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  1. Today
  2. 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: Scream Fortress XVIII has arrived! Featuring 5 new community maps: HolyHell, Scarypass, Trainsawlaser, Medi-Evil, and Scaredy-Cat Added the Haunted Hoard CaseContains 23 new community-created cosmetic items that make up the Haunted Hoard Collection Has a chance to give a taunt Unusualifier as a bonus itemAdded 5 new community-contributed taunts to the Mann Co. StoreTaunt: Hippocratic Hypocrite Taunt: Showrunner's Spirit Taunt: Barrel Roll Taunt: One-Eyed Punt! Taunt: Sear You LaterAdded 21 new community-created Unusual effects11 new effects for Unusual hats 10 new effects for Unusual tauntsAll players who launch the game will receive a Soul Gargoyle if they don't already have oneGrants access to Merasmissions and Halloween item transmutations Tracks Merasmissions completed and souls collectedAll Halloween Contracts have been reset, allowing them to be completed again Added new Contracts for this year's featured community maps Completing a Halloween Contract will give players a classic Halloween item and the chance for a Haunted Hoard Case Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps All cosmetic and taunt Cases will grant Halloween 2026 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates. Join Halloween matches by using the Special Events category in Casual Scream Fortress XVIII runs through November 7th, 2026 General Fixed ÜberCharge response rules not playing for Halloween items (community fix from robbilookatme) Fixed missing lighting parameters for the Scottish Resistance materials (community fix from Lindon) Fixed client crash related to missing HUDAutoAim element (community fix from flower) Fixed TFBot crash related to moving control points (community fix from BetaM) Fixed joining a new lobby while being revived locking up the camera (community fix from Vlad) Fixed misplaced muzzle attachment for The AWPer Hand (community fix from dilbertron2) Fixed the Pomson's kill icon bleeding into the Wrap Assassin's (community fix from JoriKos) Fixed Spy disguising as a player without primary weapon (community fix from leemustache) Fixed invalid Soul Gargoyle locations on Helltower (community fix from Kimmy) Fixed bad computer_wall02b material (community fix from DiskIntegrity) Added convars to control ready countdown (community fix from nemmy) Fixed a bug where HUD item meters weren't always being cleared/loaded properly Fixed cosmetics attached to ragdolls not cloaking with the ragdolls when killed with a weapon like Your Eternal Reward Fixed crit boost material effect not working on several weapons Added OnDropTeam1 and OnDropTeam2 outputs for item_teamflag Fixed Summer 2024 Cosmetic Key and Summer 2024 Cosmetic Key backpack images Updated style strings for the Chief Executor, Vested Investor's Vest, and Standing Offer Updated The Hundekopf to fix a problem with the paint mask Updated the Chief ExecutorAdded style names Fixed style preview window orientation Added missing hat bodygroup to the third style Added style names for the Standing Offer and Vested Investors VestUpdated the Handsome RangerUpdated UVs to prevent mipmapping with the paint region Increased the size of the cigarette in the "Off Duty" styleUpdated the Long ShotUpdated the textures to reduce the strength of the normal map & ambient occlusion Updated the backpack icon to reflect these changeUpdated the Night RidersUpdated the textures to reduce the strength of the normal map & ambient occlusion Updated the backpack icon to reflect these changeUpdated The Lo-Fi Longwave logo to add a second style with the updated logo Updated/Added some tournament medals Updated the Standing OfferFixed clipping issues Fixed a wrongly assigned UV Fixed paint texture issuesUpdated the Vested Investor's Vest to fix some clippling issues Updated Le Morne Uniforme to fix some LOD issues Updated backpack images for Le Sapeur and Le Morne Uniforme Updated Beaten and BruisedOptimized model exports, reducing file size Fixed location and rotation of the Style and Paint preview Improved head bandage geometry Reduced clipping with other cosmetics Reduced normal map compression artifacts on Pyro and Engineer's cracked lenses Updated textures, improving blue team texture variation Fixed Nightmare style selfillum not displaying as intended Updated backpack imageUpdated Hard HearingOptimized model exports, reducing file size Fixed location and rotation of the Style and Paint preview Reduced clipping with other cosmetics Fixed a gap above the brim on some classes Updated textures to better match class colors Adjusted phong values slightly Sniper now takes off his hat when melee taunting on the "Hearing Issue" styleUpdated koth_sawmill_event to fix missing materials in the underworld Updated ctf_2fort to fix inconsistent DX level setting