siosios
10-20-2023, 06:35 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:
Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
Updated the Celestial Summit Unusual effect to reduce the particle count
Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
Updated the Carry-Van
Fixed the rigging on the straps to avoid clipping when running
Fixed misplaced ambient occlusion on the material
Fixed rim mask being black in places it wasn't supposed to
Fixed a hole in-between the window and top of the van
Fixed LODs to represent above changes
Updated the Dead Man's Party Unusual taunt effect
Added fades to hand sprites
Improved effect composition on fast-moving taunts
Fixed some particle sorting issues
Updated cp_lavapit_final
Fixed a skybox exploit in the underworld
Updated pl_spineyard
Fixed an exploit that allowed players to get outside of the map
Fixed missing cubemaps
Updated pl_corruption
Replaced some of the materials and models
Adjusted collisions near some wooden beams by point A
Adjusted prop fades
Fixed some minor texture issues
Fixed teleport trigger in one of the spawn rooms being too late to activate
Minor adjustments to improve your sanity
Updated cp_degrootkeep_rats
Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
Fixed a hidden perch in the balcony overlooking C
Updated arena_perks
Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
Fixed missing barricades in the voting area
Fixed certain items having missing textures on the map
Removed crumpkins (with help from LizardOfOz)
Fixed stalemates causing extra rounds where no perks would appear
Added a new HUD, with an alive player counter
Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
If a game is in progress and there are no players on BLU team or RED team the game will now end
Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
Fixed a bug that caused Zombies to not see combat text correctly
Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
Fixed an issue with missing particle effects for Medic's Heal ability
Adjusted the number of Zombies selected at round start for low player counts
Corrected unintended changes in the last update
Changed the damage dealt by Zombie Soldier's Stomp
In the previous update, Soldier would instantly kill his stomp target. This was not intended.
The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
Changed the Sentry Gun to deal 40% damage to Zombies
In the previous update, this was 35%. This was not intended.
Added a sound effect to Pyro's explosion of flames on death
Removed some debug print statements
Reworked Demoman's Blast Charge to fix several exploits and bugs
These changes should also make Blast Charge more reliable and less frustrating to use
Blast Charge is now triggered based on the player's velocity
When player's speed drops below a threshold while charging, they explode
Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
Fixed many bugs that caused Blast Charge to fail to detonate
Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
Updated zi_atoll (additional changes)
Fixed the missing texture on the turbine building's roof
Added areaportals and occluders in and around buildings
Added extra nodraw brushes under the level and buildings to improve vis calculations
Added prop fades on bushes and rocks
Adjusted push triggers on trees
Minor clipping adjustments
Changed func_brush on roofs to func_movelinear so that corpses don't fall through
Added soul gargoyle spawns
Added a santa hat that spawns on the anchor when smissmas holiday is enabled
Fixed cubemap reflection issues
Fixed the seam between the 3D skybox and the playable level
Aar fed the spinning cat
Updated zi_devastation_final1 (additional changes)
Replaced sewer exit to the 2nd floor with a ladder
Changed sewer exits to no longer require crouching/prop jumps
Fixed missing respawn trigger in the sewers
Adjusted spawn positions of Zombies and Survivors
Fire now ignites players
Adjusted lighting in sewers to be slightly brighter
Reduced round timer to 3 minutes
Lit up 2nd floor car corner
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:
Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
Updated the Celestial Summit Unusual effect to reduce the particle count
Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
Updated the Carry-Van
Fixed the rigging on the straps to avoid clipping when running
Fixed misplaced ambient occlusion on the material
Fixed rim mask being black in places it wasn't supposed to
Fixed a hole in-between the window and top of the van
Fixed LODs to represent above changes
Updated the Dead Man's Party Unusual taunt effect
Added fades to hand sprites
Improved effect composition on fast-moving taunts
Fixed some particle sorting issues
Updated cp_lavapit_final
Fixed a skybox exploit in the underworld
Updated pl_spineyard
Fixed an exploit that allowed players to get outside of the map
Fixed missing cubemaps
Updated pl_corruption
Replaced some of the materials and models
Adjusted collisions near some wooden beams by point A
Adjusted prop fades
Fixed some minor texture issues
Fixed teleport trigger in one of the spawn rooms being too late to activate
Minor adjustments to improve your sanity
Updated cp_degrootkeep_rats
Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
Fixed a hidden perch in the balcony overlooking C
Updated arena_perks
Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
Fixed missing barricades in the voting area
Fixed certain items having missing textures on the map
Removed crumpkins (with help from LizardOfOz)
Fixed stalemates causing extra rounds where no perks would appear
Added a new HUD, with an alive player counter
Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
If a game is in progress and there are no players on BLU team or RED team the game will now end
Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
Fixed a bug that caused Zombies to not see combat text correctly
Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
Fixed an issue with missing particle effects for Medic's Heal ability
Adjusted the number of Zombies selected at round start for low player counts
Corrected unintended changes in the last update
Changed the damage dealt by Zombie Soldier's Stomp
In the previous update, Soldier would instantly kill his stomp target. This was not intended.
