steam_news
01.09.2023, 18:03
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]
Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers[br]
Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white[br]
Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders[br]
Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity[br]
Updated the Beaten and Bruised cosmetic item
Fixed a floating triangle when equipping the Ultra Violence style on Sniper[br]
Reduced the clipping for Soldier and Sniper
Updated Clubsy The Seal to be an assister in Pyrovision[br]
Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues[br]
Updated/Added some tournament medals[br]
Updated Taunt: The Head Doctor
Fixed skinning on lower LODs[br]
Fixed team coloring for both teams[br]
Adjusted animation to reduce prop clipping
Updated Taunt: The Road Rager
Fixed skinning on lower LODs[br]
Adjusted animation on wheels to better match character movement
Updated pd_selbyen
Fixed door stuck exploit[br]
Major optimization improvements (thanks yrrzy!)
Added/moved some func_occluders[br]
Hinting adjustments [br]
Added skyboxes and func_areaportals to separate areas better [br]
Added func_areaportalwindows to unload spawn building interiors [br]
Turned some small brushes into func_details [br]
Adjusted some prop fades [br]
Fixed slight misalignment of the yellow center buildings roof structure [br]
Better lighting under the docks[br]
Minor detailing changes
Updated cp_steel
Added additional clipping where needed[br]
Fixed some windows clip and trip spots[br]
Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)[br]
Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)[br]
Updated map menu images to the present day (1970)[br]
Reduced one-way door speed to stop ejecting players into orbit[br]
Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping[br]
Fixing some props that fade too early[br]
Moved medium healthpack to the side between D->E to avoid accidental pickups[br]
Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
Updated koth_synthetic_event
Brightened and evened out lighting in play space[br]
Fixed missing soundscape[br]
Fixed missing detail sprites[br]
Minor detail changes
Updated pl_venice
Added new exit for initial Blu spawn[br]
Added new balcony outside Attic room above Point B[br]
Added new balcony inside near Point D[br]
Moved door on balcony near Point A (Thanks Billo)[br]
Bridges now have solid side walls[br]
Raised bridge is now less steep[br]
Small building next to raised bridge is now taller[br]
Added cover at Point C[br]
Slightly adjusted balcony above Point D[br]
Fixed being able to place turrets above Point D[br]
Initial Blu spawn doors now close[br]
Replaced fences at Blu spawn with buoys[br]
Removed some interior props near Point D[br]
The payload now sinks[br]
Moved some health and ammo around[br]
Updated navmesh[br]
Lots of minor bug fixes[br]
Lots of minor other changes
Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
Failing to capture the point in 3 minutes after it opens results in Stalemate[br]
Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit[br]
Hale's abilities now get affected by Vaccinator resistances[br]
Fixed Ubercharge rate bonus applying only with the Ubersaw[br]
Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits[br]
Fixed Natasha and Huo-Long Heater having incorrect damage penalty[br]
Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
Updated vsh_skirmish (additional changes)
Fixed an out of bounds exploit[br]
Fixed not being able to wall climb certain trees in the main arena
[br][br]Дальше... (https://store.steampowered.com/news/208726/)
Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers[br]
Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white[br]
Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders[br]
Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity[br]
Updated the Beaten and Bruised cosmetic item
Fixed a floating triangle when equipping the Ultra Violence style on Sniper[br]
Reduced the clipping for Soldier and Sniper
Updated Clubsy The Seal to be an assister in Pyrovision[br]
Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues[br]
Updated/Added some tournament medals[br]
Updated Taunt: The Head Doctor
Fixed skinning on lower LODs[br]
Fixed team coloring for both teams[br]
Adjusted animation to reduce prop clipping
Updated Taunt: The Road Rager
Fixed skinning on lower LODs[br]
Adjusted animation on wheels to better match character movement
Updated pd_selbyen
Fixed door stuck exploit[br]
Major optimization improvements (thanks yrrzy!)
Added/moved some func_occluders[br]
Hinting adjustments [br]
Added skyboxes and func_areaportals to separate areas better [br]
Added func_areaportalwindows to unload spawn building interiors [br]
Turned some small brushes into func_details [br]
Adjusted some prop fades [br]
Fixed slight misalignment of the yellow center buildings roof structure [br]
Better lighting under the docks[br]
Minor detailing changes
Updated cp_steel
Added additional clipping where needed[br]
Fixed some windows clip and trip spots[br]
Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)[br]
Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)[br]
Updated map menu images to the present day (1970)[br]
Reduced one-way door speed to stop ejecting players into orbit[br]
Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping[br]
Fixing some props that fade too early[br]
Moved medium healthpack to the side between D->E to avoid accidental pickups[br]
Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession
Updated koth_synthetic_event
Brightened and evened out lighting in play space[br]
Fixed missing soundscape[br]
Fixed missing detail sprites[br]
Minor detail changes
Updated pl_venice
Added new exit for initial Blu spawn[br]
Added new balcony outside Attic room above Point B[br]
Added new balcony inside near Point D[br]
Moved door on balcony near Point A (Thanks Billo)[br]
Bridges now have solid side walls[br]
Raised bridge is now less steep[br]
Small building next to raised bridge is now taller[br]
Added cover at Point C[br]
Slightly adjusted balcony above Point D[br]
Fixed being able to place turrets above Point D[br]
Initial Blu spawn doors now close[br]
Replaced fences at Blu spawn with buoys[br]
Removed some interior props near Point D[br]
The payload now sinks[br]
Moved some health and ammo around[br]
Updated navmesh[br]
Lots of minor bug fixes[br]
Lots of minor other changes
Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
Failing to capture the point in 3 minutes after it opens results in Stalemate[br]
Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit[br]
Hale's abilities now get affected by Vaccinator resistances[br]
Fixed Ubercharge rate bonus applying only with the Ubersaw[br]
Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits[br]
Fixed Natasha and Huo-Long Heater having incorrect damage penalty[br]
Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
Updated vsh_skirmish (additional changes)
Fixed an out of bounds exploit[br]
Fixed not being able to wall climb certain trees in the main arena
[br][br]Дальше... (https://store.steampowered.com/news/208726/)