for the grain_elevator01 prop (community fix from sonomahyenaz) Updated cp_dustbowl to fix func_occluder problem in stage 3 (community fix from sonomahyenaz) Updated cp_well to fix Engineers building in RED's forward spawn room (community fix from sonomahyenaz) Updated pl_redwoodFixed visual stuttering on players using a zipline Fixed bug that would break client collision with certain entities Fixed zipline sounds being interrupted when the user fires their weapon Fixed some cases where ziplines would not take players in the desired direction Fixed the The Mantreads and The Thermal Thruster not dealing damage when landing on players after dismounting a zipline Dismounting a zipline while wielding The Winger now boosts jump height by 25% Reduced speed gained from dismounting a zipline shortly after shield charging Adjusted zipline dismount input to help prevent accidental early dismountsUpdated pd_mannsylvaniaReduced duration of the Vampire Buff from 20 > 15 seconds Added a 5 second speed boost for players exiting Dracula's Castle Added additional player voice lines that can play upon exiting Dracula's Castle Removed some particle effects from the capture zone in Dracula's Castle for visual clarity Map now precaches audio on map load, this fixes a major stutter issue when entering Dracula's Castle for the first time (Thanks Aar!) Fixed players not being forced into melee in the ending sequence Fixed some issues with sound scripts calling sounds that don't exist Updated the texture on the resupply cabinets to help them stand out from the environment more Reduced the amount of edicts taken up by converting some dynamic objects into static ones Increased number of active pumpkin bombs on the map Lighting adjustments Minor visual tweaks OptimizationsUpdated koth_demolitionReplaced the health and ammo pack platforms with new ones made by Goobert Updated the control point to have a neutral version matching RED and BLU (thanks Goobert) Replaced the textures under the water to save file size Replaced the team logos and oil rig overlays with new ones Extended the space between the playable area and the invisible wall on the sea Removed a bit of brushwork on the crane to avoid players bonking against it when using the jump pad Moved the jump pad back a bit and gave it more strength Removed the last bits of func_nobuild on the crane platform Added two broken catwalks on the side of the crane platform Added a new broken catwalk behind both spawns alongside cover and a trimp spot Added a new shortcut on the radio towers connecting to the previously mentioned catwalk to give players another way out of spawn (Thanks ItJazzy for the suggestion) Added a set of catwalks hanging from the point platform under the point to add a new flank route for players (Thanks ItJazzy for the suggestion) Added a small health pack in the furnace rooms of each team Added decorative lights under the point Upgraded the health pack on the furnace room from medium to full Upgraded the health pack on the office building from small to medium Removed some ropes under the point Fixed some pipes fading too soon Fixed some weird collision near the spawns that messed with blast jumps Administrator now reacts when a player dies to the Evil Deer. Try at your own risk.Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woodsGeneral ChangesPlayers can no longer be selected as a starting Zombie two rounds in a row Dying during setup now respawns you instantly Players who are dead or spectating when the round begins now considered infected The B.A.S.E Jumper can now be deployed at any point in the round Jumper weapons no longer have decreased max ammoZombie ChangesNew Feature: Zombie Spawn PickerOn respawn, Zombies will be able to manually choose which spawn point to spawn atPressing your left and right mouse inputs will cycle through all spawn points Pressing your jump input will spawn you at your current spawn pointIf no inputs are pressed, you will automatically respawn after a short timeZombies are no longer ÜberCharged when respawning Zombies can change class while picking a spawn pointZombies now drop a small ammo pack Zombies now receive Mini-Crits when the Zombie team is below the starting infection quota Updated Zombie viewmodel animations and removed view punch when attacking Updated Zombie playermodels and third person animations (thanks Coolchao Zhao!) Updated Zombie ability icons with polished art (thanks TheLazerSofa!) Respawning Zombies no longer play lightning visuals and thunder sounds Zombies no longer leave a trail of green footsteps, no longer emit green fog, and can now ragdoll Updated Zombie EngineerZombie Engineer has a new "Beacon" abilityThrow a toolbox to erect a beacon that Zombies can respawn at Beacons are the default spawn point for Zombies in the new Spawn Picker feature Beacons can be destroyed by Survivors Each Zombie Engineer