The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
Changed the Sentry Gun to deal 40% damage to Zombies
In the previous update, this was 35%. This was not intended.
Added a sound effect to Pyro's explosion of flames on death
Removed some debug print statements
Reworked Demoman's Blast Charge to fix several exploits and bugs
These changes should also make Blast Charge more reliable and less frustrating to use
Blast Charge is now triggered based on the player's velocity
When player's speed drops below a threshold while charging, they explode
Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
Fixed many bugs that caused Blast Charge to fail to detonate
Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
Updated zi_atoll (additional changes)
Fixed the missing texture on the turbine building's roof
Added areaportals and occluders in and around buildings
Added extra nodraw brushes under the level and buildings to improve vis calculations
Added prop fades on bushes and rocks
Adjusted push triggers on trees
Minor clipping adjustments
Changed func_brush on roofs to func_movelinear so that corpses don't fall through
Added soul gargoyle spawns
Added a santa hat that spawns on the anchor when smissmas holiday is enabled
Fixed cubemap reflection issues
Fixed the seam between the 3D skybox and the playable level
Aar fed the spinning cat
Updated zi_devastation_final1 (additional changes)
Replaced sewer exit to the 2nd floor with a ladder
Changed sewer exits to no longer require crouching/prop jumps
Fixed missing respawn trigger in the sewers
Adjusted spawn positions of Zombies and Survivors
Fire now ignites players
Adjusted lighting in sewers to be slightly brighter
Reduced round timer to 3 minutes
Lit up 2nd floor car corner
More... (https://store.steampowered.com/news/211041/)
Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
Updated the Celestial Summit Unusual effect to reduce the particle count
Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
Updated the Carry-Van
Fixed the rigging on the straps to avoid clipping when running
Fixed misplaced ambient occlusion on the material
Fixed rim mask being black in places it wasn't supposed to
Fixed a hole in-between the window and top of the van
Fixed LODs to represent above changes
Updated the Dead Man's Party Unusual taunt effect
Added fades to hand sprites
Improved effect composition on fast-moving taunts
Fixed some particle sorting issues
Updated cp_lavapit_final
Fixed a skybox exploit in the underworld
Updated pl_spineyard
Fixed an exploit that allowed players to get outside of the map
Fixed missing cubemaps
Updated pl_corruption
Replaced some of the materials and models
Adjusted collisions near some wooden beams by point A
Adjusted prop fades
Fixed some minor texture issues
Fixed teleport trigger in one of the spawn rooms being too late to activate
Minor adjustments to improve your sanity
Updated cp_degrootkeep_rats
Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
Fixed a hidden perch in the balcony overlooking C
Updated arena_perks
Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
Fixed missing barricades in the voting area
Fixed certain items having missing textures on the map
Removed crumpkins (with help from LizardOfOz)
Fixed stalemates causing extra rounds where no perks would appear
Added a new HUD, with an alive player counter
Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
If a game is in progress and there are no players on BLU team or RED team the game will now end
Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
Fixed a bug that caused Zombies to not see combat text correctly
Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
Fixed an issue with missing particle effects for Medic's Heal ability
Adjusted the number of Zombies selected at round start for low player counts
Corrected unintended changes in the last update
Changed the damage dealt by Zombie Soldier's Stomp
In the previous update, Soldier would instantly kill his stomp target. This was not intended.
The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
Changed the Sentry Gun to deal 40% damage to Zombies
In the previous update, this was 35%. This was not intended.
