Team Fortress 2 Update Released

Collapse
This topic is closed.
X
X
 
  • Time
  • Show
Clear All
new posts
  • 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:

    • Competitive Mode
      • Players in the first tier of ranks (1-6) now lose substantially fewer rank points on match loss
      • Players with high win/loss ratios in recent matches now earn bonus rank points in order to accelerate their progress toward a more appropriate rank

    • Added report player context menu on scoreboard
      • Requires mouse input mode on the scoreboard (see Adv. Options)

    • Fixed a potential security issue (thanks to Justin G., aka sigsegv, and Linus S., aka PistonMiner, for this report)
    • Fixed an issue with The Righteous Bison and Pomson 5000 hit detection where projectiles were being removed when colliding with invisible entities
    • Fixed a display issue with combat text damage numbers against Engineer buildings sometimes being incorrect (such as with weapons that do reduced damage against buildings)
    • Removed the damage effects and pain sounds when using the Rocket Jumper and Sticky Jumper
    • Updated PASS Time view model positions to support using FOV 70
    • Updated the animations for the Sharp Dresser to fix a clipping problem
    • Updated the localization files
    • Updated cp_sunshine to fix some clipping issues
    • Updated cp_metalworks
      • Adjusted the height of the ceiling in the room behind the second control point
      • Added some slight visual detail to various concrete rooms throughout (team color stripe)
      • Adjusted the height and width of various doors throughout the level. Mostly focused on primary paths into combat areas, with an eye towards standardizing door sizes where possible.
      • Fixed an angled playerclip brush above 2nd control point that players could surf on (thanks Photon)
      • Adjusted height of 'tank' in L room behind 2nd control point
      • Moved two tall spotlights back into a clipping brush at mid to avoid very small collision issue (thanks Bilbert)
      • Adjusted some clipping issues by turning rooftop brushes into displacements/func_brushes throughout the map and disabling collision (thanks Bilbert)
      • Clipped off some glass windows at 2nd
      • Added crate to cargo containers at mid, allowing scouts to get onto the highest cargo container
      • Added props to the clipping ramp around the final control point to indicate collision
      • Replaced brush fence on the platform in alley with a metal prop to solve an asymmetrical shadow bug (thanks Bilbert)



    More...
    ------------------------------------------------

    |W0rd|SexualTurtletara420ת/ύ: Hey there daddy..

    ------------------------------------------------
    \\\ ///
    ( @ @ )
    .....o00o.(_).o00o.....


    ------------------------------------------
Working...