Brick Tamland Posted July 25, 2023 Share Posted July 25, 2023 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 check to make Mann vs. Machine invaders immune to pushback while leaving their spawnAdded -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 anotherFixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSHFixed Saxton Hale's weapons sometimes showing up as invalid in VSHFixed a crash that can occur when changing from VSH to another mapFixed a crash that can occur related to MP3s on VSH mapsFixed a crash that can occur when using changing model detail setting or using r_flushlodFixed a crash when going between two sv_pure servers with maps packing custom contentFixed changing model detail setting or using r_flushlod not always taking effectFixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframeFixed custom particle overrides not being reloaded on servers without sv_pureFixed game mode descriptions for some of the summer map stampsFixed 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 medalsUpdated cp_altitudeIncreased size of C capture areaReduced initial round timer from 6 to 5 minutesIncreased max round timer length from 6 to 8 minutesIncreased Blu respawn wave time on A from 3 to 4Increased Red respawn wave time on C from 8 to 9Reduced Blu respawn wave time on C from 3 to 2Various visual fixes and adjustmentsUpdated koth_cascadeVarious player and projectile collision fixesVarious visual fixes and adjustmentsAdjusted resupply locker positionsUpdated cp_steelFixed missing glass from bullet blocked windowsRemoved some more ceiling light collisionsImproved clipping around B -> C buildingSmall safety improvement to Blu flank balcony to BSome extra block bullets around B floorUpdated pl_phoenixIncreased Red respawn wave time on D from 8 to 9Fixed projectile collision bug around the payload elevator trackFixed a case where the payload cart could get stuck at the base of the elevatorVarious clipping fixes Various visual fixesUpdated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmishThe script no longer forces mp_winlimit and mp_maxrounds to 0Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nutCommunity servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functionsThe Diamondback now gains 2 guaranteed crits upon backstabHale's attacks now pierce through damage absorption of the Wrangler shieldHale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a roundFixed bugs related to Your Eternal Reward's on-backstab disguiseFixed 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 himBoth sides dying simultaneously now counts as StalemateUpdated vsh_skirmish (additional changes)Added a live feed to the officeImproved clipping in multiple areasView the full article Quote Link to comment Share on other sites More sharing options...
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