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			<title>Now Available on Steam - Domino VR</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80505-now-available-on-steam-domino-vr</link>
			<pubDate>Wed, 04 Nov 2026 17:51:15 GMT</pubDate>
			<description>Domino VR (http://store.steampowered.com/app/508680/) is Now Available on Steam! 
 
Build domino chains as big and silly as you like, then give them...</description>
			<content:encoded><![CDATA[<a href="http://store.steampowered.com/app/508680/" target="_blank">Domino VR</a> is Now Available on Steam!<br />
<br />
Build domino chains as big and silly as you like, then give them a push. Domino VR is a VR physics sandbox with real-scale dominoes, contraptions, 24 puzzle levels, a level editor and Steam Workshop sharing.<br />
<a href="http://store.steampowered.com/app/508680/" target="_blank"><img itemprop="image" class="bbcode-attachment bbcode-attachment--lightbox js-lightbox" src="https://cdn.fastly.steamstatic.com/steam/apps/508680/header.jpg" border="0" alt="" /></a><br />
<br />
<a href="http://store.steampowered.com/app/508680/" target="_blank">Domino VR</a> is Now Available on Steam!<br />
<br />
Build domino chains as big and silly as you like, then give them a push. Domino VR is a VR physics sandbox with real-scale dominoes, contraptions, 24 puzzle levels, a level editor and Steam Workshop sharing.<br />
<a href="http://store.steampowered.com/app/508680/" target="_blank"><img itemprop="image" class="bbcode-attachment bbcode-attachment--lightbox js-lightbox" src="https://cdn.fastly.steamstatic.com/steam/apps/508680/header.jpg" border="0" alt="" /></a><br />
<br />
<a href="https://store.steampowered.com/news/290724/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80505-now-available-on-steam-domino-vr</guid>
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		<item>
			<title>IPFire 2.29 - Core Update 205 released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80504-ipfire-2-29-core-update-205-released</link>
			<pubDate>Tue, 03 Nov 2026 11:22:10 GMT</pubDate>
			<description>We are releasing IPFire 2.29 - Core Update 205 immediately as an emergency update. Please install it as soon as possible. 
 
Security fix 
This...</description>
			<content:encoded><![CDATA[<br />
<br />
We are releasing <b>IPFire 2.29 - Core Update 205</b> immediately as an <b>emergency update</b>. Please install it as soon as possible.<br />
<br />
<b>Security fix</b><br /><br />This update fixes <b><a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-98432" target="_blank">CVE-2026-98432</a></b>, a serious use-after-free vulnerability in the Linux kernel's TCP stack. Because the flaw is in the network stack that every IPFire system relies on, we strongly recommend that you do not wait for your next maintenance window.<br />
<br />
<b>Other changes</b><br /><br />Core Update 205 ships only a new Linux kernel, updated to 6.18.60. Besides the fix for <a href="https://cve.mitre.org/cgi-bin/cvename.cgi?name=2026-98432" target="_blank">CVE-2026-98432</a>, it fixes a crash in the Broadcom network driver.<br />
<br />
<b>A reboot is required</b><br /><br />Since the kernel is replaced, <b>this update requires a reboot</b>. The fixes only take effect after you have rebooted your system, so please do not skip this step.<br />
<br />
You can install the update from the web user interface or with pakfire as usual.<br />
<br />
<b>What happened to the previous Core Update 205?</b><br /><br />The changes that were previously planned for Core Update 205 have been moved to <b>Core Update 206</b>, which is now out for testing. Thank you to everyone who is helping to test it.<br />
<br />
<b>Please support IPFire</b><br /><br />IPFire is free and open source, and it is maintained by a small team. Emergency releases like this one are only possible because people and companies keep the project going. If you rely on IPFire, <a href="https://www.ipfire.org/sponsors" target="_blank">please consider becoming a sponsor</a>.<br />
<br />
Thank you for using IPFire, and please update today.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-205-released" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80504-ipfire-2-29-core-update-205-released</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 205 is available for testing</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80503-ipfire-2-29-core-update-205-is-available-for-testing</link>
			<pubDate>Sat, 31 Oct 2026 11:23:12 GMT</pubDate>
			<description>IPFire protects networks all over the world, from home offices in Brazil to schools in Romania and companies in Japan. But until now, the people who...</description>
			<content:encoded><![CDATA[<br />
<br />
IPFire protects networks all over the world, from home offices in Brazil to schools in Romania and companies in Japan. But until now, the people who look after those networks have mostly had to do it in English or in one of a handful of other languages. Core Update 205 changes that. It is now easier than ever for anyone to bring IPFire into their own language, and we would love for you to be part of it.<br />
<br />
As always, this update also comes with a big pile of security fixes and package updates. Please help us test it!<br />
<br />
<b>Help IPFire speak your language</b><br /><br />Behind the scenes, we have rebuilt how the web user interface is translated. The old home-grown system is gone and IPFire now uses GNU gettext, the same standard that most open source software uses. Along the way, we went through every single message: sentences that used to be glued together in code are now whole sentences, labels are written consistently, and common terms are spelled the same everywhere. That sounds small, but it makes a huge difference for translators, because they can finally translate meaning and not fragments.<br />
<br />
All translations are now done on our own Weblate instance at <b><a href="https://translate.ipfire.org/projects/ipfire-2/" target="_blank">translate.ipfire.org</a></b>. You don't need to be a developer, you don't need to know Git, and you don't need to set anything up. Just open the page in your browser, pick your language and start translating. Even fixing a single string helps.<br />
<br />
And people have already started: within the first few weeks, translations have come in for Croatian, Danish, Dutch, French, German, Hungarian, Italian, Japanese, Persian, Polish, Portuguese (Brazil), Romanian, Russian, Spanish, Swedish and Turkish. Thank you to everyone who has already jumped in!<br />
<br />
We, as developers, can't do this alone. A firewall is only as good as the person running it, and that person should be able to understand every setting and every warning in their own language. If you speak a language that is missing or incomplete, this is your chance to make a real difference for administrators in your country.<br />
<br />
<b>Changes in the installer</b><br /><br /><ul><li>The installer now offers Hungarian, Romanian and Swedish</li>
<li>Portuguese has been replaced by Brazilian Portuguese, which is far more complete</li>
<li>Languages with next to no translation have been removed from the installer for now. They will come back as soon as they have been translated on Weblate.</li>
<li>The console now uses a font that can display all letters of the Romanian alphabet</li>
<li>The installer image has become smaller, because it is compressed with zstd and no longer ships graphics drivers that it doesn't use</li>
</ul><br />
<b>Security</b><br /><br /><ul><li>Two command injection vulnerabilities have been fixed in the WIO add-on, which allowed an attacker to run shell commands as the user of the web server. We recommend that all users of WIO install this update as soon as possible.</li>
<li>The web user interface no longer launches a shell to run commands, read files or find processes. This closes off a whole class of potential vulnerabilities.</li>
<li>Root certificates that are known to be compromised have been removed from the system's certificate store</li>
<li>The Intrusion Prevention System no longer inspects any ESP traffic, which is encrypted and cannot be inspected anyway</li>
<li>Downloading the ThreatFox ruleset now requires an Auth-Key</li>