can only have one beacon active at a timeUpdated Zombie SpyZombie Spy has been given Zombie Engineer's old "EMP Grenade"Like before, the EMP grenade will temporarily disable buildings around it after detonation EMP Grenade blast highlights Survivors and buildings like the previous "Reveal" ability No longer instantly detonates when directly hitting a building Now takes half as long to detonate Reveal and EMP duration changed from 6.5s to 5.5s Reveal range changed from 1000HU to 900HU EMP range changed from 500HU to 450HUMax Health lowered to 125 Melee damage changed from 100% to 69%Updated Zombie PyroZombie Pyro has a new "Sticky Spew" abilitySpew balls of tar at Survivors, coating them in disorienting liquid that hinders their movement-based weaponsNo longer drops a medium health kit on death Fire resistance changed from 100% to 70% No longer ignites players on hit or deals bonus damage to burning SurvivorsUpdated Zombie HeavyZombie Heavy has a new "Rock Hurl" abilityGrab a chunk of concrete from the ground, lift it, and heave it at Survivors Survivors in the radius of the concrete get knocked back and take damage Survivors directly hit by the concrete get stunned and take additional damage Buildings hit by concrete are temporarily disabledAdded loud footsteps Knockback resistance changed from 100% to 85% Damage vs buildings changed from 120 to 90 No longer drops a medium health kit on deathUpdated Zombie SniperSpit can now settle on slopes, staircases, and rooftopsUpdated Zombie DemomanExplosive Charge's channel period has full aim controlUpdated Zombie SoldierPouncing Zombie Soldiers now play a whistling falling soundBug FixesFixed Zombies sometimes being immune to headshots Fixed a bug where Zombie Sniper's Spit would not create a puddle on impact with a building Fixed Zombie Heavy's attack damaging through Bonk! Atomic Punch and ÜberCharge Fixed Zombie Medic leaving dispensers behind when changing class, spectating or disconnecting Fixed Survivors sometimes starting with no ammo or metal Fixed "game_text" entities leaking when a player disconnects or changes class mid-respawn Fixed the starting Zombie quota being able to select a spectator or a dead survivorUpdated zi_atoll (additional changes)Removed a zombie spawn beneath the cliff shack Returned full ammo pack in the turbine room Removed Uber effect from spawning zombiesUpdated zi_blazehattan (additional changes)Reworked lighting and updated the visuals across the map Reworked zombie spawns to create safer zones for Survivors Reworked the grinder building and the evacuation center Removed fence in cargo crate pile to allow for more rotations Added more pickups across the map Cleaned up collisions Fixed Survivor respawn wave time being too long Reduced round timer from 210s to 180s Removed little nobuild zones from on top of various crates and barrels Optimization passUpdated zi_devastation_final1 (additional changes)Added Zombie access to the surface above the parking garage, allowing them to drop down onto higher floors Simplified and clarified Zombie spawns Added Survivor access to third floor vents corridor Removed nobuild triggers from third floor cars Brightened dark corners Lowered the water in the parking lot bottom floorUpdated zi_murky (additional changes)The previously condemned Mudpuppy clearance tunnels are now opened Mudpuppy spawn points have been removed and moved to the docks Reduced some pickup spawns Decreased fog and lightened ambient lighting for improved visibility Lowered volume of soundscape effects Cleaned, fixed, added, and decluttered collisions around the map Merged props to improve performance Updated water visuals and removed expensive reflection effects Adjusted pumpkin bomb spawnsUpdated zi_sanitarium (additional changes)Removed outside ladder access to the roof. You'll have to take the stairs. Removed Uber effect from spawning zombies Removed access to sloped roof adjacent to the sanitarium rooftop Removed a wooden barrier near the upstairs bathroom Removed some wooden plank walkways connecting several balconies Fixed being able to attack through window frames Fixed bad clipping and stuck spots around wooden scaffolding Shortened Far Z clip plane for optimization Added "Ding" noise when the elevator arrives at its locationUpdated zi_woods (additional changes)Updated Zombie spawn zones Reworked the boathouse roof Terraformed cliffs around the lake Added access to raised terrain platforms Added health and ammo platform in the wooded pathway to the docks Added clipping to tall rock spires Brightened some dark spots of the forest Made the airboat easier to jump over and into Increased round timer from 120s to 160s Optimization passView the full article
  3. Last week
  4. Earlier
  5. What happend to jailbreak bre im tryna play again its been 5 years
  6. What happend to jailbreak first time being in since 21 bro