Added a sound effect to Pyro's explosion of flames on death
Removed some debug print statements
Reworked Demoman's Blast Charge to fix several exploits and bugs
These changes should also make Blast Charge more reliable and less frustrating to use
Blast Charge is now triggered based on the player's velocity
When player's speed drops below a threshold while charging, they explode
Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
Fixed many bugs that caused Blast Charge to fail to detonate
Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
Updated zi_atoll (additional changes)
Fixed the missing texture on the turbine building's roof
Added areaportals and occluders in and around buildings
Added extra nodraw brushes under the level and buildings to improve vis calculations
Added prop fades on bushes and rocks
Adjusted push triggers on trees
Minor clipping adjustments
Changed func_brush on roofs to func_movelinear so that corpses don't fall through
Added soul gargoyle spawns
Added a santa hat that spawns on the anchor when smissmas holiday is enabled
Fixed cubemap reflection issues
Fixed the seam between the 3D skybox and the playable level
Aar fed the spinning cat
Updated zi_devastation_final1 (additional changes)
Replaced sewer exit to the 2nd floor with a ladder
Changed sewer exits to no longer require crouching/prop jumps
Fixed missing respawn trigger in the sewers
Adjusted spawn positions of Zombies and Survivors
Fire now ignites players
Adjusted lighting in sewers to be slightly brighter
Reduced round timer to 3 minutes
Lit up 2nd floor car corner
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:
Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
Updated the Celestial Summit Unusual effect to reduce the particle count
Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
Updated the Carry-Van
Fixed the rigging on the straps to avoid clipping when running
Fixed misplaced ambient occlusion on the material
Fixed rim mask being black in places it wasn't supposed to
Fixed a hole in-between the window and top of the van
Fixed LODs to represent above changes
Updated the Dead Man's Party Unusual taunt effect
Added fades to hand sprites
Improved effect composition on fast-moving taunts
Fixed some particle sorting issues
Updated cp_lavapit_final
Fixed a skybox exploit in the underworld
Updated pl_spineyard
Fixed an exploit that allowed players to get outside of the map
Fixed missing cubemaps
Updated pl_corruption
Replaced some of the materials and models
Adjusted collisions near some wooden beams by point A
Adjusted prop fades
Fixed some minor texture issues
Fixed teleport trigger in one of the spawn rooms being too late to activate
Minor adjustments to improve your sanity
Updated cp_degrootkeep_rats
Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
Fixed a hidden perch in the balcony overlooking C
Updated arena_perks
Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
Fixed missing barricades in the voting area
Fixed certain items having missing textures on the map
Removed crumpkins (with help from LizardOfOz)
Fixed stalemates causing extra rounds where no perks would appear
Added a new HUD, with an alive player counter
Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
If a game is in progress and there are no players on BLU team or RED team the game will now end
Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
Fixed a bug that caused Zombies to not see combat text correctly
Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
Fixed an issue with missing particle effects for Medic's Heal ability
Adjusted the number of Zombies selected at round start for low player counts
Corrected unintended changes in the last update
Changed the damage dealt by Zombie Soldier's Stomp
In the previous update, Soldier would instantly kill his stomp target. This was not intended.
The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
Changed the Sentry Gun to deal 40% damage to Zombies
In the previous update, this was 35%. This was not intended.
Added a sound effect to Pyro's explosion of flames on death
Removed some debug print statements
Reworked Demoman's Blast Charge to fix several exploits and bugs
These changes should also make Blast Charge more reliable and less frustrating to use
Blast Charge is now triggered based on the player's velocity
When player's speed drops below a threshold while charging, they explode
Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
Fixed many bugs that caused Blast Charge to fail to detonate
Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
Updated zi_atoll (additional changes)
Fixed the missing texture on the turbine building's roof
Added areaportals and occluders in and around buildings
Added extra nodraw brushes under the level and buildings to improve vis calculations
Added prop fades on bushes and rocks
Adjusted push triggers on trees
Minor clipping adjustments
Changed func_brush on roofs to func_movelinear so that corpses don't fall through
Added soul gargoyle spawns
Added a santa hat that spawns on the anchor when smissmas holiday is enabled
Fixed cubemap reflection issues
Fixed the seam between the 3D skybox and the playable level
Aar fed the spinning cat
Updated zi_devastation_final1 (additional changes)
Replaced sewer exit to the 2nd floor with a ladder
Changed sewer exits to no longer require crouching/prop jumps
Fixed missing respawn trigger in the sewers
Adjusted spawn positions of Zombies and Survivors
Fire now ignites players
Adjusted lighting in sewers to be slightly brighter
Reduced round timer to 3 minutes
Lit up 2nd floor car corner
More... (https://store.steampowered.com/news/211041/)