steam_news
21.07.2023, 06:38
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]
Added main menu character for the Summer event[br]
Fixed pd_watergate capture zone not working properly[br]
Fixed geometry collision issue with the Wildflower Meadows Unusual effect[br]
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces[br]
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players[br]
Fixed the Strange Filter prefix for pd_selbyen[br]
Fixed broken materials for the second style of the Cranium Cover[br]
Updated koth_sharkbay
Fixed the flying boat[br]
Removed collision from seagulls[br]
Updated Map Stamp icons
Updated koth_rotunda
Aligned various textures[br]
Improved clipping slightly[br]
Raised gate to flank route for ease of access[br]
Aligned some props
Updated cp_hardwood_final
Fixed a crash affecting a small number of players[br]
Minor clipping adjustments throughout the map[br]
Minor lighting issues fixed throughout the map[br]
Adjusted areaportalwindow fade brush textures[br]
Adjusted collisions for some props
Updated cp_steel
More blockbullet /clipbrush swaps where needed[br]
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp[br]
Fixed more small unnecessary prop collision/clip removals[br]
Fixed blatant texture misalignment[br]
Addressed perch spot outside Red spawn on wood beam[br]
Closed some accidental holes in geometry[br]
Additional fixes to a sticky/shooting exploit through and under Red's E platform area[br]
Increased pit damage to kill some certain class loadouts in a single trigger[br]
Moved Blu spawns forward a little to previous distance[br]
Extended projectile blocker brush along the top side of the Blu spawn building's roof[br]
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda
Aligned various textures and fixed cubemap issue[br]
Improved clipping[br]
Improved lighting and reduced visual noise on some textures[br]
Raised gate to flank route for ease of access[br]
Aligned some props[br]
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)[br]
Added missing collision to some props[br]
Sealed the map more
Updated cp_sulfur
Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point[br]
Fixed a case where Blu could contest their own win[br]
Fixed a case where you could build a teleporter under a platform and become trapped[br]
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game[br]
Altered Red spawn positons to spread them out when defending main point[br]
Lowered Red's initial time to defend slightly[br]
Convinced the boiling water to properly scald people that are submerged below the surface[br]
Gravity density in the potplants has been correctly calibrated[br]
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward[br]
B can no longer be capped from the outside of the building[br]
Area under Point A can no longer be accessed[br]
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen
Fixed exploit that would let you build in spawn[br]
Seal will now select a random skin every time it teleports to the break room (3 possible skins)[br]
Adjusted oob seal animation timings[br]
Fixed seal swimming animation[br]
Added missing resupply cabinet on the Blu side[br]
Added some missing clipping that would let players build in undesirable places[br]
Fixed some floating windows[br]
Fixed some props clipping through stuff[br]
Fixed some displacements clipping through stuff[br]
Fixed some displacement seams[br]
Fixed some visible nodraws[br]
Fixed some z-fighting[br]
Various detailing additions
Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
TF_Bots now function in Versus Saxton Hale[br]
Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities[br]
Fixed players dropping Player Destruction pickups[br]
Fixed Hale sometimes holding Necro Smasher or Sandvich[br]
Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed[br]
By community request, added Pyro VSH lines, performed by James McGuinn[br]
Updated VSH voice lines for Spy[br]
"Behind you" and "Above you" now play exclusively for the player the line is addressed to[br]
Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive[br]
Mad Milk recharge rate returned to stock value[br]
Demoman's Swords now deal less knockback than other melee weapons[br]
Demoman's Shields will now break when absorbing a Hale punch[br]
Fixed a bug relating to sending a class-restricted duel to Hale during Setup
Updated vsh_skirmish (additional changes)
Fixed an exploit that allowed players to build out of bounds[br]
Added decals to ammo pack locations throughout the map
Updated vsh_distillery (additional change)
Fixed crash when using mat_phong 0
[br][br]Дальше... (https://store.steampowered.com/news/206724/)