  7. holy shit cringing at myself from these old posts anyways comment if ur alive

    1. Eakwing

      Eakwing

      still living!

    2. iongeneral

      iongeneral

      It's definitely nostalgic for sure!

    3. excalibuR
  8. 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: Updated Taxi Cabbed war paintFixed mip settings on the stickers Fixed using the incorrect wear textureUpdated/Added some tournament medals Updated koth_dryfieldFixed the teleporter prison exploit Fixed the broken geometry of the RED hut near the point Attempt to fix a flying RED roof spotted from afar Fixed the watercooler facing the wall Improved access to the balcony section to make jumping easier Added many missing player clipView the full article
  9. 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: Fixed missing sound for Taunt: Circuit Breaker Renamed "Northern Nights" Summer 2026 Unusual effect to "Polar Prism" Updated the Floral Growth Unusual effect to fix orientation/position problems Updated the Bald SpotterAdjusted vertex normals and diffuse on head Adjusted normals and specular on head mirror Reduced mesh size slightly toward the front and back of the head Fixed some facial flexes Reduced texture size of lensUpdated the Surgical ShroudFixed vertex normal issue on coat Adjusted Phongfresnelranges on mirror to improve envmap effect Reduced texture size of mirrorUpdated/Added some tournament medals Updated koth_dusker to globally improve lighting in outdoor areas for better team recognition Updated cp_premudaFixed conflicting files leading to crashes Fixed several spawn room errors Adjusted respawn-times to make capping easier Adjusted sound timings and volume Brightened up dark spaces and tunnels Smaller changes all around the map to improve game flow Miscellaneous visual and clipping bugs fixedView the full article
  10. I get the nostalgia for those old servers. For keeping gaming sites private and consent easy, I've been using <snip - advertising is not allowed> to handle cookie preferences — it's straightforward and keeps things transparent.
  11. Angels Fall First is Now Available on Steam and is 10% off!* From commanding the battle standing on the bridge of your flagship all the way down to tactical infantry firefights - AFF brings together all the combat you ever loved in a rich science fiction setting. Boarding, pilotable capital ships, deep weapon customization and full Bot support included! *Offer ends July 18 at 10AM Pacific Time View the full article
  12. 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: Updated the Beachcomber's Brim to fix an incorrect material Updated Taunt: The Circuit BreakerFixed incorrect team color on prop Fixed orphaned particlesUpdated the Inglorious PatriotAdjusted the normal map and refined the colors Improved the weighting on the bottom pockets Updated the backpack iconUpdated pl_redwoodFixed various lighting issues Zipline dismount jump speed now ramps up from 1.1x base class speed to 1.8x Decreased delay before a player can dismount a zipline by jumping from 0.6s to 0.25s Decreased delay before a player can dismount a zipline by crouching from 0.3s to 0.1s Fixed players who dismount a zipline in mid-air not receiving mini-crits from the Direct Hit and Reserve Shooter Fixed the B.A.S.E. Jumper's parachute deploying while using a ziplineUpdated koth_camp_saxtonVastly improved optimization. Further investigation is ongoing. Tweaked log-and-netting walls along the central shore for clearer definition Fixed several instances of minor prop clipping Fixed players getting stuck on the wood-carved Saxtons Improved clipping throughoutView the full article
