il VAC è più sicuro e meno problematico di sua maestà PunkBuster
il problema è che il SOURCE e gli script usati da TF2 son facili da manipolare(per un informatico...)
in giugno giocai con uno che aveva sempre e solo critici..... (ero medico e mi attaccai dietro di lui).... qualcuno gli chese perchè e lui disse di essere un cheater.... chiese scusa e se ne andò.....
cheater del c**zo![]()
Bene, ho fatto così infatti....![]()
, per questo mi viene il nervoso se mi scambiano per uno di essi...
Ultima modifica di daves1987; 26-01-09 alle 22:09:53
Novità!!
Spoiler:That's what I'm talking about!
January 27, 2009 - Robin Walker
We're just about done with the Scout pack, and our design and coding has already moved on to the next pack. The weapons and achievements are all nailed down, and we just have to finish up the final artwork on them. We like to do the final art as late as possible to ensure that we don't waste any work, which turned out to be a good decision this time around due to the large number of unlockables we tried out as alternatives to the Scattergun. Balancing his replacement weapon has been very tricky due to large threat difference of the Scout between skilled and non-skilled hands. More on that soon.
In the meantime, here's a few answers to some questions we get regularly:
"When's the next update going to be out?"
- We've got an update that should be out tomorrow with a bunch of bug & exploit fixes. Later this week we hope to have another update out that changes the way we store your unlockable items. You shouldn't notice much difference, other than if you play on multiple computers we'll now propagate your item choices. You can think of that update as the one that moves your inventory into the Steam Cloud. Once that's out of the way, we'll be able to ship the Scout pack.
occavolo![]()
E qui' comincia la curiosità per il prossimo class pack e l'hype per quello in uscita![]()
indubbiamente![]()
![]()
ma si sa la data d' uscita dello scout pack? (non cho kapito gniente)
Ma per caso lo Scout Pack esce Domani o è solo un update per poi la release?
![]()
è solo un update![]()
Penso che lo scout pack uscirà entro il mese..
Ora appena esce questo update tutti nelle mappe con gli scout per sbloccare gli achievement >.> ....ma perchè nn li fanno uscire tutti insieme >_>
lo scout lo uso solo quando stiamo per vincere o per perdere.
una classe che mi schifa forte.
spero abbia un giubbotto antiproiettile.
update demo next, spero.
bah... io lo scout mi capita di usarlo benissimo..... (seccare chi si sta ritirando....)...
altre volte sono solo morti in più che si aggiungono![]()
next update: engineer![]()
Anche io lo scout lo uso abbastanza bene
Next Update: Spy
Gli metteranno il l4x0r.
Oggi ho fatto una "Bella partita"
Guardate che armi mi son messo
http://www.xfire.com/screenshots/gtagogeta1/
What?![]()
Skin per le armi, grazie FPSBanana![]()
è arrivato l'update preannunciato (non quello dello scout)
notare come hanno aggiustato natasha, così da non renderla più inutileTeam Fortress 2Team Fortress 2 and Day of Defeat: Source
- Added percentage to UberCharge HUD panel for the Medic
- Added upgrade progress and levels to Engineer HUD panel for all buildings
- Added mp_tournament_allow_non_admin_restart server ConVar to allow server admin to toggle whether non-admin players can issue the mp_tournament_restart ConCommand on the server. Default is 1 (current behavior)
- Added flag to the gamerules entity so map authors can override the HUD type being used. Allows map authors to force CTF or CP HUD to be used if they mix CTF/CP entities in the map
- Added check in CTF HUD to make sure it doesn't point at disabled capture zones when the player is carrying the flag. Allows map authors to have more than one capture zone for each team in the map
- Changed AutoTeam to give new players to the attackers on attack/defend maps if the teams are even
- Fixed Pyro model not animating in the class menu
- Fixed players getting stuck in the "prepare to respawn..." countdown loop
- Fixed Natascha not getting the proper 75% of damage and slightly increased the strength of Natascha's slowdown
- Fixed teleporter entrance/exit effects being drawn when they don't have a matching teleporter entrance/exit
- Fixed announcer saying "the cart is nearing the checkpoint" after the round has already been won
- Fixed cloaked spies having a particle-beam effect while standing next to a dispenser that's healing them
- Fixed server crash when trying to load a map that contains control points with duplicate index values
- Fixed several materials warnings in the console
- Fixed "Cart.Explode" sound script entry using an unknown sound channel
- Marked the cl_bobcycle and cl_bobup ConVars as cheats
Source Engine
- Fixed clients using reloadresponsesystems, sv_soundemitter_flush, sv_soundemitter_filecheck, sv_findsoundname, and sv_soundscape_printdebuginfo to lag/crash servers
Server Browser
- Fixed client "timeout on mapchange" problem
- Fixed setinfo exploit
- Marked the r_aspectratio ConVar as a cheat
- Renamed "Quick List" to "Map List"
- Removed minimum ping filter from Map List