Added main menu character for the Summer event[br]
Fixed pd_watergate capture zone not working properly[br]
Fixed geometry collision issue with the Wildflower Meadows Unusual effect[br]
Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces[br]
Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players[br]
Fixed the Strange Filter prefix for pd_selbyen[br]
Fixed broken materials for the second style of the Cranium Cover[br]
Updated koth_sharkbay
Fixed the flying boat[br]
Removed collision from seagulls[br]
Updated Map Stamp icons
Updated koth_rotunda
Aligned various textures[br]
Improved clipping slightly[br]
Raised gate to flank route for ease of access[br]
Aligned some props
Updated cp_hardwood_final
Fixed a crash affecting a small number of players[br]
Minor clipping adjustments throughout the map[br]
Minor lighting issues fixed throughout the map[br]
Adjusted areaportalwindow fade brush textures[br]
Adjusted collisions for some props
Updated cp_steel
More blockbullet /clipbrush swaps where needed[br]
Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp[br]
Fixed more small unnecessary prop collision/clip removals[br]
Fixed blatant texture misalignment[br]
Addressed perch spot outside Red spawn on wood beam[br]
Closed some accidental holes in geometry[br]
Additional fixes to a sticky/shooting exploit through and under Red's E platform area[br]
Increased pit damage to kill some certain class loadouts in a single trigger[br]
Moved Blu spawns forward a little to previous distance[br]
Extended projectile blocker brush along the top side of the Blu spawn building's roof[br]
Fixed Sniper sightline into Red's first spawn points from E
Updated koth_rotunda
Aligned various textures and fixed cubemap issue[br]
Improved clipping[br]
Improved lighting and reduced visual noise on some textures[br]
Raised gate to flank route for ease of access[br]
Aligned some props[br]
Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)[br]
Added missing collision to some props[br]
Sealed the map more
Updated cp_sulfur
Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point[br]
Fixed a case where Blu could contest their own win[br]
Fixed a case where you could build a teleporter under a platform and become trapped[br]
Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game[br]
Altered Red spawn positons to spread them out when defending main point[br]
Lowered Red's initial time to defend slightly[br]
Convinced the boiling water to properly scald people that are submerged below the surface[br]
Gravity density in the potplants has been correctly calibrated[br]
Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward[br]
B can no longer be capped from the outside of the building[br]
Area under Point A can no longer be accessed[br]
Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
Updated pd_selbyen
Fixed exploit that would let you build in spawn[br]
Seal will now select a random skin every time it teleports to the break room (3 possible skins)[br]
Adjusted oob seal animation timings[br]
Fixed seal swimming animation[br]
Added missing resupply cabinet on the Blu side[br]
Added some missing clipping that would let players build in undesirable places[br]
Fixed some floating windows[br]
Fixed some props clipping through stuff[br]
Fixed some displacements clipping through stuff[br]
Fixed some displacement seams[br]
Fixed some visible nodraws[br]
Fixed some z-fighting[br]
Various detailing additions
Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
TF_Bots now function in Versus Saxton Hale[br]
Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities[br]
Fixed players dropping Player Destruction pickups[br]
Fixed Hale sometimes holding Necro Smasher or Sandvich[br]
Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed[br]
By community request, added Pyro VSH lines, performed by James McGuinn[br]
Updated VSH voice lines for Spy[br]
"Behind you" and "Above you" now play exclusively for the player the line is addressed to[br]
Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive[br]
Mad Milk recharge rate returned to stock value[br]
Demoman's Swords now deal less knockback than other melee weapons[br]
Demoman's Shields will now break when absorbing a Hale punch[br]
Fixed a bug relating to sending a class-restricted duel to Hale during Setup
Updated vsh_skirmish (additional changes)
Fixed an exploit that allowed players to build out of bounds[br]
Added decals to ammo pack locations throughout the map
Updated vsh_distillery (additional change)
Fixed crash when using mat_phong 0
[br][br]Дальше... (https://store.steampowered.com/news/206724/)