  13. 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: Updated the Beachcomber's Brim to add a second style that was originally missed Updated the Northern Nights, Umbral Lights, and Solar Singed Unusual effects to fix a naming conflict Updated the Blissful Butterflies and Wispful Wings Unusual effects to fix visibility issues Updated the Hard Hearing to fix truncated style names Updated backpack image for the Pyro's Overalls to fix the alpha channel Updated the Sandwich Diner and Sideshow war paints to fix the alpha channels Updated the Team Union war paint to remove a few rogue pixels View the full article
  14. 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: Summer 2026! Featuring 6 new community maps: Dryfield, Camp Saxton, Shorelight, Redwood, Premuda, and Mojave Added the Summer 2026 Cosmetic CaseContains 24 new community-contributed items Has a chance to give a taunt Unusualifier as a bonus itemAdded 4 new community-contributed taunts to the Mann Co. StoreTaunt: The Circuit Breaker Taunt: Buffoon's Bivouac Taunt: Faux-calization Taunt: Friendly FireAdded 12 new community-created Unusual effects7 new effects for Unusual hats 5 new effects for Unusual tauntsAdded the Summer 2026 War Paint CaseContains 10 new community-created War Paints that make-up the Summer 2026 Collection Has a chance to give a taunt Unusualifier as a bonus itemAll cosmetic and taunt cases will grant Summer 2026 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates. The Summer event runs through September 15th, 2026 General Security and stability improvements Fixed bad alpha channel for The Creature's Grin, Rocket Operator, The Bountiful Bow, The Alternative Medicine Mann, and The Candyman's Cap (community fix from Chickenman456) Fixed the "Neo Tokyo" warpaint on the BLU team not matching the RED team because the alpha channel was incorrect (community fix from Whurrhurr) Fixed bad alpha channel for the Pile of End of the Line Key Gifts' backpack icon (community fix from JoriKos) Fixed Stat Clock model attaching incorrectly on dropped weapons (community fix from rabscootle) Fixed Stat Clock values always displaying '0' on world models (community fix from rabscootle) Fixed intel carrier glow disappearing when Spy cloaks (community fix from shockpast) Fixed bad alpha channel for Voodoo Juju's backpack icon (community fix from DiskIntegrity) Fixed Silver Botkiller Mk.I having cubemapping in the wrong area due to a VMT error (community fix from Whurrhurr) Fixed misspelling on cp_well's BLU rocket clamp texture (community fix from DiskIntegrity) Fixed wrong paths in soundscript events for some taunts (community fix from robbilookatme) Fixed Spy control point response rules lines playing when disguised/invisible (community fix from Churkinator) Fixed weapon Unusual effects (community fix from Cipherlock and rune)Fixed particles being orphaned after death Fixed the Energy Orb Unusual effect desyncing from the weapon when the player moves too sharplyFixed effects flooding the screen when spectating a dead teammate in first person with an unusual weapon (community fix from RGBACatlord) Fixed missing coin effect for HOUWAR's second style (community fix from DiskIntegrity) Fixed outdated description for the Splendid Screen (community fix from JoriKos) Trimmed delay at the start of the sound file for the Panic Attack's shooting sound Fixed the Engineer not being able to move for a few seconds after using Taunt: Cheers! Updated cp_powerhouse to fix collision problem with crates on final control points Updated cp_fortezzaReworked interior of shack building next to Point A Rebalanced ammo packs around Point A Improved visuals across the map Made rotation for shortcut path shorterUpdated koth_blowoutPrevent sentry guns from being built inside a prop under the stairs in the maintenance room Visual changes to improve clarity and consistencyView the full article
  15. ❤️ you beautiful bastard ❤️

  16. Hit me up!

  17. You're my wonderwalllllllllllllll

  18. Sup guys, Still Alive, Doing well. Miss yall(that know me) & to those that dont, Hi!

    1. balindaninja

      balindaninja

      Miss the minigames days :{

    2. iongeneral

      iongeneral

      Howdy, Salt! How's it going?