<li>Outgoing network access for the DNS resolver has been restricted to DNS-related ports</li>
</ul><br />
<b>Misc.</b><br /><br /><ul><li>strongSwan has been updated to 6.1.0, which no longer comes with the gcrypt plugin</li>
<li>The system now uses dracut instead of dracut-ng to build its initial ramdisk</li>
<li>GRUB is again using the UUID to find root file systems on software RAID</li>
<li>The location database tool now correctly reports when the database is already up to date</li>
<li>The IPS Reporter now uses the correct cron file</li>
<li>IPFire now builds for loongarch64. You can read all about it in our recent blog post <a href="https://www.ipfire.org/blog/yes-another-architecture-ipfire-now-builds-for-loongarch" target="_blank">Yes, another architecture: IPFire now builds for LoongArch</a>.</li>
</ul><br />
Updated packages: abseil-cpp 20260817.0, aprutil 1.6.5, automake 1.19, bash 5.3p20, BIND 9.20.29, binutils 2.46.1, Boost 1.92.0, btrfs-progs 7.1, ca-certificates 20260909, cairo 1.18.6, CMake 4.4.3, coreutils 9.12, cURL 8.22.0, ddns 015, dhcpcd 10.5.2, dracut 112, elfutils 0.196, expat 2.9.0, findutils 4.11.0, fontconfig 2.18.3, fribidi 1.0.17, fuse 3.18.3, GCC 16.1.0, GDB 18.1, glib 2.89.3, glibc 2.44, GRUB 2.16, gzip 1.15, harfbuzz 14.5.1, hwdata 0.411, iana-etc 20260911, intel-microcode 20260925, iproute2 7.2.0, jansson 2.15.1, Knot 3.6.0, less 710, libarchive 3.8.9, libcap-ng 0.9.6, libffi 3.8.0, libgcrypt 1.12.4, libksba 1.8.1, libpcap 1.11.0, libpng 1.6.59, libtirpc 1.3.8, libtool 2.6.2, liburcu 0.15.7, libxml2 2.15.4, lldpd 1.0.22, LMDB 1.0.2, logwatch 7.15, LVM2 2.03.43, meson 1.12.1, nano 9.2, ntfs-3g 2026.9.28, OpenLDAP 2.7.1, OpenSSH 10.5p1, OpenSSL 3.6.5, OpenVPN 2.7.7, p11-kit 0.26.5, PAM 1.7.3, pango 1.58.2, parted 3.8, PCRE2 10.49, perl-Net-DNS 1.57, pixman 0.46.4, procps 4.0.7, protobuf 36.1, readline 8.3p6, RRDtool 1.11.0, shadow 4.20.0, SQLite 3.53.4, strongSwan 6.1.0, Suricata 8.0.8, systemd 261.3, tzdata 2026e, util-linux 2.42.4, vim 9.2.1132, wpa_supplicant 2.12, xfsprogs 7.2.0, xorriso 1.5.8.pl02, xz 5.8.4, zone-sync 0.0.3<br />
<br />
<b>Add-Ons</b><br /><br /><ul><li>New: python3-zabbix-utils 2.0.4</li>
<li>The Zabbix agent can now also collect metrics from Suricata</li>
<li>alac has been removed, as it is no longer required by shairport-sync</li>
</ul><br />
Updated packages: Bacula 15.0.3, BIRD 3.3.3, BorgBackup 1.4.5, cifs-utils 7.8, clamav 1.5.4, dnsdist 2.1.2, faad2 2.11.3, fetchmail 6.6.9, ffmpeg 9.0.1, FLAC 1.5.0, flashrom 1.8.0, FORT Validator 1.6.8, FreeRADIUS 3.2.10, FRR 10.7.1, Git 2.56.0, HAProxy 3.4.3, htop 3.5.3, iperf3 3.22, keepalived 2.4.3, LAME 4.0, libmicrohttpd 1.0.10, libtalloc 2.5.0, libxxhash 0.8.4, nfs-utils 3.1.1, NUT 2.8.5, Postfix 3.11.7, python3-msgpack 1.2.1, rpcbind 1.3.1, rsync 3.5.1, Samba 4.25.0, SDL2 2.32.10, shairport-sync 5.5.2, swtpm 0.10.2, TagLib 2.3.1, tcpdump 4.99.6, tmux 3.7c, tshark 4.6.9, Zabbix Agent 7.0.29 (LTS)<br />
<br />
<b>Get involved</b><br /><br />Please give this update a try on a test system and let us know how it goes on the <a href="https://community.ipfire.org" target="_blank">IPFire Community</a>. If you find a bug, please report it in our <a href="https://bugzilla.ipfire.org" target="_blank">Bugzilla</a>.<br />
<br />
And if you have a few minutes to spare, head over to <b><a href="https://translate.ipfire.org/projects/ipfire-2/" target="_blank">translate.ipfire.org</a></b> and help make IPFire feel at home in your language. Every string counts.<br />
<br />
IPFire is built by a small team and a big community, and it is our sponsors who make it possible for us to keep working on it. If IPFire protects your network at home or in your business, please consider <a href="https://www.ipfire.org/sponsors" target="_blank">becoming a sponsor</a>. Every sponsor helps us spend more time on making IPFire better, and keeps it free and open for everyone.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-205-is-available-for-testing" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80503-ipfire-2-29-core-update-205-is-available-for-testing</guid>
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			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80502-team-fortress-2-update-released</link>
			<pubDate>Fri, 30 Oct 2026 23:22:04 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Updated cp_wildcat_event to fix missing model for Spies disguised as pumpkins</li>
<li>Updated/Added some tournament medals</li>
</ul><br />
<br />
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:<ul><li>Updated cp_wildcat_event to fix missing model for Spies disguised as pumpkins</li>
<li>Updated/Added some tournament medals</li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/289665/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80502-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80501-team-fortress-2-update-released</link>
			<pubDate>Thu, 29 Oct 2026 20:30:33 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed smoke effect regression for Le Sapeur</li>
<li>Updated the Chief Executor, Vested Investor's Vest, and Standing Offer to fix clipping issues</li>
<li>Updated cp_wildcat_event<ul><li>Added +1 minute to the round timer</li>
<li>Fixed a bug that allowed pumpkin-disguised players to cap at 15x speed</li>
<li>Fixed pumpkin-disguised players not displaying as Ubercharged if they have a Voodoo-Cursed Soul cosmetic equipped</li>
<li>Fixed buildings being able to be built inside the shutter door in the connector between A and B</li>
<li>Fixed some jack-o-lanterns around the map not rendering during the waiting for players period</li>
<li>Fixed equipped Powerup Canteens rendering while pumpkin-disguised</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Lowered edicts across the board</li>
<li>Zombie Sniper's Spit now deals critical hits to airborne targets</li>
<li>Fixed Zombie Engineer building status being visible upon initial infection</li>
<li>Fixed Reveal outline persisting on players into the next round</li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Fixed a visual bug where water would disappear in certain parts of the map</li>
<li>Added more cover in front of the shack</li>
<li>Enabled every BLU spawn point no matter where RED players are located</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Fixed smoke effect regression for Le Sapeur</li>
<li>Updated the Chief Executor, Vested Investor's Vest, and Standing Offer to fix clipping issues</li>
<li>Updated cp_wildcat_event<ul><li>Added +1 minute to the round timer</li>
<li>Fixed a bug that allowed pumpkin-disguised players to cap at 15x speed</li>
<li>Fixed pumpkin-disguised players not displaying as Ubercharged if they have a Voodoo-Cursed Soul cosmetic equipped</li>
<li>Fixed buildings being able to be built inside the shutter door in the connector between A and B</li>
<li>Fixed some jack-o-lanterns around the map not rendering during the waiting for players period</li>
<li>Fixed equipped Powerup Canteens rendering while pumpkin-disguised</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Lowered edicts across the board</li>
<li>Zombie Sniper's Spit now deals critical hits to airborne targets</li>
<li>Fixed Zombie Engineer building status being visible upon initial infection</li>
<li>Fixed Reveal outline persisting on players into the next round</li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Fixed a visual bug where water would disappear in certain parts of the map</li>
<li>Added more cover in front of the shack</li>
<li>Enabled every BLU spawn point no matter where RED players are located</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/289185/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80501-team-fortress-2-update-released</guid>
		</item>
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			<title>Yes, Another Architecture: IPFire Now Builds for LoongArch</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80500-yes-another-architecture-ipfire-now-builds-for-loongarch</link>
			<pubDate>Fri, 23 Oct 2026 09:13:44 GMT</pubDate>
			<description>A few weeks ago we told you about RISC-V. Today: LoongArch. 
 
Another architecture, you ask? Yes. Grab a coffee, and let me tell you why. 
