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TEAM FORTRESS 2 UPDATE ( MUST READ)

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TEAM FORTRESS 2 UPDATE ( MUST READ) Empty TEAM FORTRESS 2 UPDATE ( MUST READ)

Post by Jman Mon Apr 20, 2009 8:42 pm

OMFG THEY ARE BRINGING GRENADES BACK

If you have noticed the new head gear box in the character loadout, Head Gear will be available in the future. Aslo GRENADES ARE COMING BACK SOON.

PLEASE READ THIS DECOMPILED FROM A GCF OF TF2

// Items
"TF_Open_Charinfo" "Open Character Loadout"

"Item" "Item"
"SelectedItemNumber" "#%selecteditem%"
"NewItemsAcquired" "%numitems% NEW ITEMS ACQUIRED!"
"NewItemAcquired" "NEW ITEM ACQUIRED!"
"NextItem" "VIEWnNEXT >"
"PreviousItem" "VIEWn< PREV"
"CloseItemPanel" "OK, RESUME GAME"
"ChangeLoadout" "EQUIP THIS ITEM NOW..."

"CharInfoAndSetup" "CHARACTER INFO AND SETUP"
"Loadout" "LOADOUT"
"Stats" "STATS"
"Achievements" "ACHIEVEMENTS"

"CharacterLoadout" "CHARACTER LOADOUT"
"SelectClassLoadout" "SELECT A CLASS TO MODIFY LOADOUT"
"NoSteamNoItems" "LOADOUT NOT AVAILABLE - COULD NOT CONNECT TO STEAM"
"LoadoutChangesUpdate" "NOTE: LOADOUT CHANGES WILL TAKE EFFECT ON RESPAWN."
"EquipYourClass" "EQUIP YOUR %loadoutclass%"
"Equip" "EQUIP"
"Keep" "KEEP"
"ClassBeingEquipped" "%loadoutclass%"
"ChangeButton" "CHANGE..."
"DoneButton" "DONE!"
"EquipSelectedWeapon" "EQUIP SELECTED WEAPON"
"ItemSel_PRIMARY" "- PRIMARY WEAPON"
"ItemSel_SECONDARY" "- SECONDARY WEAPON"
"ItemSel_MELEE" "- MELEE WEAPON"
"ItemSel_PDA" "- PDA"
"ItemSel_ITEM1" "- ACCESSORY"
"ItemSel_HEAD" "- HEADWEAR"

"TF_BackCarat" "<< BACK"
"TF_CancelCarat" "<< CANCEL"
"TF_BackToMainMenu" "<< BACK TO MAIN MENU"
"TF_ResumeGame" "<< RESUME GAME"
"InventoryCountOne" "(1 OTHER IN INVENTORY)"
"InventoryCountMany" "(%s1 OTHERS IN INVENTORY)"
"CurrentlyEquipped" "CURRENTLY EQUIPPED:"
"CurrentlyEquippedCarat" "CURRENTLY EQUIPPED >"
"ItemsFoundShort" "(%s1 ITEMS IN INVENTORY)"
"ItemsFoundShortOne" "(ONE ITEM IN INVENTORY)"
"NoItemsExistShort" "(NO ITEMS EXIST YET)"
"NoItemsExistLong" "(NO SPECIAL ITEMS FOR %loadoutclass% EXIST YET.)"
"NoItemsFoundShort" "(NO ITEMS FOUND YET)"
"NoItemsFoundLong" "(NO SPECIAL ITEMS FOR %loadoutclass% HAVE BEEN ACQUIRED YET.)"
"NoItemsAvailableTitle" "AVAILABLE:"
"NoItemsAvailableTitle2" "BASE INVENTORY ONLY."
"ItemAcquireReason_Achievement" "ACHIEVEMENT EARNED"
"NoItemsToEquip" "YOU HAVE NO ITEMS FOR THIS LOADOUT SLOT"
"SelectNoItemSlot" "Empty"
"BackpackTitle" "BACKPACK"
"X_DeleteItem" "X DELETE"
"X_DiscardItem" "X DISCARD"
"DeleteItemConfirmTitle" "ARE YOU SURE?"
"DeleteItemConfirmText" "Deleting this item will permanently destroy it. This cannot be undone."
"X_DeleteItemConfirmButton" "X YEAH, DELETE IT"
"Backpack_Delete_Item" "BACKPACK - DELETE ITEM"
"DiscardExplanation" "You picked up this item but you don't have room for it in your pack."
"DiscardExplanation2" "Delete an item below to make room or press discard to throw your new item away."
"Discarded" "DISCARDED!"

"LoadoutSlot_Primary" "Primary weapon"
"LoadoutSlot_Secondary" "Secondary weapon"
"LoadoutSlot_Melee" "Melee weapon"
"LoadoutSlot_Grenade" "Grenade"
"LoadoutSlot_Building" "Building"
"LoadoutSlot_pda" "Primary PDA"
"LoadoutSlot_pda2" "Secondary PDA"
"LoadoutSlot_Head" "Head"

"ItemTypeDesc" "Level %s1 %s2" // s1 is the level number, s2 is the item type. Example: "Level 4 Medigun"
"of" "of"

