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 a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
    • Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
    • Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
    • Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
    • Updated the Beaten and Bruised cosmetic item
      • Fixed a floating triangle when equipping the Ultra Violence style on Sniper
      • Reduced the clipping for Soldier and Sniper

    • Updated Clubsy The Seal to be an assister in Pyrovision
    • Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
    • Updated/Added some tournament medals
    • Updated Taunt: The Head Doctor
      • Fixed skinning on lower LODs
      • Fixed team coloring for both teams
      • Adjusted animation to reduce prop clipping

    • Updated Taunt: The Road Rager
      • Fixed skinning on lower LODs
      • Adjusted animation on wheels to better match character movement

    • Updated pd_selbyen
      • Fixed door stuck exploit
      • Major optimization improvements (thanks yrrzy!)
        • Added/moved some func_occluders
        • Hinting adjustments
        • Added skyboxes and func_areaportals to separate areas better
        • Added func_areaportalwindows to unload spawn building interiors
        • Turned some small brushes into func_details
        • Adjusted some prop fades
        • Fixed slight misalignment of the yellow center buildings roof structure
        • Better lighting under the docks
        • Minor detailing changes

    • Updated cp_steel
      • Added additional clipping where needed
      • Fixed some windows clip and trip spots
      • Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
      • Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
      • Updated map menu images to the present day (1970)
      • Reduced one-way door speed to stop ejecting players into orbit
      • Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
      • Fixing some props that fade too early
      • Moved medium healthpack to the side between D->E to avoid accidental pickups
      • Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

    • Updated koth_synthetic_event
      • Brightened and evened out lighting in play space
      • Fixed missing soundscape
      • Fixed missing detail sprites
      • Minor detail changes

    • Updated pl_venice
      • Added new exit for initial Blu spawn
      • Added new balcony outside Attic room above Point B
      • Added new balcony inside near Point D
      • Moved door on balcony near Point A (Thanks Billo)
      • Bridges now have solid side walls
      • Raised bridge is now less steep
      • Small building next to raised bridge is now taller
      • Added cover at Point C
      • Slightly adjusted balcony above Point D
      • Fixed being able to place turrets above Point D
      • Initial Blu spawn doors now close
      • Replaced fences at Blu spawn with buoys
      • Removed some interior props near Point D
      • The payload now sinks
      • Moved some health and ammo around
      • Updated navmesh
      • Lots of minor bug fixes
      • Lots of minor other changes

    • Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
      • Failing to capture the point in 3 minutes after it opens results in Stalemate
      • Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
      • Hale's abilities now get affected by Vaccinator resistances
      • Fixed Ubercharge rate bonus applying only with the Ubersaw
      • Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
      • Fixed Natasha and Huo-Long Heater having incorrect damage penalty
      • Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.

    • Updated vsh_skirmish (additional changes)
      • Fixed an out of bounds exploit
      • Fixed not being able to wall climb certain trees in the main arena



    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 a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
    • Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
    • Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
    • Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
    • Updated the Beaten and Bruised cosmetic item
      • Fixed a floating triangle when equipping the Ultra Violence style on Sniper
      • Reduced the clipping for Soldier and Sniper

    • Updated Clubsy The Seal to be an assister in Pyrovision
    • Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
    • Updated/Added some tournament medals
    • Updated Taunt: The Head Doctor
      • Fixed skinning on lower LODs
      • Fixed team coloring for both teams
      • Adjusted animation to reduce prop clipping

    • Updated Taunt: The Road Rager
      • Fixed skinning on lower LODs
      • Adjusted animation on wheels to better match character movement

    • Updated pd_selbyen
      • Fixed door stuck exploit
      • Major optimization improvements (thanks yrrzy!)
        • Added/moved some func_occluders
        • Hinting adjustments
        • Added skyboxes and func_areaportals to separate areas better
        • Added func_areaportalwindows to unload spawn building interiors
        • Turned some small brushes into func_details
        • Adjusted some prop fades
        • Fixed slight misalignment of the yellow center buildings roof structure
        • Better lighting under the docks
        • Minor detailing changes

    • Updated cp_steel
      • Added additional clipping where needed
      • Fixed some windows clip and trip spots
      • Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
      • Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
      • Updated map menu images to the present day (1970)
      • Reduced one-way door speed to stop ejecting players into orbit
      • Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
      • Fixing some props that fade too early
      • Moved medium healthpack to the side between D->E to avoid accidental pickups
      • Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

    • Updated koth_synthetic_event
      • Brightened and evened out lighting in play space
      • Fixed missing soundscape
      • Fixed missing detail sprites
      • Minor detail changes

    • Updated pl_venice
      • Added new exit for initial Blu spawn
      • Added new balcony outside Attic room above Point B
      • Added new balcony inside near Point D
      • Moved door on balcony near Point A (Thanks Billo)
      • Bridges now have solid side walls
      • Raised bridge is now less steep
      • Small building next to raised bridge is now taller
      • Added cover at Point C
      • Slightly adjusted balcony above Point D
      • Fixed being able to place turrets above Point D
      • Initial Blu spawn doors now close
      • Replaced fences at Blu spawn with buoys
      • Removed some interior props near Point D
      • The payload now sinks
      • Moved some health and ammo around
      • Updated navmesh
      • Lots of minor bug fixes
      • Lots of minor other changes

    • Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
      • Failing to capture the point in 3 minutes after it opens results in Stalemate
      • Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
      • Hale's abilities now get affected by Vaccinator resistances
      • Fixed Ubercharge rate bonus applying only with the Ubersaw
      • Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
      • Fixed Natasha and Huo-Long Heater having incorrect damage penalty
      • Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.

    • Updated vsh_skirmish (additional changes)
      • Fixed an out of bounds exploit
      • Fixed not being able to wall climb certain trees in the main arena



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