 
IPFire...</description>
			<content:encoded><![CDATA[<br />
<br />
A few weeks ago we told you about RISC-V. Today: LoongArch.<br />
<br />
Another architecture, you ask? Yes. Grab a coffee, and let me tell you why.<br />
<br />
IPFire is now available for yet another architecture. LoongArch joins x86, ARM and RISC-V as the fourth 64-bit architecture we support, and the second one we have added this year. Somewhere a build server just sighed.<br />
<br />
<b>A Big Thank You</b><br /><br />None of this would have happened without our friends at the <a href="https://loongfans.cn/en/" target="_blank">Loongson Hobbyists' Community</a>, who gifted us the build hardware. We are an open-source project, and nobody was obliged to hand us a very nice computer. They did anyway, and it arrived super fast and completely uncomplicated, directly from China.<br />
<br />
A porting project lives or dies by having real hardware to work on, and they gave us exactly that. Thank you, truly.<br />
<br />
<b>Meet the Machine</b><br /><br />The machine is built around a <a href="https://loongfans.cn/en/chips/cpu/3a6000/3a6000-hv" target="_blank">Loongson 3A6000-HV</a> processor on a <a href="https://loongfans.cn/en/devices/loongson-xa61200" target="_blank">Loongson XA61200</a> motherboard, and it is now the fastest machine in our build farm. It completes a full build of IPFire in just over two hours. For comparison, our RISC-V builds take about seven hours on a real board, and used to take 54 to 56 hours under emulation, which is the kind of number that makes you question your career choices.<br />
<br />
This is no surprise. It is not yet another SBC, but a properly sized DTX board with a beefy processor and a big fan. It looks like a machine that came to work.<br />
<br />
I have to be upfront about one thing: it lives in a data centre as a build system, so I have not been able to boot IPFire on it yet. In an emulated virtual machine, it boots just fine. Yes, I know, &quot;it works in the VM&quot; is the hardware equivalent of &quot;it works on my machine&quot;. But it is a real milestone: the toolchain works, the packages build, and the result starts and runs.<br />
<br />
<b>But Why?</b><br /><br />A milestone? With no hardware to run it on? I know what you are thinking: we are porting to a CPU that you cannot buy at your local shop. What is the point?<br />
<br />
There are several good reasons.<br />
<br />
<b>It proves that our build is clean:</b> Every new architecture is a stress test. If IPFire builds and runs on four of them, our toolchain and build system clearly do not depend on the quirks of one host architecture. That is also a security feature. If IPFire can be rebuilt independently on different machines, audits get easier and bugs get easier to reproduce.<br />
<br />
<b>It gives you choice:</b> We want to be the opposite of vendor lock-in. When IPFire runs on x86, ARM, RISC-V and LoongArch, you are not tied to Intel, AMD or any single vendor's roadmap. You pick the hardware on your terms: best price, best availability, or the roadmap you trust. Researchers, governments and operators of critical infrastructure are actively looking to avoid depending on a single, dominant instruction set, and they deserve a good firewall, too.<br />
<br />
<b>It was the easiest port yet:</b> Partly because we learned a lot from the earlier ones. Partly because LoongArch did its homework: support is upstream in the Linux kernel, GCC and the rest of the toolchain, and pretty much everywhere else it needs to be. This is not an architecture in its early days. It has arrived.<br />
<br />
And no, we are not the only lunatics doing this. Debian is about to become available for LoongArch, too, so we are in good company.<br />
<br />
Even if you never run LoongArch, you benefit. A resilient build and better-tested software make a better firewall on every architecture, including the one behind your shoe rack right now.<br />
<br />
<b>What's Next</b><br /><br />Our goal is to grow IPFire's user base on non-x86 hardware. The software is here, so now we wait for the hardware to catch up. If you are a vendor building LoongArch, RISC-V or ARM hardware and would like to work with us, we would be happy to hear from you.<br />
<br />
If you want to try it yourself, <a href="https://nightly.ipfire.org/next/latest/loongarch64/" target="_blank">nightly images</a> are available, and packages work as usual. Tell us what you find, and ask any questions, on the <a href="mailto:development@lists.ipfire.org">development mailing list</a>.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/yes-another-architecture-ipfire-now-builds-for-loongarch" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80500-yes-another-architecture-ipfire-now-builds-for-loongarch</guid>
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			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80499-team-fortress-2-update-released</link>
			<pubDate>Fri, 16 Oct 2026 19:50:13 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Fixed some maps not tracking play time correctly</li>
<li>Fixed alpha channel for the updated Cozy Camper backpack image</li>
<li>Updated cp_holyhell<ul><li>Fixed BLU side skybox not rendering for users with HDR enabled</li>
<li>Improved RED side art pass</li>
<li>Improved middle point art pass</li>
<li>Spells get enabled and respawn permanently on the side of the team that loses middle. This can go both ways.</li>
<li>Lowered round timer to 5 minutes</li>
<li>After 5 minutes of any team capturing middle, instead of a stalemate, every spell gets turned into a rare variant and respawn extremely quickly. After a point gets captured in the stalemate state, the spells return back to normal.</li>
<li>Lowered respawn wave times</li>
<li>Gargoyles now only spawn near middle</li>
<li>Better optimization</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Fixed player models being invisible in dx8</li>
<li>Fixed tiling HUD icon for Heal ability</li>
<li>Fixed bad number display in the &quot;Auto-spawn&quot; text in the spawn picker</li>
<li>Updated Zombie Engineer's Beacon<ul><li>Instead of instantly breaking, beacons inside of tight spaces will now place themselves in the closest valid location</li>
<li>Fixed thrown toolboxes appearing offcenter</li>
<li>Thrown toolboxes now break upon touching all clip brushes if they can't find a nearby valid location</li>
</ul></li>
<li>Zombie Sniper Spit cooldown changed from 9 seconds to 6 seconds</li>
<li>Updated Zombie Pyro<ul><li>Increased Zombie Pyro's melee damage from 45 to 65</li>
<li>Sticky Spew now applies a 20% movement slow</li>
<li>Standing on puddles of sticky spew applies an additional 20% movement slow</li>
<li>Sticky spew puddles are now larger</li>
<li>Spewed Demoman shield movement slow changed from -60% to -70%</li>
<li>Humans covered in sticky spew are now tinted purple instead of black</li>
<li>Zombie Pyro's death explosion now deals 50 damage, applies afterburn, and turns themself and victims to ash</li>
</ul></li>
<li>Fixed Zombie Heavy exploding into rock gibs when not holding a rock</li>
<li>Fixed the Homewrecker not being able to destroy EMP grenades</li>
<li>Updated Zombie Demoman charge kill icon</li>
<li>Changed Zombie melee impact sounds into fists instead of the sloppy wet Unarmed Combat</li>
<li>Fixed Zombie Spy dealing more damage than intended</li>
<li>Fixed queue events with some zombie abilities</li>
<li>Fixed Zombies sometimes moving slowly after casting an ability</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Fixed some maps not tracking play time correctly</li>
<li>Fixed alpha channel for the updated Cozy Camper backpack image</li>
<li>Updated cp_holyhell<ul><li>Fixed BLU side skybox not rendering for users with HDR enabled</li>
<li>Improved RED side art pass</li>
<li>Improved middle point art pass</li>
<li>Spells get enabled and respawn permanently on the side of the team that loses middle. This can go both ways.</li>
<li>Lowered round timer to 5 minutes</li>
<li>After 5 minutes of any team capturing middle, instead of a stalemate, every spell gets turned into a rare variant and respawn extremely quickly. After a point gets captured in the stalemate state, the spells return back to normal.</li>
<li>Lowered respawn wave times</li>
<li>Gargoyles now only spawn near middle</li>
<li>Better optimization</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Fixed player models being invisible in dx8</li>
<li>Fixed tiling HUD icon for Heal ability</li>
<li>Fixed bad number display in the &quot;Auto-spawn&quot; text in the spawn picker</li>
<li>Updated Zombie Engineer's Beacon<ul><li>Instead of instantly breaking, beacons inside of tight spaces will now place themselves in the closest valid location</li>
<li>Fixed thrown toolboxes appearing offcenter</li>
<li>Thrown toolboxes now break upon touching all clip brushes if they can't find a nearby valid location</li>
</ul></li>
<li>Zombie Sniper Spit cooldown changed from 9 seconds to 6 seconds</li>
<li>Updated Zombie Pyro<ul><li>Increased Zombie Pyro's melee damage from 45 to 65</li>
<li>Sticky Spew now applies a 20% movement slow</li>
<li>Standing on puddles of sticky spew applies an additional 20% movement slow</li>
<li>Sticky spew puddles are now larger</li>
<li>Spewed Demoman shield movement slow changed from -60% to -70%</li>
<li>Humans covered in sticky spew are now tinted purple instead of black</li>
<li>Zombie Pyro's death explosion now deals 50 damage, applies afterburn, and turns themself and victims to ash</li>
</ul></li>
<li>Fixed Zombie Heavy exploding into rock gibs when not holding a rock</li>
<li>Fixed the Homewrecker not being able to destroy EMP grenades</li>
<li>Updated Zombie Demoman charge kill icon</li>
<li>Changed Zombie melee impact sounds into fists instead of the sloppy wet Unarmed Combat</li>
<li>Fixed Zombie Spy dealing more damage than intended</li>
<li>Fixed queue events with some zombie abilities</li>
<li>Fixed Zombies sometimes moving slowly after casting an ability</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/286827/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80499-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 204 released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80498-ipfire-2-29-core-update-204-released</link>
