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Просмотр полной версии : Team Fortress 2 Update Released


steam_news
26.07.2023, 07:15
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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawn[br]
Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)[br]
Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another[br]
Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH[br]
Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH[br]
Fixed a crash that can occur when changing from VSH to another map[br]
Fixed a crash that can occur related to MP3s on VSH maps[br]
Fixed a crash that can occur when using changing model detail setting or using r_flushlod[br]
Fixed a crash when going between two sv_pure servers with maps packing custom content[br]
Fixed changing model detail setting or using r_flushlod not always taking effect[br]
Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe[br]
Fixed custom particle overrides not being reloaded on servers without sv_pure[br]
Fixed game mode descriptions for some of the summer map stamps[br]
Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))[br]
Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))[br]
Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))[br]
Updated/Added some tournament medals[br]
Updated cp_altitude

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

Updated koth_cascade

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

Updated cp_steel

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

Updated pl_phoenix

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

Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish

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

Updated vsh_skirmish (additional changes)

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

[br][br]Дальше... (https://store.steampowered.com/news/206934/)