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siosios
07-20-2023, 07:32 PM
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:



Added main menu character for the Summer event
Fixed pd_watergate capture zone not working properly
Fixed geometry collision issue with the Wildflower Meadows Unusual effect
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
Fixed the Strange Filter prefix for pd_selbyen
Fixed broken materials for the second style of the Cranium Cover
Updated koth_sharkbay

Fixed the flying boat
Removed collision from seagulls
Updated Map Stamp icons


Updated koth_rotunda

Aligned various textures
Improved clipping slightly
Raised gate to flank route for ease of access
Aligned some props


Updated cp_hardwood_final

Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props


Updated cp_steel

More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E


Updated koth_rotunda

Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more


Updated cp_sulfur

Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these


Updated pd_selbyen

Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places
Fixed some floating windows
Fixed some props clipping through stuff
Fixed some displacements clipping through stuff
Fixed some displacement seams
Fixed some visible nodraws
Fixed some z-fighting
Various detailing additions


Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

TF_Bots now function in Versus Saxton Hale
Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
Fixed players dropping Player Destruction pickups
Fixed Hale sometimes holding Necro Smasher or Sandvich
Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
By community request, added Pyro VSH lines, performed by James McGuinn
Updated VSH voice lines for Spy
"Behind you" and "Above you" now play exclusively for the player the line is addressed to
Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
Mad Milk recharge rate returned to stock value
Demoman's Swords now deal less knockback than other melee weapons
Demoman's Shields will now break when absorbing a Hale punch
Fixed a bug relating to sending a class-restricted duel to Hale during Setup


Updated vsh_skirmish (additional changes)

Fixed an exploit that allowed players to build out of bounds
Added decals to ammo pack locations throughout the map


Updated vsh_distillery (additional change)

Fixed crash when using mat_phong 0




An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:



Added main menu character for the Summer event
Fixed pd_watergate capture zone not working properly
Fixed geometry collision issue with the Wildflower Meadows Unusual effect
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
Fixed the Strange Filter prefix for pd_selbyen
Fixed broken materials for the second style of the Cranium Cover
Updated koth_sharkbay

Fixed the flying boat
Removed collision from seagulls
Updated Map Stamp icons


Updated koth_rotunda

Aligned various textures
Improved clipping slightly
Raised gate to flank route for ease of access
Aligned some props


Updated cp_hardwood_final

Fixed a crash affecting a small number of players
Minor clipping adjustments throughout the map
Minor lighting issues fixed throughout the map
Adjusted areaportalwindow fade brush textures
Adjusted collisions for some props


Updated cp_steel

More blockbullet /clipbrush swaps where needed
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
Fixed more small unnecessary prop collision/clip removals
Fixed blatant texture misalignment
Addressed perch spot outside Red spawn on wood beam
Closed some accidental holes in geometry
Additional fixes to a sticky/shooting exploit through and under Red's E platform area
Increased pit damage to kill some certain class loadouts in a single trigger
Moved Blu spawns forward a little to previous distance
Extended projectile blocker brush along the top side of the Blu spawn building's roof
Fixed Sniper sightline into Red's first spawn points from E


Updated koth_rotunda

Aligned various textures and fixed cubemap issue
Improved clipping
Improved lighting and reduced visual noise on some textures
Raised gate to flank route for ease of access
Aligned some props
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
Added missing collision to some props
Sealed the map more


Updated cp_sulfur

Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
Fixed a case where Blu could contest their own win
Fixed a case where you could build a teleporter under a platform and become trapped
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
Altered Red spawn positons to spread them out when defending main point
Lowered Red's initial time to defend slightly
Convinced the boiling water to properly scald people that are submerged below the surface
Gravity density in the potplants has been correctly calibrated
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
B can no longer be capped from the outside of the building
Area under Point A can no longer be accessed
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these


Updated pd_selbyen

Fixed exploit that would let you build in spawn
Seal will now select a random skin every time it teleports to the break room (3 possible skins)
Adjusted oob seal animation timings
Fixed seal swimming animation
Added missing resupply cabinet on the Blu side
Added some missing clipping that would let players build in undesirable places
Fixed some floating windows
Fixed some props clipping through stuff
Fixed some displacements clipping through stuff
Fixed some displacement seams
Fixed some visible nodraws
Fixed some z-fighting
Various detailing additions


Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

TF_Bots now function in Versus Saxton Hale
Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
Fixed players dropping Player Destruction pickups
Fixed Hale sometimes holding Necro Smasher or Sandvich
Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
By community request, added Pyro VSH lines, performed by James McGuinn
Updated VSH voice lines for Spy
"Behind you" and "Above you" now play exclusively for the player the line is addressed to
Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
Mad Milk recharge rate returned to stock value
Demoman's Swords now deal less knockback than other melee weapons
Demoman's Shields will now break when absorbing a Hale punch
Fixed a bug relating to sending a class-restricted duel to Hale during Setup


Updated vsh_skirmish (additional changes)

Fixed an exploit that allowed players to build out of bounds
Added decals to ammo pack locations throughout the map


Updated vsh_distillery (additional change)

Fixed crash when using mat_phong 0




More... (https://store.steampowered.com/news/206724/)