			<pubDate>Wed, 14 Oct 2026 10:00:26 GMT</pubDate>
			<description>IPFire 2.29 - Core Update 204 is now available for download. It is a housekeeping release that brings a healthy dose of updates across the entire...</description>
			<content:encoded><![CDATA[<br />
<br />
IPFire 2.29 - Core Update 204 is now available for download. It is a housekeeping release that brings a healthy dose of updates across the entire operating system and fixes a regression in our recent migration to Knot Resolver. Behind the scenes, we have been busy with some exciting things, and you will see the first of them in upcoming releases.<br />
<br />
<b>Knot Resolver</b><br /><br />In the last release, we migrated from Unbound to Knot Resolver for networks protected by IPFire. We have received very positive feedback that DNS resolution is noticeably faster and that some long-standing issues have been resolved. However, the migration introduced a regression: clients connected via IPsec, WireGuard or OpenVPN were unable to resolve names, because Knot Resolver replied from the wrong source IP address. This release fixes the issue. Doing so required substantial changes to the I/O layer of Knot Resolver, which we have contributed upstream.<br />
<br />
<b>Miscellaneous</b><br /><br /><ul><li>Intrusion Prevention System: Julio Lira's &quot;<a href="https://github.com/julioliraup/Antiphishing" target="_blank">Advanced Phishing Protection</a>&quot; ruleset is now available as a ruleset provider.</li>
<li>Kernel: The IPFire kernel has been rebased on Linux 6.18.54, which includes various fixes from the upstream maintainers for improved stability and security.</li>
<li>WireGuard: Configuration files with multiple space-separated subnets can now be imported correctly (<a href="https://bugzilla.ipfire.org/show_bug.cgi?id=13951" target="_blank">#13951</a>).</li>
<li>RISC-V: The experimental builds are now tuned for out-of-order cores. They remain compatible with the RVA22 baseline while taking advantage of the improvements in RVA23.</li>
<li>Updated packages: acl 2.4.0, attr 2.6.0, Apache 2.4.68, bash 5.3p15, BIND 9.20.24, c-ares 1.34.8, cURL 8.21.0, elinks 0.19.1, ethtool 7.1, expat 2.8.2, file 5.48, glib 2.88.2, harfbuzz 14.2.1, hwdata 0.409, json-c 0.19, kbd 2.10.0, Knot 3.5.6, Knot Resolver 6.4.2, less 704, libarchive 3.8.8, libjpeg 3.2.0, lsof 4.99.7, OpenSSH 10.4p1, OpenSSL 3.6.5, pango 1.58.0, perl 5.42.2, perl-Net-DNS 1.55, protobuf 35.1, SQLite 3.53.3, sysstat 12.7.9, systemd 261.1, tzdata 2026c, vim 9.2.0769, wireless-regdb 2026.05.30</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Observium Agent can now report the status of the Apache web server.</li>
<li>Zabbix now reports metrics for Knot Resolver.</li>
<li>Avahi: Fixed a hang during shutdown when the daemon was not running, caused by an unhandled error.</li>
<li>Updated packages: ALSA 1.2.16, ClamAV 1.5.3, dnsdist 2.1.0, fetchmail 6.6.6, FFmpeg 8.1.2, Git 2.55.0, HAProxy 3.4.2, ltrace 0.8.1, monit 6.0.0, nano 9.1, netsnmpd 5.9.5.2, Postfix 3.11.4, rsync 3.5.0, strace 7.1, stunnel 5.78, tmux 3.7b, transmission 4.1.3, tshark 4.6.7</li>
</ul><br />
<hr /><br />
There is a lot more on the way. Monitoring and reporting are getting a serious upgrade that will give you a much clearer picture of what your firewall is doing and how your network is behaving. We will share more about this very soon.<br />
<br />
A big thank you to everyone who tested this release and sent us feedback. Your reports, especially from users connecting via IPsec, WireGuard and OpenVPN, helped us make sure the Knot Resolver fix works as intended.<br />
<br />
IPFire is built by a small team and a dedicated community. If IPFire protects your network, please consider <a href="https://www.ipfire.org/sponsors" target="_blank">becoming a sponsor</a> and helping us keep the project independent and moving forward.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-204-released" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80498-ipfire-2-29-core-update-204-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80497-team-fortress-2-update-released</link>
			<pubDate>Mon, 12 Oct 2026 18:50:08 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Added 'No Grenades' style for the General's Greatcoat</li>
<li>Fixed regression in the Sandwich Diner war paint</li>
<li>Fixed an exploit where the Dragon's Fury could crash the server</li>
<li>Updated the in-game item importer to support the Medic's backpack bodygroup</li>
<li>Updated the style names for The Damage Dealer</li>
<li>Updated the Flor de Muerto Unusual effect to fix to fix clutter issues</li>
<li>Updated the Electric Impulse Unusual effect to fix visibility issues</li>
<li>Updated the Hat of Undeniable Wealth and Respect to fix missing BLU skin and low-res materials</li>
<li>Updated koth_sawmill_event<ul><li>Added new portals that spawn for the team that loses the point in their own respawn room in an attempt to help them (suggestion by Dewill)</li>
<li>Fixed RED teleport spawn being unusable by clients</li>
<li>Fixed random particles not working on cap</li>
<li>Fixed eyes under point not moving around</li>
<li>Fixed clipping on roof near RED spawn</li>
<li>Fixed damage numbers for kill zone in underworld</li>
<li>Changed some overlays</li>
<li>Minor Luxel optimization</li>
</ul></li>
<li>Updated koth_trainsawlaser<ul><li>Improved overall map performance</li>
<li>Slightly lowered respawn times</li>
<li>Added missing nobuilds to rooftops (thanks Mr. Happy Face!)</li>
<li>Added nobuilds under stairs on each side of the map</li>
<li>Updated some particle effects</li>
<li>Marked some less important particles as weather effects, which allows them to be turned off for improved performance</li>
<li>Fixed being able to shoot through balcony railings (thanks Casapillar!)</li>
<li>Fixed stuck-in-floor bug on train that falls just outside of spawn</li>
<li>Fixed floating light outside of map (thanks orizyre!)</li>
<li>Fixed vphysics spam in console</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Fixed Zombie ability icons sometimes turning into a white line between level changes</li>
<li>Fixed &quot;Heal&quot; ability icon creating a gray line on the screen</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>Removed nobuilds from rooftops</li>
<li>Fixed missing human spawn triggers</li>
</ul></li>
<li>Updated zi_blazehattan, zi_devastation_final1, zi_sanitarium, and zi_woods (additional changes)<ul><li>More clipping and trigger fixes</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Added 'No Grenades' style for the General's Greatcoat</li>
<li>Fixed regression in the Sandwich Diner war paint</li>
<li>Fixed an exploit where the Dragon's Fury could crash the server</li>
<li>Updated the in-game item importer to support the Medic's backpack bodygroup</li>
<li>Updated the style names for The Damage Dealer</li>
<li>Updated the Flor de Muerto Unusual effect to fix to fix clutter issues</li>
<li>Updated the Electric Impulse Unusual effect to fix visibility issues</li>
<li>Updated the Hat of Undeniable Wealth and Respect to fix missing BLU skin and low-res materials</li>
<li>Updated koth_sawmill_event<ul><li>Added new portals that spawn for the team that loses the point in their own respawn room in an attempt to help them (suggestion by Dewill)</li>
<li>Fixed RED teleport spawn being unusable by clients</li>
<li>Fixed random particles not working on cap</li>
<li>Fixed eyes under point not moving around</li>
<li>Fixed clipping on roof near RED spawn</li>
<li>Fixed damage numbers for kill zone in underworld</li>
<li>Changed some overlays</li>
<li>Minor Luxel optimization</li>
</ul></li>
<li>Updated koth_trainsawlaser<ul><li>Improved overall map performance</li>
<li>Slightly lowered respawn times</li>
<li>Added missing nobuilds to rooftops (thanks Mr. Happy Face!)</li>
<li>Added nobuilds under stairs on each side of the map</li>
<li>Updated some particle effects</li>
<li>Marked some less important particles as weather effects, which allows them to be turned off for improved performance</li>
<li>Fixed being able to shoot through balcony railings (thanks Casapillar!)</li>
<li>Fixed stuck-in-floor bug on train that falls just outside of spawn</li>
<li>Fixed floating light outside of map (thanks orizyre!)</li>
<li>Fixed vphysics spam in console</li>
</ul></li>
<li>Updated Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>Fixed Zombie ability icons sometimes turning into a white line between level changes</li>
<li>Fixed &quot;Heal&quot; ability icon creating a gray line on the screen</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>Removed nobuilds from rooftops</li>
<li>Fixed missing human spawn triggers</li>
</ul></li>
<li>Updated zi_blazehattan, zi_devastation_final1, zi_sanitarium, and zi_woods (additional changes)<ul><li>More clipping and trigger fixes</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/285796/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80497-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80496-team-fortress-2-update-released</link>
			<pubDate>Mon, 05 Oct 2026 23:10:16 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)</li>
<li>Fixed view jitter that occurs and persists when playing for extended periods of time</li>
<li>Fixed snd_mix_async from crashing the game</li>
<li>Fixed sv_parallel_sendsnapshot</li>
<li>Fixed Marshlands contract not activating</li>
<li>Fixed the Skeleton Crew not hiding the Sniper bullets</li>
<li>Fixed the Bone Chiller not hiding the correct bodygroup</li>
<li>Fixed additional bodygroup settings for styles not being applied to disguised Spies</li>
<li>Updated the Bounty Hunter's Brim to fix a problem with the materials</li>
<li>Updated the Clowning Cowl<ul><li>Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses</li>
<li>Fixed texture warping on the Tucked style</li>
</ul></li>
<li>Fixed the &quot;Get a train, saw, or laser kill&quot; objective on TrainSawLaser not counting kills</li>