      Also, balindaninja, we have a MG server up, just haven't gotten many suggestions to make it better, nor has it seen much activity.

  19. 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: Fixed crash related to wearables leaking when weapons are dropped (community fix from Sean McGeehan) View the full article
  20. 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: Fixed crash related to KeyValues Fixed Mk.II Botkiller eyes not glowing in the dark (community fix from Whurrhurr) Fixed Halloween spell attribute text being grayed out during full moons (community fix from FrozenDragon) Fixed attachments on dropped weapons having broken textures for certain war paints and skins (community fix from Piogre) Fixed automatic "Control Point Lost" lines not playing (community fix from robbilookatme) Fixed spacing issues for item descriptions (community fix from DiskIntegrity) Fixed many cases where Spy disguises were broken (community fix from Sean McGeehan) Fixed The Fancy Spellbook's large backpack icon not matching the small version Updated VScript to allow set damage for force calc (community fix from doclic) Updated the Snow Merc to count as an assister in the death notice Updated the prop for Taunt: Dead Mann's Drink to fix a problem with LODs Updated the Die Regime-Panzerung to add a 'No Bullets' style Updated/Added some tournament medals Updated the Mann of the HourRestored missing rim mask Made shapekeys for a few problematic face flexes Replaced incorrect normal map Altered hair mesh to ensure compatibility with Voodoo-Cursed Scout Soul Updated backpack icon to represent above changesUpdated koth_demolitionFixed some lighting issues with the pipes next to the control point Replaced some textures in the radio rooms Added a clipbrush on the radio rooms to avoid players getting stuck when going in the air (thanks Big Wiggy) Reworked the nobuild on the crane platform to allow Engineers to build on the concrete area (thanks Uncle Dane) Fixed a leftover prop being inside a wall Fixed a texture in the jumppad using the wrong cubemap Made the catwalk behind the office building a bit bigger Added a clipbrush to the pipes on the furnace rooms so players can climb up to the barrelsUpdated plr_hacksaw and plr_hacksaw_eventRemoved attic balconies overlooking the capture zone Moved a small pickup location into the attic Fixed clipping errorsUpdated cp_process_finalFixed various collision issues across the mapMost of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometry Some of these involved closing off open areas where explosions could vanish Some of these involved making collision areas more clear by including new geometry to better indicate what would collide and what wouldn'tIncreased skybox height across the map to be consistent with other 5CP maps Changed the small prop pipes at last to be nonsolid, but still block stickiesPlayers should be able to cleanly walk and jump along these pipes without getting stuck Additionally, rockets and other explosions should collide cleanly through the pipes so they don't block splash damage Stickies will adhere to the pipes as expected, rather than clipping through and being hidden by the pipe modelChanged the level geometry around the large pipes on the ground near the last control point. They are now enclosed in glass and have a layer of bullet block so that collision is correct. Increased the height of numerous doors across the entire map. Players should be able to jump normally through the door without hitting their heads. Removed some rocks near the angled ramp at 2nd and replaced them with crates Added angled player clipping underneath some of the large awnings at middle to prevent players from getting stuck under the awnings Made exterior fences more consistent with the bounding of the level Changed some metal textures to better match the mirrored symmetry of the level Added some additional detail behind the starting spawn room Cleaned up the displacements in the middle and second to better handle splash damage, and reduced the amount of grass poking through concrete Replaced some small pipes at the 2nd spire to make a more consistent platform Made many existing light props nonsolid to prevent movement issuesMost were already nonsolid, but this should make most props consistentUpdated cp_metalworksFixed various collision issues across the mapMost of these involved changing existing collision from player_clip to bullet_block to prevent splash damage from getting caught on small pieces of level geometryChanged the level geometry at last to have more consistent collisionWhile there are small gaps and holes in the windows/doors of the new bunker and the stack of wood/chickenwire, they are covered with bullet block to prevent collision issuesChanged the way shadows work on certain walls throughout the map to prevent shadows leaking through Redesigned the second forward spawn for both teams. The spawn has now moved back and into a larger hut structure in the yard before the second control point. Increased the door size of the first forward spawn The various small door brushes throughout the map have been turned into func_brushes and have had collision turned off so they don't catch splash Made adjustments to the truck ramp at middle. The ramp is now a displacement, which should catch splash damage correctly and allow player to walk up to the wall cleanly. Changed the collision around the very tall light poles throughout the map. Players should no longer get caught on them while in midair (but they still can't land on top of them). Fixed a section of displacement where players could get stuck in the ground Slight visual tweaks throughout the levelView the full article
  21. An update has been released for Left 4 Dead: - Fixed several exploits that could be used to crash servers or remote players.View the full article
  22. are we playin or nah

