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siosios
07-26-2023, 06:19 PM
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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
Fixed a crash that can occur when changing from VSH to another map
Fixed a crash that can occur related to MP3s on VSH maps
Fixed a crash that can occur when using changing model detail setting or using r_flushlod
Fixed a crash when going between two sv_pure servers with maps packing custom content
Fixed changing model detail setting or using r_flushlod not always taking effect
Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
Fixed custom particle overrides not being reloaded on servers without sv_pure
Fixed game mode descriptions for some of the summer map stamps
Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
Updated/Added some tournament medals
Updated cp_altitude

Increased size of C capture area
Reduced initial round timer from 6 to 5 minutes
Increased max round timer length from 6 to 8 minutes
Increased Blu respawn wave time on A from 3 to 4
Increased Red respawn wave time on C from 8 to 9
Reduced Blu respawn wave time on C from 3 to 2
Various visual fixes and adjustments


Updated koth_cascade

Various player and projectile collision fixes
Various visual fixes and adjustments
Adjusted resupply locker positions


Updated cp_steel

Fixed missing glass from bullet blocked windows
Removed some more ceiling light collisions
Improved clipping around B -> C building
Small safety improvement to Blu flank balcony to B
Some extra block bullets around B floor


Updated pl_phoenix

Increased Red respawn wave time on D from 8 to 9
Fixed projectile collision bug around the payload elevator track
Fixed a case where the payload cart could get stuck at the base of the elevator
Various clipping fixes
Various visual fixes


Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

The script no longer forces mp_winlimit and mp_maxrounds to 0
Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
The Diamondback now gains 2 guaranteed crits upon backstab
Hale's attacks now pierce through damage absorption of the Wrangler shield
Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
Fixed bugs related to Your Eternal Reward's on-backstab disguise
Fixed Festive Eyelander not gaining heads on-hit
(Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
(Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
Fixed Hale disappearing when the game tries (and fails) to gib him
Both sides dying simultaneously now counts as Stalemate


Updated vsh_skirmish (additional changes)

Added a live feed to the office
Improved clipping in multiple areas




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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
Fixed a crash that can occur when changing from VSH to another map
Fixed a crash that can occur related to MP3s on VSH maps
Fixed a crash that can occur when using changing model detail setting or using r_flushlod
Fixed a crash when going between two sv_pure servers with maps packing custom content
Fixed changing model detail setting or using r_flushlod not always taking effect
Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
Fixed custom particle overrides not being reloaded on servers without sv_pure
Fixed game mode descriptions for some of the summer map stamps
Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
Updated/Added some tournament medals
Updated cp_altitude

Increased size of C capture area
Reduced initial round timer from 6 to 5 minutes
Increased max round timer length from 6 to 8 minutes
Increased Blu respawn wave time on A from 3 to 4
Increased Red respawn wave time on C from 8 to 9
Reduced Blu respawn wave time on C from 3 to 2
Various visual fixes and adjustments


Updated koth_cascade

Various player and projectile collision fixes
Various visual fixes and adjustments
Adjusted resupply locker positions


Updated cp_steel

Fixed missing glass from bullet blocked windows
Removed some more ceiling light collisions
Improved clipping around B -> C building
Small safety improvement to Blu flank balcony to B
Some extra block bullets around B floor


Updated pl_phoenix

Increased Red respawn wave time on D from 8 to 9
Fixed projectile collision bug around the payload elevator track
Fixed a case where the payload cart could get stuck at the base of the elevator
Various clipping fixes
Various visual fixes


Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

The script no longer forces mp_winlimit and mp_maxrounds to 0
Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
The Diamondback now gains 2 guaranteed crits upon backstab
Hale's attacks now pierce through damage absorption of the Wrangler shield
Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
Fixed bugs related to Your Eternal Reward's on-backstab disguise
Fixed Festive Eyelander not gaining heads on-hit
(Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
(Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
Fixed Hale disappearing when the game tries (and fails) to gib him
Both sides dying simultaneously now counts as Stalemate


Updated vsh_skirmish (additional changes)

Added a live feed to the office
Improved clipping in multiple areas




More... (https://store.steampowered.com/news/206934/)