<li>Updated Marshlands to use mp_winlimit 2 like last year</li>
<li>Updated the numbers required to complete the Scaredy-Cat bonus objectives</li>
<li>Updated quest objectives for Outburst (VSH)</li>
<li>Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon</li>
<li>Custom Maps<ul><li>Increased various limits for new custom maps</li>
<li>Added -notjuncsdetail option to VBSP</li>
</ul></li>
</ul>Missed from the Halloween update:<ul><li>Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props</li>
</ul><br />
<br />
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:<ul><li>Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)</li>
<li>Fixed view jitter that occurs and persists when playing for extended periods of time</li>
<li>Fixed snd_mix_async from crashing the game</li>
<li>Fixed sv_parallel_sendsnapshot</li>
<li>Fixed Marshlands contract not activating</li>
<li>Fixed the Skeleton Crew not hiding the Sniper bullets</li>
<li>Fixed the Bone Chiller not hiding the correct bodygroup</li>
<li>Fixed additional bodygroup settings for styles not being applied to disguised Spies</li>
<li>Updated the Bounty Hunter's Brim to fix a problem with the materials</li>
<li>Updated the Clowning Cowl<ul><li>Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses</li>
<li>Fixed texture warping on the Tucked style</li>
</ul></li>
<li>Fixed the &quot;Get a train, saw, or laser kill&quot; objective on TrainSawLaser not counting kills</li>
<li>Updated Marshlands to use mp_winlimit 2 like last year</li>
<li>Updated the numbers required to complete the Scaredy-Cat bonus objectives</li>
<li>Updated quest objectives for Outburst (VSH)</li>
<li>Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon</li>
<li>Custom Maps<ul><li>Increased various limits for new custom maps</li>
<li>Added -notjuncsdetail option to VBSP</li>
</ul></li>
</ul>Missed from the Halloween update:<ul><li>Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props</li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/285564/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80496-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80495-team-fortress-2-update-released</link>
			<pubDate>Fri, 02 Oct 2026 22:30:03 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<ul><li>Adding missing zi_ strings</li>
<li>Fixed some missing VO lines for the Taunt: One-Eyed Punt!</li>
<li>Fixed Scout Crazy Legs using the incorrect lightwarp (community fix from Chickenman456)</li>
<li>Updated the Skeleton Crew to add a second style that was originally missed</li>
<li>Updated the Autumn Breeze Unusual effect to fix visibility problems</li>
<li>Updated cp_wildcat_event<ul><li>Fixed an exploit where Heavy and Sniper could move full-speed while aiming</li>
<li>Fixed Jack-o'-Potion appear/break sounds playing globally</li>
<li>Fixed being able to capture points if using the Pain Train as a pumpkin (Community Fix by Skull)</li>
<li>Replaced the &quot;Collect a Halloween Pumpkin&quot; contract objective with &quot;Kill with a pumpkin bomb&quot;</li>
</ul></li>
<li>Updated ctf_medi_evil<ul><li>Increased timer to 10 minutes (previously 8 minutes)</li>
<li>Removed overtime</li>
<li>Replaced &quot;Kill with a pumpkin bomb&quot; contract objective with &quot;Get 5 kills in a single life&quot;</li>
</ul></li>
</ul><br />
<br />
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:<ul><li>Adding missing zi_ strings</li>
<li>Fixed some missing VO lines for the Taunt: One-Eyed Punt!</li>
<li>Fixed Scout Crazy Legs using the incorrect lightwarp (community fix from Chickenman456)</li>
<li>Updated the Skeleton Crew to add a second style that was originally missed</li>
<li>Updated the Autumn Breeze Unusual effect to fix visibility problems</li>
<li>Updated cp_wildcat_event<ul><li>Fixed an exploit where Heavy and Sniper could move full-speed while aiming</li>
<li>Fixed Jack-o'-Potion appear/break sounds playing globally</li>
<li>Fixed being able to capture points if using the Pain Train as a pumpkin (Community Fix by Skull)</li>
<li>Replaced the &quot;Collect a Halloween Pumpkin&quot; contract objective with &quot;Kill with a pumpkin bomb&quot;</li>
</ul></li>
<li>Updated ctf_medi_evil<ul><li>Increased timer to 10 minutes (previously 8 minutes)</li>
<li>Removed overtime</li>
<li>Replaced &quot;Kill with a pumpkin bomb&quot; contract objective with &quot;Get 5 kills in a single life&quot;</li>
</ul></li>
</ul><br />
<br />
<a href="https://store.steampowered.com/news/285419/" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/steam-news">Steam News</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/steam-news/80495-team-fortress-2-update-released</guid>
		</item>
		<item>
			<title>IPFire 2.29 - Core Update 204 is available for testing</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80494-ipfire-2-29-core-update-204-is-available-for-testing</link>
			<pubDate>Fri, 02 Oct 2026 09:10:23 GMT</pubDate>
			<description><![CDATA[It's time for another housekeeping release of IPFire. We have been working behind the scenes on a lot of exciting things that we will roll out with...]]></description>
			<content:encoded><![CDATA[<br />
<br />
It's time for another housekeeping release of IPFire. We have been working behind the scenes on a lot of exciting things that we will roll out with the upcoming releases, but until then, we will still give you a healthy dose of updates throughout the entire operating system and we will fix a bug in the recently released migration to Knot Resolver.<br />
<br />
<b>Knot Resolver</b><br /><br />In the last release, we migrated from Unbound to Knot Resolver for networks protected by IPFire. We have received wonderful feedback from you that DNS resolution is snappier and that some long-standing bugs are gone. However, we introduced a regression that left clients connected via IPsec, WireGuard or OpenVPN unable to resolve names, because Knot Resolver replied from the wrong source IP address. This required some larger changes to the I/O layer of Knot Resolver which we have contributed upstream.<br />
<br />
<b>Misc.</b><br /><br /><ul><li>Intrusion Prevention System: We have added Julio Lira's &quot;<a href="https://github.com/julioliraup/Antiphishing" target="_blank">Advanced Phishing Protection</a>&quot; ruleset to be used with the IPFire Intrusion Prevention System</li>
<li>Kernel: We have rebased the IPFire kernel on Linux 6.18.54 which includes various fixes from the upstream maintainers for better stability and security</li>
<li>WireGuard: Configuration files with multiple subnets that are separated with a space can now be imported properly (<a href="https://bugzilla.ipfire.org/show_bug.cgi?id=13951" target="_blank">#13951</a>)</li>
<li>RISC-V: The experimental builds are now tuned for out-of-order cores. They stay compatible with the RVA22 baseline while taking advantage of the improvements in RVA23.</li>
<li>Updated packages: acl 2.4.0, attr 2.6.0, Apache 2.4.68, bash 5.3p15, BIND 9.20.24, c-ares 1.34.8, cURL 8.21.0, elinks 0.19.1, ethtool 7.1, expat 2.8.2, file 5.48, glib 2.88.2, harfbuzz 14.2.1, hwdata 0.409, json-c 0.19, kbd 2.10.0, Knot 3.5.6, Knot Resolver 6.4.2, less 704, libarchive 3.8.8, libjpeg 3.2.0, lsof 4.99.7, OpenSSH 10.4p1, OpenSSL 3.6.5, pango 1.58.0, perl 5.42.2, perl-Net-DNS 1.55, protobuf 35.1, SQLite 3.53.3, sysstat 12.7.9, systemd 261.1, tzdata 2026c, vim 9.2.0769, wireless-regdb 2026.05.30</li>
</ul><br />
<b>Add-Ons</b><br /><br /><ul><li>Observium Agent is now able to report the status of the Apache web server</li>
<li>Zabbix now reports metrics for Knot Resolver</li>
<li>Avahi: Shutdown could hang if the daemon wasn't running, because the resulting error wasn't handled</li>
<li>Updated packages: alsa 1.2.16, clamav 1.5.3, dnsdist 2.1.0, fetchmail 6.6.6, ffmpeg 8.1.2, Git 2.55.0, HAProxy 3.4.2, ltrace 0.8.1, monit 6.0.0, nano 9.1, netsnmpd 5.9.5.2, Postfix 3.11.4, rsync 3.5.0, strace 7.1, stunnel 5.78, tmux 3.7b, transmission 4.1.3, tshark 4.6.7</li>
</ul><br />
<hr /><br />
We have a lot more in the pipeline. Monitoring and reporting are getting a serious upgrade, giving you a much clearer view of what your firewall is doing and how your network is behaving. We will share more soon.<br />
<br />
In the meantime, please give this test release a try and let us know how it goes. If you connect via IPsec, WireGuard or OpenVPN, please check that name resolution works as expected. Bug reports are welcome on our <a href="https://bugzilla.ipfire.org" target="_blank">bug tracker</a>, and you can also join the discussion on the <a href="https://community.ipfire.org" target="_blank">community forum</a>.<br />
<br />
<br />
<a href="https://www.ipfire.org/blog/ipfire-2-29-core-update-204-is-available-for-testing" target="_blank">More...</a>]]></content:encoded>
			<category domain="https://n00bunlimited.net/home/forum/site-news/ipfire">Ipfire</category>
			<dc:creator>siosios</dc:creator>
			<guid isPermaLink="true">https://n00bunlimited.net/home/forum/site-news/ipfire/80494-ipfire-2-29-core-update-204-is-available-for-testing</guid>
		</item>
		<item>
			<title>Team Fortress 2 Update Released</title>
			<link>https://n00bunlimited.net/home/forum/site-news/steam-news/80493-team-fortress-2-update-released</link>
			<pubDate>Thu, 01 Oct 2026 21:10:09 GMT</pubDate>
			<description>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:...</description>
			<content:encoded><![CDATA[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:<br />
<br />
<br />
<br />
<b>Scream Fortress XVIII has arrived!</b><ul><li>Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat</li>
<li>Added the Haunted Hoard Case<ul><li>Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 5 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: Hippocratic Hypocrite</li>
<li>Taunt: Showrunner's Spirit</li>
<li>Taunt: Barrel Roll</li>
<li>Taunt: One-Eyed Punt!</li>
<li>Taunt: Sear You Later</li>
</ul></li>
<li>Added 21 new community-created Unusual effects<ul><li>11 new effects for Unusual hats</li>
<li>10 new effects for Unusual taunts</li>
</ul></li>
<li>All players who launch the game will receive a Soul Gargoyle if they don't already have one<ul><li>Grants access to Merasmissions and Halloween item transmutations</li>