  23. 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: Fixed client crash related to material proxies Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy) Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2) Updated material for cp_coldfront to fix compression issue Updated the prop for Taunt: Heartbreaker to fix a missing material Updated koth_demolitionFixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite) Fixed some player clip pixel walks on some doors Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)View the full article
  24. 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: Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes Fixed a bug where certain custom maps would not load assets correctly on Linux Fixed some crashes relating to singleplayer TF2 SDK mods Fixed a memory leak on long running servers related to dynamic models Fixed client crash related to invalid D3D texture flag Fixed hearing teleporter spin sound when carried (community fix from Brandon Little) Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little) Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget) Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget) Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2) Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30) Fixed network state changes for player condition vars (community fix from ficool2) Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat) Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle) Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2) Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish) Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget) Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish) Fixed cloak and rage meters being mispredicted (community fix from ficool2) Fixed prediction issues with Spy watches and cloak (community fix from ficool2) Fixed Casual doors player list sometimes using wrong size (community fix from nemmy) Fixed missing alpha mask for generator_01 (community fix from BreavyTF2) Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29) Fixed Botkiller team color bugs (community fix from DiskIntegrity) Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode Updated the Festivizer model for The Overdose to fix a problem with the LODs Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin Updated/Added some tournament medals Updated The Bare Necessities to fix not moving correctly while taunting Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses Updated alpha channel for Hydro water texture to remove inconsistencies Updated the Case of the BluesUpdated rigging to fix intense stretching during taunt poses Updated materials to look less flatUpdated the taunt prop for Taunt: HeartbreakerUpdated the materials to add ambient occlusion Updated the phong and rim lighting to show albedo tint Updated the materials to add more depth Updated the model to fix missing faces Updated the model to fix stretching on lower LODsUpdated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy) Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1 Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy) Updated koth_demolitionUpdated map lighting to make it more like a sunset, as well as giving it a more golden color Replaced the models used for the capture point lights with a different one which has better collision and illumination Reworked the capture point platform to give it a stronger design Reworked all the catwalks to give them a more stylized look Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look Reverted a previous change to the capture point team change steam whistle Removed all ambient_generics near the furnaces and fire pipe Reworked the soundscapes to make them more efficient and work properly Reworked the control room of the crane to give it a better design Reworked some ropes from the crane to give them a better look Fixed some props fading out incorrectly Fixed ships in the 3d skybox casting shadows Fixed cubemaps missing on parts of the map Fixed reflective surfaces not having a cubemap attached to them Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe) Improved water cubemaps Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz) Improved the visuals on the spawn platform to fit the previous change Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)View the full article
  25. Those style fixes sound handy, especially the Professor Photon one. If you grab cosmetics often, I’ve had a smooth time topping up using https://www.cdkeysforgames.com/games/gamecards/razer-gold/ since the discounts help me keep a little extra in the tank for loadout experiments. Little things like that make these updates even more fun to mess around with.
  26. Who up rn?

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