Team Fortress 2 Update Released

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  • siosios
    g0d!
    Kung Fu Master
    • Oct 2006
    • 13626

    #1

    Team Fortress 2 Update Released

    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 some random client crashes related to memory exhaustion for Mac clients
    • Significantly reduced memory usage on Mac and Linux clients
    • Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
    • Added the ability to restore festivized weapons via the context menu
    • Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
    • Fixed the Australium Minigun and Australium Scattergun materials
    • Fixed objective names in deathnotice HUD using white text when the local player was involved
    • Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
    • Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    • Updated The Frenchman's Formals so it can also be equipped by the Scout and added a new paint style
    • Updated the backpack image for the Taunt: Soldier's Requiem
    • Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
    • Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
    • Updated the server log entry for kick votes to include the ID of the vote initiator
    • Updated cp_vanguard to fix an exploit related to spawn room doors
    • Updated pl_snowycoast
      • Fixed several unintended perches
      • Fixed being able to damage through the setup gates
      • Added some fences & cover inside BLU's first spawn to reduce spam angles
      • Added an extra resupply in BLU's first spawn and RED's last spawn
      • Moved medium health kit at 1st point back towards BLU's side of choke
      • Changed collision on large railings to allow projectiles
      • Added some cover to the sentry platform inside last
      • Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
      • Quonset hut sniper deck raised
      • Spawn locations in RED's first moved further from the door
      • Added windows to main entrance of RED's first spawn
      • Adjusted the narrow fence near RED spawn
      • Prevented building teleporters at the edge of spawn doors
      • Fixed an exploit related to BLU's 2nd forward spawn's entrances
      • Added some logic to prevent players getting stuck when RED's first spawn closes
      • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
      • Replaced dump truck in kennels with crates
      • Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
      • Switched main exit and window on RED's last spawn
      • Adjusted placement of health and ammo near RED's last spawn
      • Fixed various floating props
      • Fixed some texture alignment issues in the tunnels
      • Fixed spot on last ramp that would keep the cart from rolling back
      • Fixed some smoothing/geometry problems on crates at last
      • Reduced size of kill zone on falling crates during finale
      • Added map menu photos



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