<li>Tracks Merasmissions completed and souls collected</li>
</ul></li>
<li>All Halloween Contracts have been reset, allowing them to be completed again</li>
<li>Added new Contracts for this year's featured community maps</li>
<li>Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case</li>
<li>Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps</li>
<li>All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.</li>
<li>Join Halloween matches by using the Special Events category in Casual</li>
<li>Scream Fortress XVIII runs through November 7th, 2026</li>
</ul><b>General</b><ul><li>Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)</li>
<li>Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)</li>
<li>Fixed client crash related to missing HUDAutoAim element (community fix from flower)</li>
<li>Fixed TFBot crash related to moving control points (community fix from BetaM)</li>
<li>Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)</li>
<li>Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)</li>
<li>Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)</li>
<li>Fixed Spy disguising as a player without primary weapon (community fix from leemustache)</li>
<li>Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)</li>
<li>Fixed bad computer_wall02b material (community fix from DiskIntegrity)</li>
<li>Added convars to control ready countdown (community fix from nemmy)</li>
<li>Fixed a bug where HUD item meters weren't always being cleared/loaded properly</li>
<li>Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward</li>
<li>Fixed crit boost material effect not working on several weapons</li>
<li>Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag</li>
<li>Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images</li>
<li>Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer</li>
<li>Updated The Hundekopf to fix a problem with the paint mask</li>
<li>Updated the Chief Executor<ul><li>Added style names</li>
<li>Fixed style preview window orientation</li>
<li>Added missing hat bodygroup to the third style</li>
<li>Added style names for the Standing Offer and Vested Investors Vest</li>
</ul></li>
<li>Updated the Handsome Ranger<ul><li>Updated UVs to prevent mipmapping with the paint region</li>
<li>Increased the size of the cigarette in the &quot;Off Duty&quot; style</li>
</ul></li>
<li>Updated the Long Shot<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated the Night Riders<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated The Lo-Fi Longwave logo to add a second style with the updated logo</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Standing Offer<ul><li>Fixed clipping issues</li>
<li>Fixed a wrongly assigned UV</li>
<li>Fixed paint texture issues</li>
</ul></li>
<li>Updated the Vested Investor's Vest to fix some clippling issues</li>
<li>Updated Le Morne Uniforme to fix some LOD issues</li>
<li>Updated backpack images for Le Sapeur and Le Morne Uniforme</li>
<li>Updated Beaten and Bruised<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Improved head bandage geometry</li>
<li>Reduced clipping with other cosmetics</li>
<li>Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses</li>
<li>Updated textures, improving blue team texture variation</li>
<li>Fixed Nightmare style selfillum not displaying as intended</li>
<li>Updated backpack image</li>
</ul></li>
<li>Updated Hard Hearing<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Reduced clipping with other cosmetics</li>
<li>Fixed a gap above the brim on some classes</li>
<li>Updated textures to better match class colors</li>
<li>Adjusted phong values slightly</li>
<li>Sniper now takes off his hat when melee taunting on the &quot;Hearing Issue&quot; style</li>
</ul></li>
<li>Updated koth_sawmill_event to fix missing materials in the underworld</li>
<li>Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)</li>
<li>Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)</li>
<li>Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)</li>
<li>Updated pl_redwood<ul><li>Fixed visual stuttering on players using a zipline</li>
<li>Fixed bug that would break client collision with certain entities</li>
<li>Fixed zipline sounds being interrupted when the user fires their weapon</li>
<li>Fixed some cases where ziplines would not take players in the desired direction</li>
<li>Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline</li>
<li>Dismounting a zipline while wielding The Winger now boosts jump height by 25%</li>
<li>Reduced speed gained from dismounting a zipline shortly after shield charging</li>
<li>Adjusted zipline dismount input to help prevent accidental early dismounts</li>
</ul></li>
<li>Updated pd_mannsylvania<ul><li>Reduced duration of the Vampire Buff from 20 &gt; 15 seconds</li>
<li>Added a 5 second speed boost for players exiting Dracula's Castle</li>
<li>Added additional player voice lines that can play upon exiting Dracula's Castle</li>
<li>Removed some particle effects from the capture zone in Dracula's Castle for visual clarity</li>
<li>Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)</li>
<li>Fixed players not being forced into melee in the ending sequence</li>
<li>Fixed some issues with sound scripts calling sounds that don't exist</li>
<li>Updated the texture on the resupply cabinets to help them stand out from the environment more</li>
<li>Reduced the amount of edicts taken up by converting some dynamic objects into static ones</li>
<li>Increased number of active pumpkin bombs on the map</li>
<li>Lighting adjustments</li>
<li>Minor visual tweaks</li>
<li>Optimizations</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Replaced the health and ammo pack platforms with new ones made by Goobert</li>
<li>Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)</li>
<li>Replaced the textures under the water to save file size</li>
<li>Replaced the team logos and oil rig overlays with new ones</li>
<li>Extended the space between the playable area and the invisible wall on the sea</li>
<li>Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad</li>
<li>Moved the jump pad back a bit and gave it more strength</li>
<li>Removed the last bits of func_nobuild on the crane platform</li>
<li>Added two broken catwalks on the side of the crane platform</li>
<li>Added a new broken catwalk behind both spawns alongside cover and a trimp spot</li>
<li>Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)</li>
<li>Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)</li>
<li>Added a small health pack in the furnace rooms of each team</li>
<li>Added decorative lights under the point</li>
<li>Upgraded the health pack on the furnace room from medium to full</li>
<li>Upgraded the health pack on the office building from small to medium</li>
<li>Removed some ropes under the point</li>
<li>Fixed some pipes fading too soon</li>
<li>Fixed some weird collision near the spawns that messed with blast jumps</li>
<li>Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.</li>
</ul></li>
<li>Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>General Changes<ul><li>Players can no longer be selected as a starting Zombie two rounds in a row</li>
<li>Dying during setup now respawns you instantly</li>
<li>Players who are dead or spectating when the round begins now considered infected</li>
<li>The B.A.S.E Jumper can now be deployed at any point in the round</li>
<li>Jumper weapons no longer have decreased max ammo</li>
</ul></li>
<li>Zombie Changes<ul><li>New Feature: Zombie Spawn Picker<ul><li>On respawn, Zombies will be able to manually choose which spawn point to spawn at<ul><li>Pressing your left and right mouse inputs will cycle through all spawn points</li>
<li>Pressing your jump input will spawn you at your current spawn point</li>
</ul></li>
<li>If no inputs are pressed, you will automatically respawn after a short time</li>
</ul></li>
<li>Zombies are no longer ÜberCharged when respawning</li>
<li>Zombies can change class while picking a spawn point</li>
</ul></li>
<li>Zombies now drop a small ammo pack</li>
<li>Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota</li>
<li>Updated Zombie viewmodel animations and removed view punch when attacking</li>
<li>Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)</li>
<li>Updated Zombie ability icons with polished art (thanks TheLazerSofa!)</li>
<li>Respawning Zombies no longer play lightning visuals and thunder sounds</li>
<li>Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll</li>
<li>Updated Zombie Engineer<ul><li>Zombie Engineer has a new &quot;Beacon&quot; ability<ul><li>Throw a toolbox to erect a beacon that Zombies can respawn at</li>
<li>Beacons are the default spawn point for Zombies in the new Spawn Picker feature</li>
<li>Beacons can be destroyed by Survivors</li>
<li>Each Zombie Engineer can only have one beacon active at a time</li>
</ul></li>
</ul></li>
<li>Updated Zombie Spy<ul><li>Zombie Spy has been given Zombie Engineer's old &quot;EMP Grenade&quot;<ul><li>Like before, the EMP grenade will temporarily disable buildings around it after detonation</li>
<li>EMP Grenade blast highlights Survivors and buildings like the previous &quot;Reveal&quot; ability</li>
<li>No longer instantly detonates when directly hitting a building</li>
<li>Now takes half as long to detonate</li>
<li>Reveal and EMP duration changed from 6.5s to 5.5s</li>
<li>Reveal range changed from 1000HU to 900HU</li>
<li>EMP range changed from 500HU to 450HU</li>
</ul></li>
<li>Max Health lowered to 125</li>
<li>Melee damage changed from 100% to 69%</li>
</ul></li>
<li>Updated Zombie Pyro<ul><li>Zombie Pyro has a new &quot;Sticky Spew&quot; ability<ul><li>Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons</li>
</ul></li>
<li>No longer drops a medium health kit on death</li>
<li>Fire resistance changed from 100% to 70%</li>
<li>No longer ignites players on hit or deals bonus damage to burning Survivors</li>
</ul></li>
<li>Updated Zombie Heavy<ul><li>Zombie Heavy has a new &quot;Rock Hurl&quot; ability<ul><li>Grab a chunk of concrete from the ground, lift it, and heave it at Survivors</li>
