Team Fortress 2 Update Released
Author: erics,
published 1 year ago,
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:
[list]
[*]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[list]
[*]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[/list]
[*]Updated koth_cascade[list]
[*]Various player and projectile collision fixes
[*]Various visual fixes and adjustments
[*]Adjusted resupply locker positions[/list]
[*]Updated cp_steel[list]
[*]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[/list]
[*]Updated pl_phoenix[list]
[*]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[/list]
[*]Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish[list]
[*]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[/list]
[*]Updated vsh_skirmish (additional changes)[list]
[*]Added a live feed to the office
[*]Improved clipping in multiple areas[/list]
[/list]