Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,146
703
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 Jingle Jam 2015 community medals
  • Fixed a client crash when playing some maps with low quality models
  • Fixed the B'aaarrgh-n-Britches hiding the hat bodygroup
  • Fixed missing crit rocket sound for giant Soldiers in Mann vs. Machine mode
  • Fixed control point HUD not being displayed for Mann vs. Machine maps with control points like Mannhattan
  • Fixed broken ambient_generic entities in community maps where the sound being played was updated after the map was loaded
  • Updated the Sheriff's Stetson and The Bone Dome to include new paint styles
  • Updated the model/material for The Au Courant Assassin
  • Updated pl_upward
    • Fixed a teleporter-trap exploit inside the tunnel after the first control point
  • Updated PASS Time mode
    • Each class now has slightly different throwing power and arc
    • During overtime, the round doesn't end until the jack has been neutral for a few seconds (tf_passtime_overtime_idle_sec)
    • All available enemy goals will show a reticle on the HUD while carrying the jack
    • Added max pass range parameter to passtime_logic
    • Jack won't automatically respawn unless it's been picked up at least once
    • New map: pass_pinewood

Read on the TF2 Blog...
 

seth

aa
May 31, 2013
1,019
851
Some pass_pinewood pics:

e7tS101.jpg


9QqCL3f.jpg


aIOh0R9.jpg


UTxLr0q.jpg


jJCef2W.jpg


Fg4byYj.jpg


87fyifm.jpg


HSOEGZY.jpg


The trees are in need of some -staticproplighting love.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
Fixed broken ambient_generic entities in community maps where the sound being played was updated after the map was loaded
Can somebody explain in detail what was wrong? I don't understand this.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
Can somebody explain in detail what was wrong? I don't understand this.

I believe it's for maps like koth_wubwubwub that were close to the entity limit, so reduced their entity usage by dynamically changing the sound file to be played on ambient_generics.
 

Izotope

Sourcerer
aa
May 13, 2013
698
764
I believe it's for maps like koth_wubwubwub that were close to the entity limit, so reduced their entity usage by dynamically changing the sound file to be played on ambient_generics.
I didn't even know that was possible. Is it a special input or an AddOutput kinda thing?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I didn't even know that was possible. Is it a special input or an AddOutput kinda thing?

Yeah, that's exactly what it was. AddOutput changing which clip was being played just before it was played.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The trees are in need of some -staticproplighting love.
No, what they need is to have self-shadowing disabled. The self shadowing is a sign that -staticproplighting was already enabled.
 

henke37

aa
Sep 23, 2011
2,075
515
So, anyone want to do some testing of the new map on the servers? I miss when we used to do that with new maps.