<li>Survivors in the radius of the concrete get knocked back and take damage</li>
<li>Survivors directly hit by the concrete get stunned and take additional damage</li>
<li>Buildings hit by concrete are temporarily disabled</li>
</ul></li>
<li>Added loud footsteps</li>
<li>Knockback resistance changed from 100% to 85%</li>
<li>Damage vs buildings changed from 120 to 90</li>
<li>No longer drops a medium health kit on death</li>
</ul></li>
<li>Updated Zombie Sniper<ul><li>Spit can now settle on slopes, staircases, and rooftops</li>
</ul></li>
<li>Updated Zombie Demoman<ul><li>Explosive Charge's channel period has full aim control</li>
</ul></li>
<li>Updated Zombie Soldier<ul><li>Pouncing Zombie Soldiers now play a whistling falling sound</li>
</ul></li>
<li>Bug Fixes<ul><li>Fixed Zombies sometimes being immune to headshots</li>
<li>Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building</li>
<li>Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge</li>
<li>Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting</li>
<li>Fixed Survivors sometimes starting with no ammo or metal</li>
<li>Fixed &quot;game_text&quot; entities leaking when a player disconnects or changes class mid-respawn</li>
<li>Fixed the starting Zombie quota being able to select a spectator or a dead survivor</li>
</ul></li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Removed a zombie spawn beneath the cliff shack</li>
<li>Returned full ammo pack in the turbine room</li>
<li>Removed Uber effect from spawning zombies</li>
</ul></li>
<li>Updated zi_blazehattan (additional changes)<ul><li>Reworked lighting and updated the visuals across the map</li>
<li>Reworked zombie spawns to create safer zones for Survivors</li>
<li>Reworked the grinder building and the evacuation center</li>
<li>Removed fence in cargo crate pile to allow for more rotations</li>
<li>Added more pickups across the map</li>
<li>Cleaned up collisions</li>
<li>Fixed Survivor respawn wave time being too long</li>
<li>Reduced round timer from 210s to 180s</li>
<li>Removed little nobuild zones from on top of various crates and barrels</li>
<li>Optimization pass</li>
</ul></li>
<li>Updated zi_devastation_final1 (additional changes)<ul><li>Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors</li>
<li>Simplified and clarified Zombie spawns</li>
<li>Added Survivor access to third floor vents corridor</li>
<li>Removed nobuild triggers from third floor cars</li>
<li>Brightened dark corners</li>
<li>Lowered the water in the parking lot bottom floor</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>The previously condemned Mudpuppy clearance tunnels are now opened</li>
<li>Mudpuppy spawn points have been removed and moved to the docks</li>
<li>Reduced some pickup spawns</li>
<li>Decreased fog and lightened ambient lighting for improved visibility</li>
<li>Lowered volume of soundscape effects</li>
<li>Cleaned, fixed, added, and decluttered collisions around the map</li>
<li>Merged props to improve performance</li>
<li>Updated water visuals and removed expensive reflection effects</li>
<li>Adjusted pumpkin bomb spawns</li>
</ul></li>
<li>Updated zi_sanitarium (additional changes)<ul><li>Removed outside ladder access to the roof. You'll have to take the stairs.</li>
<li>Removed Uber effect from spawning zombies</li>
<li>Removed access to sloped roof adjacent to the sanitarium rooftop</li>
<li>Removed a wooden barrier near the upstairs bathroom</li>
<li>Removed some wooden plank walkways connecting several balconies</li>
<li>Fixed being able to attack through window frames</li>
<li>Fixed bad clipping and stuck spots around wooden scaffolding</li>
<li>Shortened Far Z clip plane for optimization</li>
<li>Added &quot;Ding&quot; noise when the elevator arrives at its location</li>
</ul></li>
<li>Updated zi_woods (additional changes)<ul><li>Updated Zombie spawn zones</li>
<li>Reworked the boathouse roof</li>
<li>Terraformed cliffs around the lake</li>
<li>Added access to raised terrain platforms</li>
<li>Added health and ammo platform in the wooded pathway to the docks</li>
<li>Added clipping to tall rock spires</li>
<li>Brightened some dark spots of the forest</li>
<li>Made the airboat easier to jump over and into</li>
<li>Increased round timer from 120s to 160s</li>
<li>Optimization pass</li>
</ul></li>
</ul><br />
<br />
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:<br />
<br />
<br />
<br />
<b>Scream Fortress XVIII has arrived!</b><ul><li>Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat</li>
<li>Added the Haunted Hoard Case<ul><li>Contains 23 new community-created cosmetic items that make up the Haunted Hoard Collection</li>
<li>Has a chance to give a taunt Unusualifier as a bonus item</li>
</ul></li>
<li>Added 5 new community-contributed taunts to the Mann Co. Store<ul><li>Taunt: Hippocratic Hypocrite</li>
<li>Taunt: Showrunner's Spirit</li>
<li>Taunt: Barrel Roll</li>
<li>Taunt: One-Eyed Punt!</li>
<li>Taunt: Sear You Later</li>
</ul></li>
<li>Added 21 new community-created Unusual effects<ul><li>11 new effects for Unusual hats</li>
<li>10 new effects for Unusual taunts</li>
</ul></li>
<li>All players who launch the game will receive a Soul Gargoyle if they don't already have one<ul><li>Grants access to Merasmissions and Halloween item transmutations</li>
<li>Tracks Merasmissions completed and souls collected</li>
</ul></li>
<li>All Halloween Contracts have been reset, allowing them to be completed again</li>
<li>Added new Contracts for this year's featured community maps</li>
<li>Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case</li>
<li>Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps</li>
<li>All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.</li>
<li>Join Halloween matches by using the Special Events category in Casual</li>
<li>Scream Fortress XVIII runs through November 7th, 2026</li>
</ul><b>General</b><ul><li>Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme)</li>
<li>Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon)</li>
<li>Fixed client crash related to missing HUDAutoAim element (community fix from flower)</li>
<li>Fixed TFBot crash related to moving control points (community fix from BetaM)</li>
<li>Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad)</li>
<li>Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2)</li>
<li>Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos)</li>
<li>Fixed Spy disguising as a player without primary weapon (community fix from leemustache)</li>
<li>Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy)</li>
<li>Fixed bad computer_wall02b material (community fix from DiskIntegrity)</li>
<li>Added convars to control ready countdown (community fix from nemmy)</li>
<li>Fixed a bug where HUD item meters weren't always being cleared/loaded properly</li>
<li>Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward</li>
<li>Fixed crit boost material effect not working on several weapons</li>
<li>Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag</li>
<li>Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images</li>
<li>Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer</li>
<li>Updated The Hundekopf to fix a problem with the paint mask</li>
<li>Updated the Chief Executor<ul><li>Added style names</li>
<li>Fixed style preview window orientation</li>
<li>Added missing hat bodygroup to the third style</li>
<li>Added style names for the Standing Offer and Vested Investors Vest</li>
</ul></li>
<li>Updated the Handsome Ranger<ul><li>Updated UVs to prevent mipmapping with the paint region</li>
<li>Increased the size of the cigarette in the &quot;Off Duty&quot; style</li>
</ul></li>
<li>Updated the Long Shot<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated the Night Riders<ul><li>Updated the textures to reduce the strength of the normal map &amp; ambient occlusion</li>
<li>Updated the backpack icon to reflect these change</li>
</ul></li>
<li>Updated The Lo-Fi Longwave logo to add a second style with the updated logo</li>
<li>Updated/Added some tournament medals</li>
<li>Updated the Standing Offer<ul><li>Fixed clipping issues</li>
<li>Fixed a wrongly assigned UV</li>
<li>Fixed paint texture issues</li>
</ul></li>
<li>Updated the Vested Investor's Vest to fix some clippling issues</li>
<li>Updated Le Morne Uniforme to fix some LOD issues</li>
<li>Updated backpack images for Le Sapeur and Le Morne Uniforme</li>
<li>Updated Beaten and Bruised<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Improved head bandage geometry</li>
<li>Reduced clipping with other cosmetics</li>
<li>Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses</li>
<li>Updated textures, improving blue team texture variation</li>
<li>Fixed Nightmare style selfillum not displaying as intended</li>
<li>Updated backpack image</li>
</ul></li>
<li>Updated Hard Hearing<ul><li>Optimized model exports, reducing file size</li>
<li>Fixed location and rotation of the Style and Paint preview</li>
<li>Reduced clipping with other cosmetics</li>
<li>Fixed a gap above the brim on some classes</li>
<li>Updated textures to better match class colors</li>
<li>Adjusted phong values slightly</li>
<li>Sniper now takes off his hat when melee taunting on the &quot;Hearing Issue&quot; style</li>
</ul></li>
<li>Updated koth_sawmill_event to fix missing materials in the underworld</li>
<li>Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz)</li>
<li>Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz)</li>
<li>Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz)</li>
<li>Updated pl_redwood<ul><li>Fixed visual stuttering on players using a zipline</li>
<li>Fixed bug that would break client collision with certain entities</li>
<li>Fixed zipline sounds being interrupted when the user fires their weapon</li>
<li>Fixed some cases where ziplines would not take players in the desired direction</li>
<li>Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline</li>
<li>Dismounting a zipline while wielding The Winger now boosts jump height by 25%</li>
<li>Reduced speed gained from dismounting a zipline shortly after shield charging</li>
<li>Adjusted zipline dismount input to help prevent accidental early dismounts</li>
