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:

    • Added missing Engineer audio for the Taunt: The Final Score
    • Fixed an issue with props and team colors when taunting with Australium weapons
    • Updated the Le Morne Uniforme to fix some clipping problems
    • Updated the Kapitan's Kaftan to hide the Heavy's bullets
    • Updated the Fully Charged and Overcharged Unusual effects to fix a refraction bug
    • Updated the Esprit De Corps to improve the rigging
    • Updated the Blindin' Bonnett and Shady Shelby to adjust their team colors
    • Updated/Added some tournament medals
    • Updated the Fat Friar
      • Improved rig
      • Adjusted mesh to compensate for lack of bullets bodygroup
      • Removed misplaced ambient occlusion and light generators from the texture
      • Removed normal map artifacts
      • Updated backpack icon to represent above changes

    • Updated pl_citadel
      • Adjusted payload collision
      • Reduced radius of payload spawn exit explosion
      • Updated various decorative particles to not render on low graphics settings

    • Updated pl_odyssey
      • Added 60 seconds to the round timer when the final control point is activated
      • Fixed some projectiles colliding with the bounding box of func_brush entities
      • Visual fixes and adjustments

    • Updated koth_blowout
      • Added Experimental Cage around the maps central Blowout Preventer
        • This change aims to make the cover around the point feel more consistent and prevents players from shooting through small gaps or from behind unfair cover

      • Improved Optimization
      • Fixed kill trigger delay in finale sequence
      • Fixed some Unintended Sightlines
      • Improved Detailing and Visual Clarity in some areas

    • Updated koth_boardwalk
      • Fixed being able to smuggle enemy Spies into spawn
      • Reduced ambient soundscape music
      • Added new voice lines for the Barker
      • Fixed a visible hall-of-mirrors error in the water by the Sawmill of Love
      • Fixed visible nodraw under the shoreline boardwalk

    • Updated cp_cargo
      • Added bullet block to prevent Red from being able to shoot into blue spawn
      • Added bullet block to the last point wires
      • Fixed the setupgoal text
      • Extended the fence next to red spawn slightly

    • Updated cp_fortezza
      • Added more cover to Last
      • Added defensive hold for Engineer's holding valley between A and B
      • Rebalanced pickups in some areas
      • Lighting improvements
      • Reduced file size of the map

    • Updated koth_demolition
      • Replaced pillars under the crane using the red texture with ones using the yellow texture
      • Fixed the HDR to allow so lights aren't super bright
      • Replaced the helicopters with ones not using the Yeti Park logo
      • Replaced the Coaltown frames with new ones using newspapers talking about story of the oilrig
      • Added a decal showing the oilrig name (Fort Water Rig No. 2) next to the spawns
      • Updated the luxel scale in multiple places of the map
      • Replaced old blockbullets with new blockbullets for better footsteps sfx
      • Replaced the health and ammo pack stands with new ones, metal for outdoors and wooden for indoors
      • Added a mini ammo on the furnace rooms
      • Added new clipping on top of the furnace rooms to avoid demos and soldiers spamming the point from far away
      • Improved the clipping on the spawn platforms to not allow stickies to stick mid air
      • Added a wooden sign pointing to the shortcut and long path
      • Added new signs that toggle depending on the state of the shortcut to help players navigate the map
      • Reworked the art pass inside the helipad platform
      • Added a new catwalk behind the furnace buildings to give players more routes on the map
      • Adjusted the stairs inside the office building
      • Clipped the open window inside the office building so demos can lob pipes through it
      • Moved a prop on BLU spawn to prevent it from clipping inside a floor light
      • Changed the lights on the shortcuts to be more vibrant and have better illumination and fading



    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:

    • Added missing Engineer audio for the Taunt: The Final Score
    • Fixed an issue with props and team colors when taunting with Australium weapons
    • Updated the Le Morne Uniforme to fix some clipping problems
    • Updated the Kapitan's Kaftan to hide the Heavy's bullets
    • Updated the Fully Charged and Overcharged Unusual effects to fix a refraction bug
    • Updated the Esprit De Corps to improve the rigging
    • Updated the Blindin' Bonnett and Shady Shelby to adjust their team colors
    • Updated/Added some tournament medals
    • Updated the Fat Friar
      • Improved rig
      • Adjusted mesh to compensate for lack of bullets bodygroup
      • Removed misplaced ambient occlusion and light generators from the texture
      • Removed normal map artifacts
      • Updated backpack icon to represent above changes

    • Updated pl_citadel
      • Adjusted payload collision
      • Reduced radius of payload spawn exit explosion
      • Updated various decorative particles to not render on low graphics settings

    • Updated pl_odyssey
      • Added 60 seconds to the round timer when the final control point is activated
      • Fixed some projectiles colliding with the bounding box of func_brush entities
      • Visual fixes and adjustments

    • Updated koth_blowout
      • Added Experimental Cage around the maps central Blowout Preventer
        • This change aims to make the cover around the point feel more consistent and prevents players from shooting through small gaps or from behind unfair cover

      • Improved Optimization
      • Fixed kill trigger delay in finale sequence
      • Fixed some Unintended Sightlines
      • Improved Detailing and Visual Clarity in some areas

    • Updated koth_boardwalk
      • Fixed being able to smuggle enemy Spies into spawn
      • Reduced ambient soundscape music
      • Added new voice lines for the Barker
      • Fixed a visible hall-of-mirrors error in the water by the Sawmill of Love
      • Fixed visible nodraw under the shoreline boardwalk

    • Updated cp_cargo
      • Added bullet block to prevent Red from being able to shoot into blue spawn
      • Added bullet block to the last point wires
      • Fixed the setupgoal text
      • Extended the fence next to red spawn slightly

    • Updated cp_fortezza
      • Added more cover to Last
      • Added defensive hold for Engineer's holding valley between A and B
      • Rebalanced pickups in some areas
      • Lighting improvements
      • Reduced file size of the map

    • Updated koth_demolition
      • Replaced pillars under the crane using the red texture with ones using the yellow texture
      • Fixed the HDR to allow so lights aren't super bright
      • Replaced the helicopters with ones not using the Yeti Park logo
      • Replaced the Coaltown frames with new ones using newspapers talking about story of the oilrig
      • Added a decal showing the oilrig name (Fort Water Rig No. 2) next to the spawns
      • Updated the luxel scale in multiple places of the map
      • Replaced old blockbullets with new blockbullets for better footsteps sfx
      • Replaced the health and ammo pack stands with new ones, metal for outdoors and wooden for indoors
      • Added a mini ammo on the furnace rooms
      • Added new clipping on top of the furnace rooms to avoid demos and soldiers spamming the point from far away
      • Improved the clipping on the spawn platforms to not allow stickies to stick mid air
      • Added a wooden sign pointing to the shortcut and long path
      • Added new signs that toggle depending on the state of the shortcut to help players navigate the map
      • Reworked the art pass inside the helipad platform
      • Added a new catwalk behind the furnace buildings to give players more routes on the map
      • Adjusted the stairs inside the office building
      • Clipped the open window inside the office building so demos can lob pipes through it
      • Moved a prop on BLU spawn to prevent it from clipping inside a floor light
      • Changed the lights on the shortcuts to be more vibrant and have better illumination and fading



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