[TF2 Blog] Team Fortress 2 Update Released

Discussion in 'Team Fortress 2' started by TF2 News, 21 Jul 2023.

  1. TF2 News Probably several years late

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

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