Brick Tamland Posted October 13 Share Posted October 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:Added 'No Bullets' style for the Commissar's CoatAdded missing string for Cowerhouse contractsUpdated/Added some tournament medalsUpdated the Mad Drip to fix LOD problems with a couple of the stylesUpdated the Candle Flame Unusual effect to fix a bug where flame's direction point wasn't placed correctlyUpdated the Viscera Visor to fix missing flex animation for the surgical hood meshUpdated Cigarillo Caballero to fix some clipping on the scarf when worn with the ponchoUpdated the El Gigante's GunbeltFixed some minor clipping, Fixed a gap on the back with another bulletSlightly scaled up belt buckleUpdated the Poncho del PesadoFixed "No Bullets" style not hiding the bulletsFixed some minor clipping on both stylesUpdated the Buzz KillFixed hair normals and improved texturing Updated backpack iconUpdated the Torn Terror and the Ripped RuntsFixed AO problems and improved textureImproved mesh to fix clippingUpdated arena_afterlifeFixed additional issues causing rounds to last or restart indefinitelyAdded two new Devil voicelines during preroundPrevented players from going above the clocktower in HellFixed Devil voicelines overlapping each otherFixed players being able to cancel taunts or levitate by attempting to change class mid-roundFixed players being able to fall into the lava in Hell and surviveRounds are now best-of-3 minirounds instead of best-of-5Removed crumpkinsUpdated cp_cowerhouseReworked the implementation of the BLU last control point gantry: ragdolls no longer fall through, Engineers' buildings can be placed as intended, and players can properly fall to their demise after the gantry has opened in the post-round finalePrevented ragdolls from falling through the RED last control point pitMoved the soul gargoyle spawn that used to be underwater to be above-water on the debris buildup at the MID control pointShifted the boards on the upper waterfall-side RED barricade in MID to more closely match the height of its BLU counterpartApplied minor performance-related optimiztions throughout the map, namely: combined some groups of prop_dynamics each into one prop_static, disabled bone followers on static robots (& gibs), combined several func_nobuilds, and converted a few prop_dynamics to prop_staticAdjusted a playerclip in the BLU spawn near the rear exit doorAdjusted the playerclip around the BLU battlement's painting depicting the RED village on fire to more effectively prevent players from getting caught on the edge along the wallMentioned in the changelog (because it wasn't being in nearly enough matches) that shooting each wood cow standin in the RED stable (near the MID control point) will result in them returning to haunt as ghost cowsView the full article Quote Link to comment Share on other sites More sharing options...
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