.<br />
     &#8211; Knockback is now scaled by damage done.<br />
 &#8211; The Sandman:<br />
     &#8211; A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.<br />
     &#8211; Stunned players now take 75% of all incoming damage instead of 50%.<br />
     &#8211; Übercharged players can no longer be stunned.<br />
     &#8211; Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).<br />
     &#8211; The minimum distance to stun a target has been reduced.<br />
     &#8211; The negative attribute has changed from &laquo;&nbsp;no double jump&nbsp;&raquo; to &laquo;&nbsp;-25 max health&nbsp;&raquo;.</p>
<p>Fixes:<br />
 &#8211; Fixed various issues around layout &#038; presentation of items inside the Backpack and &laquo;&nbsp;X is carrying&nbsp;&raquo; item dialogs.<br />
 &#8211; Fixed an exploit that allowed players to work around sv_pure.<br />
 &#8211; Particle files are now protected by sv_pure.<br />
 &#8211; Fixed critboost effect getting stuck on when you die while critboosted.<br />
 &#8211; Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.<br />
 &#8211; Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy&#8217;s knife.<br />
 &#8211; Fixed an exploit where you could reload The Huntsman faster than intended.<br />
 &#8211; Fixed Heavy &laquo;&nbsp;civilian&nbsp;&raquo; exploit.<br />
 &#8211; Fixed a set of exploits using the DXSupport config files.<br />
 &#8211; Fixed r_screenfademinsize and r_screenfademaxsize exploits.<br />
 &#8211; Fixed sentries firing at a fully cloaked Spy if they&#8217;re still the closest target.</p>
<p>Community requests:<br />
 &#8211; Added a HUD element for hybrid CTF &#038; CP maps.<br />
     &#8211; Supports 1 or 2 flags, and any number of CPs.<br />
     &#8211; Mapmakers need to place a &laquo;&nbsp;tf_logic_hybrid_ctf_cp&nbsp;&raquo; entity in their map to enable it.<br />
 &#8211; Added custom kill server log text &laquo;&nbsp;train&nbsp;&raquo; and &laquo;&nbsp;saw&nbsp;&raquo; for deaths caused by these environmental hazards.<br />
     Format: &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; committed suicide with &laquo;&nbsp;world&nbsp;&raquo; (customkill &laquo;&nbsp;%s&nbsp;&raquo;) (attacker_position &laquo;&nbsp;%d %d %d&nbsp;&raquo;)<br />
 &#8211; Added new &laquo;&nbsp;medic_death&nbsp;&raquo; event for server logs:<br />
     Format: &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; triggered &laquo;&nbsp;medic_death&nbsp;&raquo; against &laquo;&nbsp;%s<%i><%s><%s>&nbsp;&raquo; (healing &laquo;&nbsp;%d&nbsp;&raquo;) (ubercharge &laquo;&nbsp;%s&nbsp;&raquo;)<br />
           &#8211; healing is the amount the Medic healed in that life<br />
           &#8211; ubercharge (1/0) is whether they died with a full charge<br />
 &#8211; Added &laquo;&nbsp;func_respawnflag&nbsp;&raquo; trigger entity. It will remove &#038; return the flag if a flag carrier touches it, or if the flag falls into it.</p>
<p>* The DoDS update is needed for the new engine changes.  No client changes have been made.</p>
<p>Jason</p></blockquote>
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