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:

    • Updated the Brain Cane to fix problems with the texture and phong value
    • Updated The Battle Music
      • Added missing Hat style
      • Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
      • Improved and strengthen the Noise Cancellation
      • Updated the materials to fix it not being shiny
      • Updated the backpack icon to reflect the materials change

    • Updated cp_gravelpit_snowy
      • Fixed potential incompatibility with external VScript files (thanks Le Codex!)
      • Re-implemented cubemap reflections in ice cave
      • Fixed perch spots

    • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
      • Restored Hale's resistance to knockback back to 75%
      • Reduced bonus flame damage against Hale from 50% to 25%
      • Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
      • Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
      • Removed area-of-effect of Hale's normal punches (thanks Wendy)
      • Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
      • Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
      • Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
      • Fixed Hale being able to stomp while underwater (thanks Bradasparky)
      • Fixed Sweeping Charge not working against underwater opponents
      • Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
      • Fixed Hale's faulty ground detection (thanks Bradasparky)
      • Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
      • Fixed the voice lines refusing to play sometimes

    • Updated pl_patagonia
      • Stage 1
        • Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
        • Fixed sometimes hearing outside soundscapes inside blue spawn
        • Fixed being able to build in a very high rooftop after point A
        • Fixed being able to build in blue spawn
        • Cart elevator is no longer the glitchiest thing in the universe
        • Fixed cart not rolling back after completing the elevator descent sequence
        • Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).

      • Stage 2
        • Removed rollback from the train container ramp in last point (Thanks b4nny)
        • Gave blue more high ground for last point
        • Added an additional dropdown for blue for last point
        • Fixed being able to be teleported into red spawn as blue after capping point A
        • Removed long hill rollback before point C
        • Fixed bots getting stuck on the closed train doors after cap B
        • Fixed being able to leave stickies inside blue last spawn
        • Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
        • Fixed a pop-in issue relating to areaportals below point B
        • Fixed being able to enter the last blue spawn as red
        • Birdie (Thanks Explocivo80

      • Stage 3
        • Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
        • Mirrored the window sniper spot in last point choke
        • Fixed being able to build behind a displacement rock wall in last point
        • Removed troll teleport spot in last point ending ramp

      • All Stages
        • Slightly lowered sun brightness and slightly raised skylight brightness
        • Improved skybox transitions
        • The cart no longer tries to defy the law of physics
        • Ninjaneers have more freedom to be ninjas
        • The bots have learned how to play the map
        • Gave the cart another coronación de gloria



    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:

    • Updated the Brain Cane to fix problems with the texture and phong value
    • Updated The Battle Music
      • Added missing Hat style
      • Fixed the models due to clipping on Heavy's ears and misalignment on Engineer
      • Improved and strengthen the Noise Cancellation
      • Updated the materials to fix it not being shiny
      • Updated the backpack icon to reflect the materials change

    • Updated cp_gravelpit_snowy
      • Fixed potential incompatibility with external VScript files (thanks Le Codex!)
      • Re-implemented cubemap reflections in ice cave
      • Fixed perch spots

    • Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
      • Restored Hale's resistance to knockback back to 75%
      • Reduced bonus flame damage against Hale from 50% to 25%
      • Hale can now do 1 extra Brave Jump before the Jump Fatigue kicks in (thanks Wendy)
      • Weighdown is no longer blocked by the Jump Fatigue (thanks Wendy)
      • Removed area-of-effect of Hale's normal punches (thanks Wendy)
      • Demoman shields now absorb 70% of Saxton Punch! damage (compared to normal 50%) to make the following launch into the stratosphere survivable
      • Fixed Hale taking mini-crits from Direct Hit and Reserve Shooter while underwater (thanks Bradasparky)
      • Fixed airborne mini-crits of Direct Hit and Reserve Shooter applying against the wielder (thanks Bradasparky)
      • Fixed Hale being able to stomp while underwater (thanks Bradasparky)
      • Fixed Sweeping Charge not working against underwater opponents
      • Fixed the bug that prevented Quick-Fix from mirroring a patient's wall climbing (thanks Bradasparky)
      • Fixed Hale's faulty ground detection (thanks Bradasparky)
      • Fixed Baby Face's Blaster's loss of boost not applying correctly (thanks Whurr and MilkMaster72)
      • Fixed the voice lines refusing to play sometimes

    • Updated pl_patagonia
      • Stage 1
        • Fixed the cart going under the elevator in extremely rare occasions (Thanks Shocked)
        • Fixed sometimes hearing outside soundscapes inside blue spawn
        • Fixed being able to build in a very high rooftop after point A
        • Fixed being able to build in blue spawn
        • Cart elevator is no longer the glitchiest thing in the universe
        • Fixed cart not rolling back after completing the elevator descent sequence
        • Now, if the cart is rolling into the elevator in overtime, the round timer will be set to 5 seconds left, to avoid unfair loses for blue. Timer will resume once the cart reaches the bottom (Thanks I. C. Wiener).

      • Stage 2
        • Removed rollback from the train container ramp in last point (Thanks b4nny)
        • Gave blue more high ground for last point
        • Added an additional dropdown for blue for last point
        • Fixed being able to be teleported into red spawn as blue after capping point A
        • Removed long hill rollback before point C
        • Fixed bots getting stuck on the closed train doors after cap B
        • Fixed being able to leave stickies inside blue last spawn
        • Fixed being able to get stuck in the point C shortcut door for red. If you get trapped, it will kill you.
        • Fixed a pop-in issue relating to areaportals below point B
        • Fixed being able to enter the last blue spawn as red
        • Birdie (Thanks Explocivo80

      • Stage 3
        • Added a fenced section for the long wood cover wall in last point (Thanks b4nny)
        • Mirrored the window sniper spot in last point choke
        • Fixed being able to build behind a displacement rock wall in last point
        • Removed troll teleport spot in last point ending ramp

      • All Stages
        • Slightly lowered sun brightness and slightly raised skylight brightness
        • Improved skybox transitions
        • The cart no longer tries to defy the law of physics
        • Ninjaneers have more freedom to be ninjas
        • The bots have learned how to play the map
        • Gave the cart another coronación de gloria



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