</ul></li>
<li>Updated pd_mannsylvania<ul><li>Reduced duration of the Vampire Buff from 20 &gt; 15 seconds</li>
<li>Added a 5 second speed boost for players exiting Dracula's Castle</li>
<li>Added additional player voice lines that can play upon exiting Dracula's Castle</li>
<li>Removed some particle effects from the capture zone in Dracula's Castle for visual clarity</li>
<li>Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!)</li>
<li>Fixed players not being forced into melee in the ending sequence</li>
<li>Fixed some issues with sound scripts calling sounds that don't exist</li>
<li>Updated the texture on the resupply cabinets to help them stand out from the environment more</li>
<li>Reduced the amount of edicts taken up by converting some dynamic objects into static ones</li>
<li>Increased number of active pumpkin bombs on the map</li>
<li>Lighting adjustments</li>
<li>Minor visual tweaks</li>
<li>Optimizations</li>
</ul></li>
<li>Updated koth_demolition<ul><li>Replaced the health and ammo pack platforms with new ones made by Goobert</li>
<li>Updated the control point to have a neutral version matching RED and BLU (thanks Goobert)</li>
<li>Replaced the textures under the water to save file size</li>
<li>Replaced the team logos and oil rig overlays with new ones</li>
<li>Extended the space between the playable area and the invisible wall on the sea</li>
<li>Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad</li>
<li>Moved the jump pad back a bit and gave it more strength</li>
<li>Removed the last bits of func_nobuild on the crane platform</li>
<li>Added two broken catwalks on the side of the crane platform</li>
<li>Added a new broken catwalk behind both spawns alongside cover and a trimp spot</li>
<li>Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion)</li>
<li>Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion)</li>
<li>Added a small health pack in the furnace rooms of each team</li>
<li>Added decorative lights under the point</li>
<li>Upgraded the health pack on the furnace room from medium to full</li>
<li>Upgraded the health pack on the office building from small to medium</li>
<li>Removed some ropes under the point</li>
<li>Fixed some pipes fading too soon</li>
<li>Fixed some weird collision near the spawns that messed with blast jumps</li>
<li>Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.</li>
</ul></li>
<li>Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods<ul><li>General Changes<ul><li>Players can no longer be selected as a starting Zombie two rounds in a row</li>
<li>Dying during setup now respawns you instantly</li>
<li>Players who are dead or spectating when the round begins now considered infected</li>
<li>The B.A.S.E Jumper can now be deployed at any point in the round</li>
<li>Jumper weapons no longer have decreased max ammo</li>
</ul></li>
<li>Zombie Changes<ul><li>New Feature: Zombie Spawn Picker<ul><li>On respawn, Zombies will be able to manually choose which spawn point to spawn at<ul><li>Pressing your left and right mouse inputs will cycle through all spawn points</li>
<li>Pressing your jump input will spawn you at your current spawn point</li>
</ul></li>
<li>If no inputs are pressed, you will automatically respawn after a short time</li>
</ul></li>
<li>Zombies are no longer ÜberCharged when respawning</li>
<li>Zombies can change class while picking a spawn point</li>
</ul></li>
<li>Zombies now drop a small ammo pack</li>
<li>Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota</li>
<li>Updated Zombie viewmodel animations and removed view punch when attacking</li>
<li>Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!)</li>
<li>Updated Zombie ability icons with polished art (thanks TheLazerSofa!)</li>
<li>Respawning Zombies no longer play lightning visuals and thunder sounds</li>
<li>Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll</li>
<li>Updated Zombie Engineer<ul><li>Zombie Engineer has a new &quot;Beacon&quot; ability<ul><li>Throw a toolbox to erect a beacon that Zombies can respawn at</li>
<li>Beacons are the default spawn point for Zombies in the new Spawn Picker feature</li>
<li>Beacons can be destroyed by Survivors</li>
<li>Each Zombie Engineer can only have one beacon active at a time</li>
</ul></li>
</ul></li>
<li>Updated Zombie Spy<ul><li>Zombie Spy has been given Zombie Engineer's old &quot;EMP Grenade&quot;<ul><li>Like before, the EMP grenade will temporarily disable buildings around it after detonation</li>
<li>EMP Grenade blast highlights Survivors and buildings like the previous &quot;Reveal&quot; ability</li>
<li>No longer instantly detonates when directly hitting a building</li>
<li>Now takes half as long to detonate</li>
<li>Reveal and EMP duration changed from 6.5s to 5.5s</li>
<li>Reveal range changed from 1000HU to 900HU</li>
<li>EMP range changed from 500HU to 450HU</li>
</ul></li>
<li>Max Health lowered to 125</li>
<li>Melee damage changed from 100% to 69%</li>
</ul></li>
<li>Updated Zombie Pyro<ul><li>Zombie Pyro has a new &quot;Sticky Spew&quot; ability<ul><li>Spew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weapons</li>
</ul></li>
<li>No longer drops a medium health kit on death</li>
<li>Fire resistance changed from 100% to 70%</li>
<li>No longer ignites players on hit or deals bonus damage to burning Survivors</li>
</ul></li>
<li>Updated Zombie Heavy<ul><li>Zombie Heavy has a new &quot;Rock Hurl&quot; ability<ul><li>Grab a chunk of concrete from the ground, lift it, and heave it at Survivors</li>
<li>Survivors in the radius of the concrete get knocked back and take damage</li>
<li>Survivors directly hit by the concrete get stunned and take additional damage</li>
<li>Buildings hit by concrete are temporarily disabled</li>
</ul></li>
<li>Added loud footsteps</li>
<li>Knockback resistance changed from 100% to 85%</li>
<li>Damage vs buildings changed from 120 to 90</li>
<li>No longer drops a medium health kit on death</li>
</ul></li>
<li>Updated Zombie Sniper<ul><li>Spit can now settle on slopes, staircases, and rooftops</li>
</ul></li>
<li>Updated Zombie Demoman<ul><li>Explosive Charge's channel period has full aim control</li>
</ul></li>
<li>Updated Zombie Soldier<ul><li>Pouncing Zombie Soldiers now play a whistling falling sound</li>
</ul></li>
<li>Bug Fixes<ul><li>Fixed Zombies sometimes being immune to headshots</li>
<li>Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building</li>
<li>Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge</li>
<li>Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting</li>
<li>Fixed Survivors sometimes starting with no ammo or metal</li>
<li>Fixed &quot;game_text&quot; entities leaking when a player disconnects or changes class mid-respawn</li>
<li>Fixed the starting Zombie quota being able to select a spectator or a dead survivor</li>
</ul></li>
</ul></li>
<li>Updated zi_atoll (additional changes)<ul><li>Removed a zombie spawn beneath the cliff shack</li>
<li>Returned full ammo pack in the turbine room</li>
<li>Removed Uber effect from spawning zombies</li>
</ul></li>
<li>Updated zi_blazehattan (additional changes)<ul><li>Reworked lighting and updated the visuals across the map</li>
<li>Reworked zombie spawns to create safer zones for Survivors</li>
<li>Reworked the grinder building and the evacuation center</li>
<li>Removed fence in cargo crate pile to allow for more rotations</li>
<li>Added more pickups across the map</li>
<li>Cleaned up collisions</li>
<li>Fixed Survivor respawn wave time being too long</li>
<li>Reduced round timer from 210s to 180s</li>
<li>Removed little nobuild zones from on top of various crates and barrels</li>
<li>Optimization pass</li>
</ul></li>
<li>Updated zi_devastation_final1 (additional changes)<ul><li>Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors</li>
<li>Simplified and clarified Zombie spawns</li>
<li>Added Survivor access to third floor vents corridor</li>
<li>Removed nobuild triggers from third floor cars</li>
<li>Brightened dark corners</li>
<li>Lowered the water in the parking lot bottom floor</li>
</ul></li>
<li>Updated zi_murky (additional changes)<ul><li>The previously condemned Mudpuppy clearance tunnels are now opened</li>
<li>Mudpuppy spawn points have been removed and moved to the docks</li>
<li>Reduced some pickup spawns</li>
<li>Decreased fog and lightened ambient lighting for improved visibility</li>
<li>Lowered volume of soundscape effects</li>
<li>Cleaned, fixed, added, and decluttered collisions around the map</li>
<li>Merged props to improve performance</li>
<li>Updated water visuals and removed expensive reflection effects</li>
<li>Adjusted pumpkin bomb spawns</li>
</ul></li>
<li>Updated zi_sanitarium (additional changes)<ul><li>Removed outside ladder access to the roof. You'll have to take the stairs.</li>
<li>Removed Uber effect from spawning zombies</li>
<li>Removed access to sloped roof adjacent to the sanitarium rooftop</li>
<li>Removed a wooden barrier near the upstairs bathroom</li>
<li>Removed some wooden plank walkways connecting several balconies</li>
<li>Fixed being able to attack through window frames</li>
<li>Fixed bad clipping and stuck spots around wooden scaffolding</li>
<li>Shortened Far Z clip plane for optimization</li>
<li>Added &quot;Ding&quot; noise when the elevator arrives at its location</li>
</ul></li>
<li>Updated zi_woods (additional changes)<ul><li>Updated Zombie spawn zones</li>
<li>Reworked the boathouse roof</li>
<li>Terraformed cliffs around the lake</li>
<li>Added access to raised terrain platforms</li>
<li>Added health and ammo platform in the wooded pathway to the docks</li>
<li>Added clipping to tall rock spires</li>
<li>Brightened some dark spots of the forest</li>
<li>Made the airboat easier to jump over and into</li>
<li>Increased round timer from 120s to 160s</li>
<li>Optimization pass</li>
</ul></li>
</ul><br />
<br />
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			<title>IPfire Walk through and review</title>
			<link>https://n00bunlimited.net/home/forum/site-news/ipfire/80492-ipfire-walk-through-and-review</link>
			<pubDate>Mon, 07 Sep 2026 14:54:13 GMT</pubDate>
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