// Attribute descriptions
"Attrib_ClipSize_Positive" "+%s1% Clip size"
"Attrib_ClipSize_Negative" "%s1% Clip size"
"Attrib_UberchargeRate_Positive" "+%s1% ÜberCharge rate"
"Attrib_UberchargeRate_Negative" "%s1% ÜberCharge rate"
"Attrib_DamageDone_Positive" "+%s1% Damage done"
"Attrib_DamageDone_Negative" "%s1% Damage done"
"Attrib_HealRate_Positive" "+%s1% Heal rate"
"Attrib_HealRate_Negative" "%s1% Heal rate"
"Attrib_FireRate_Positive" "+%s1% Faster firing speed"
"Attrib_FireRate_Negative" "%s1% Slower firing speed"
"Attrib_OverhealAmount_Positive" "+%s1% Overheal bonus"
"Attrib_OverhealDecay_Disabled" "Overheal bonus doesn't decay"
"Attrib_OverhealDecay_Positive" "Overheal bonus decays %s1% slower"
"Attrib_OverhealDecay_Negative" "Overheal bonus decays %s1% faster"
"Attrib_HealOnHit_Positive" "+%s1 Health on hit"
"Attrib_HealOnHit_Negative" "%s1 Health on hit"
"Attrib_CritChance_Positive" "+%s1 Critical hit chance"
"Attrib_CritChance_Negative" "%s1 Critical hit chance"
"Attrib_CritChance_Disabled" "No critical hits"
"Attrib_AddUber_OnHit_Positive" "Add %s1% ÜberCharge on hit"
"Attrib_Medigun_CritBoost" "ÜberCharge grants 100% critical chance"
"Attrib_DamageDoneBonus_Positive" "+%s1% Damage bonus on hit"
"Attrib_CritVsBurning" "100% Critical hit vs burning players"
"Attrib_DmgPenaltyVsNonBurning" "%s1% damage vs non-burning players"
"Attrib_NoCritVsNonBurning" "No critical hits vs non-burning players"
"Attrib_ModFlamethrowerPush" "No compression blast"
"Attrib_ModFlamethrower_BackCrits" "100% Critical hits from behind"
"Attrib_MaxHealth_Positive" "+%s1 Max health"
"Attrib_FistsHaveRadialBuff" "On Kill: +50 Health on nearby teammatesnOn Kill: +10% Crit Chance on nearby teammates"
"Attrib_CritBoost_OnKill" "On Kill: %s1 seconds of 100% critical chance"
"Attrib_Slow_Enemy_OnHit" "%s1% chance to slow target on hit"
"Attrib_Spread_Negative" "%s1% shot spread penalty"
"Attrib_BatLaunchesBalls" "This bat knocks out a mean stun ball"
"Attrib_DmgPenaltyVsNonStunned" "%s1% damage vs non-stunned players"
"Attrib_Scattergun_HasKnockback" "Knockback on the target and shooter"
"Attrib_BulletsPerShot_Bonus" "+%s1% bullets per shot"
"Attrib_NoDoubleJump" "Disables double jump"

// Unique item names
"TF_Unique_Achievement_Medigun1" "The Kritzkrieg"
"TF_Unique_Achievement_Syringegun1" "The Blutsauger"
"TF_Unique_Achievement_Bonesaw1" "The Ubersaw"

"TF_Unique_Achievement_FireAxe1" "The Axtinguisher"
"TF_Unique_Achievement_FlareGun" "The Flare Gun"
"TF_Unique_Achievement_Flamethrower" "The Backburner"
"TF_Unique_Achievement_LunchBox" "The Sandvich"
"TF_Unique_Achievement_Minigun" "Natascha"
"TF_Unique_Achievement_Fists" "The Killing Gloves of Boxing"
"TF_Unique_Achievement_Bat" "The Sandman"
"TF_Unique_Achievement_Scattergun_Double" "The Force-A-Nature"
"TF_Unique_Achievement_EnergyDrink" "Bonk! Atomic Punch"

"TF_Wearable_Headgear" "Headgear"
"TF_Unique_Headgear_Scout" "Batter's Helmet"
"TF_Unique_Headgear_Sniper" "Tooth Belt"
"TF_Unique_Headgear_Soldier" "Soldier's Helmet"
"TF_Unique_Headgear_Demoman" "Fro"
"TF_Unique_Headgear_Medic" "Medic's Helmet"
"TF_Unique_Headgear_Pyro" "Pyro's Helmet"
"TF_Unique_Headgear_Heavy" "Football Helmet"
"TF_Unique_Headgear_Engineer" "Mining Helmet"
"TF_Unique_Headgear_Spy" "Spy's Helmet"
Jman
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Post by SaigonTimeMD Mon Apr 20, 2009 9:52 pm

Good christ, this game feels more like World of Warcraft every time I turn around.

I wonder if it'll be just a cosmetic change, or whether it'll alter how the class plays further. Not terribly excited about finding out, though; I think there's enough customization with just the weapons without having to bring attire in to play.
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Post by George Clooney Mon Apr 20, 2009 10:12 pm

I wouldnt mind seeing the demo with a fro. "DOES HE LOOK LIKE A BIITCH?!"
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Post by xexes Mon Apr 20, 2009 11:55 pm

Ohnoes.
Pretty soon I'm not going to be able to play TF2 anymore with all these addons. =(
xexes
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Post by SaigonTimeMD Tue Apr 21, 2009 9:42 am

George Clooney wrote:I wouldnt mind seeing the demo with a fro. "DOES HE LOOK LIKE A BIITCH?!"

I have to admit, a Raving Rabbids-style class customization thing would be incredibly, stupidly funny, but I think that if they start altering the visuals beyond just the weapons, it'll mess too much with how the game feels.
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Post by Runtime Tue Apr 21, 2009 7:14 pm

Am I the only one that had the best fun with this game when there weren't any unlocks and no payload?
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Post by Jman Tue Apr 21, 2009 9:26 pm

Yes
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