Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
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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 regression in Mann vs. Machine where stunned bots could not pick-up the bomb
  • Fixed being able to damage enemies through gates with the Cow Mangler 5000
  • Fixed an exploit related to placing buildings outside of the playable space
  • Updated the localization files

Read on the TF2 Blog...
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
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  • Fixed an exploit related to placing buildings outside of the playable space
Given the size of the update, it wasn't to any specific map. If it were nobuild or clipping changes, we'd be getting new versions of whatever map they fixed. So I'm guessing this is a coding change that prevents building somehow?
 

tomGER

L2: Junior Member
Jul 22, 2016
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Given the size of the update, it wasn't to any specific map. If it were nobuild or clipping changes, we'd be getting new versions of whatever map they fixed. So I'm guessing this is a coding change that prevents building somehow?
 

Moth

L2: Junior Member
Jul 3, 2016
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I was about to post that, you beat me to it.
I mean, that's some super random spots to nobuild. First one was a brush, others were props. If they have to go through every single map to allow build there it's a big task, especialy if you have to cheak everywhere on the map.
They broke upward's most powerful engie spot on second :eek:
 

Diva Dan

hello!
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Mar 20, 2016
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As far as I can tell it has to do with placing buildings on top or to the side of playerclips. The upward spot is covered in player clip, the turbine crates are covered in player clip, etc. I don't think you can build on top of them anymore.
 

Crowbar

Spiritual preprocessor
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Dec 19, 2015
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I guess you can't build inside them and through them anymore. Silly given none of the maps were made with taking this into account.
I'd like the video dude to stop talking about what he doesn't know, he seems to think everything on a map is a prop piece, and doesn't even try to guess why is it so.
 

tomGER

L2: Junior Member
Jul 22, 2016
81
43
I wonder If they made building on top of clip brushes impossible as a fix...? That seems like a really silly way to try to solve this.

Oh ninja'd by Diva Dan
The problem is that many of the places didnt even have exploits to get out of the map, so why did Valve make this "fix"?
 

Izotope

Sourcerer
aa
May 13, 2013
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Why not just update all maps with more func_nobuilds, and while they're at it repack them for smaller file size.
Profit.
 

Crowbar

Spiritual preprocessor
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Dec 19, 2015
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Repacked maps don't work in SFM though which would create even more rage. So I guess they could skip repacking.
 

Moth

L2: Junior Member
Jul 3, 2016
82
247
I'd like the video dude to stop talking about what he doesn't know, he seems to think everything on a map is a prop piece, and doesn't even try to guess why is it so.

He's a youtuber not a mapper. He made a video about it to inform people so props to him.

Sounds like they were looking for a way to fix all out of playable area exploits without editing all maps 1 by 1, but the dev who had the idea to make playerclips nobuilds isn't involved in mapping, otherwise he would know that would break many engie spots.
Idk how that kind of situation works but it seems it would be impossible to update every map as some maps belong to people who don't map anymore.
 

Crowbar

Spiritual preprocessor
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Dec 19, 2015
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damn, when I was away it occured to me that I could quote that and say Intermediate level pun
I used to like ninja-ing
 

Moth

L2: Junior Member
Jul 3, 2016
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I wonder If it comes down to nobuilding all the maps, can we make changes to maps from mappers who are not active in the community anymore? is it valve's or the mapper's call?
 

Crowbar

Spiritual preprocessor
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Dec 19, 2015
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As far as I realise Valve are able to slightly edit maps they add in the game, not drastically though, all gameplay changes are mapper's.
They recompile them anyway.
 

Werewolf

Probably not a real Werewolf
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Apr 12, 2011
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From what I've seen so far, it's the Valve made maps that have been effected by this problem. I know Turbine is a community map, but the rest that I know of are not.

In any case, unless I'm mistaken Valve have the rights to all those maps so they could update them any time they wish.

I think Valves best option would be to work on 2-3 maps at a time, asking the community to report bugs in certain maps. Like they could say "Please report any bugs in pl_upward and pl_goldrush" then once those maps are fixed, they release the update to TF2 and ask for the next couple map they want to work on.
 

Moth

L2: Junior Member
Jul 3, 2016
82
247
The issue with that is that it would take way too much time and attention they could instead spend on fixing the game (pyro and heavy update, fixing other bugs and optimizing the code). It's a tidious task that could be done by the mappers Valve already worked with, I mean thoses who are willing to do it. The reason Valve tried fixing it without editing the maps shows they were most likely not willing to do it map by map.
It'd also make maps and mapping even heavier, adding another layer of tool brush basicely anywhere outside of buildable zone.

And you can't keep the change they made and just remove the clipping that forbids buildings because as Dane showed some of theses are clipped stairs. Being able to put a dispenser on top of stairs is an important engie strategy (I just lost a match to that on badwater yesterday, it has a big impact on map balance), and removing stair's clipping is just not good either.

So to me the solutions are revert back to being able to build outside the map if you get out of the game space, and either trying to fix all the clipping we find like before so that never happens, or nobuilding everywhere outside of the maps ourself ¯\_(ツ)_/¯

But that's just me