Brick Tamland Posted September 1, 2023 Share Posted September 1, 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:Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayersFixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full whiteFixed SourceTV not recording in-game chat for Mann vs. Machine defendersAdded SetStepHeight and SetMaxJumpHeight inputs to the base_boss entityUpdated the Beaten and Bruised cosmetic itemFixed a floating triangle when equipping the Ultra Violence style on SniperReduced the clipping for Soldier and SniperUpdated Clubsy The Seal to be an assister in PyrovisionUpdated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issuesUpdated/Added some tournament medalsUpdated Taunt: The Head DoctorFixed skinning on lower LODsFixed team coloring for both teamsAdjusted animation to reduce prop clippingUpdated Taunt: The Road RagerFixed skinning on lower LODsAdjusted animation on wheels to better match character movementUpdated pd_selbyenFixed door stuck exploitMajor optimization improvements (thanks yrrzy!)Added/moved some func_occludersHinting adjustments Added skyboxes and func_areaportals to separate areas better Added func_areaportalwindows to unload spawn building interiors Turned some small brushes into func_details Adjusted some prop fades Fixed slight misalignment of the yellow center buildings roof structure Better lighting under the docksMinor detailing changesUpdated cp_steelAdded additional clipping where neededFixed some windows clip and trip spotsAdjusted Red respawn base times to not go over 10 (could get to 11 and 12)Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)Updated map menu images to the present day (1970)Reduced one-way door speed to stop ejecting players into orbitRebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential campingFixing some props that fade too earlyMoved medium healthpack to the side between D->E to avoid accidental pickupsReduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick successionUpdated koth_synthetic_eventBrightened and evened out lighting in play spaceFixed missing soundscapeFixed missing detail spritesMinor detail changesUpdated pl_veniceAdded new exit for initial Blu spawnAdded new balcony outside Attic room above Point BAdded new balcony inside near Point DMoved door on balcony near Point A (Thanks Billo)Bridges now have solid side wallsRaised bridge is now less steepSmall building next to raised bridge is now tallerAdded cover at Point CSlightly adjusted balcony above Point DFixed being able to place turrets above Point DInitial Blu spawn doors now closeReplaced fences at Blu spawn with buoysRemoved some interior props near Point DThe payload now sinksMoved some health and ammo aroundUpdated navmeshLots of minor bug fixesLots of minor other changesUpdated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrockFailing to capture the point in 3 minutes after it opens results in StalematePowerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hitHale's abilities now get affected by Vaccinator resistancesFixed Ubercharge rate bonus applying only with the UbersawFixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge critsFixed Natasha and Huo-Long Heater having incorrect damage penaltyCommunity 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 exploitFixed not being able to wall climb certain trees in the main arenaView the full article Quote Link to comment Share on other sites More sharing options...
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