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:
  • Fixed invisible weapons on other players when they have recently changed loadout
  • Fixed color correction not working
  • Fixed players not always returning to the matchmaking lobby screen at the end of a Mann vs. Machine match
  • Fixed particles not being removed from cosmetics when toggling between third-person and first-person views
  • Fixed seeing the wrong custom projectiles for grenade launchers like the Iron Bomber when the wielder has recently changed loadout
  • Fixed some Strange map filters displaying the wrong map names in their descriptions
  • Replaced convar tf_teamtalk with tf_gravetalk
    • When enabled, living players can receive text and voice chat from dead players
    • When disabled, living players cannot hear the dead, regardless of team
    • Removes the odd behavior of tf_teamtalk wherein living players were exclusively unable to hear dead players on the other team
    • Defaults to on, except in Competitive matches
  • Fixed being able to use The Holiday Punch on enemies during a Halloween boss truce
  • Fixed not being able to activate the Pyro's Phlogistinator rage again right away if the first attempt failed
  • Fixed Mann vs. Machine bots not playing the teleport sound effect and becoming invulnerable after teleporting
  • Fixed not switching Snipers to their melee weapon while under the effects of the "tiny" spell
  • Fixed a missing material in the main menu
  • Added the Unusual Cap to be used for granting a Self-Made Unusual Cap to Unusual particle effect contributors
  • Added the Chapelaria 6v6 tournament medals for season 1
  • Updated the spawn/death sounds for Monoculus and Merasmus to remove the Horseless Headless Horsemann sound effects
  • Updated the localization files
  • Updated mvm_ghost_town to fix the cube maps
  • Updated mvm_mannhattan
    • Fixed Spies spawning behind the closed door at Gate A
    • Fixed Sentry Busters sometimes staying at Gate A instead of attacking the sentry gun
  • Updated pl_millstone_event (Hellstone)
    • Fixed an exploit where you could trap Horseless Headless Horsemann in place
    • Fixed some door frames from being able to shoot through them
    • Fixed a texture error
    • Fixed a barrel that you could walk through
    • Improved navigation file for better bot movement
    • Fixed being able to shoot through building wall located front of RED 1st base
    • Community request: Added OnTruceStart and OnTruceEnd outputs to the tf_gamerules entity for maps

Read on the TF2 Blog...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Fixed color correction not working
nice

Replaced convar tf_teamtalk with tf_gravetalk
  • When enabled, living players can receive text and voice chat from dead players
  • When disabled, living players cannot hear the dead, regardless of team
  • Removes the odd behavior of tf_teamtalk wherein living players were exclusively unable to hear dead players on the other team
  • Defaults to on, except in Competitive matches
NICE

Updated the localization files
NICE
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Defaults to on, except in Competitive matches
This means that in comp matches, you can't hear calls from dead teammates? So like if you damage the med a ton but died before you can get the final hit; you can't call how much damage you did and where they are? That doesn't sound too good.
 
Aug 30, 2015
359
451
Replaced convar tf_teamtalk with tf_gravetalk
  • When enabled, living players can receive text and voice chat from dead players
  • When disabled, living players cannot hear the dead, regardless of team
This means that in comp matches, you can't hear calls from dead teammates? So like if you damage the med a ton but died before you can get the final hit; you can't call how much damage you did and where they are? That doesn't sound too good.

While well intentioned, I fear this will widen the gap between organized and impromptu teams, as the former will likely be communicating using 3rd party software, circumventing this restriction
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
You can't see calls from dead enemies
But it says "regardless of team". So I would expect that to mean you can't see/hear calls from anyone dead, including teammates.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Nice! No question about do they listen. I just hope they would tell what they are working on currently
 
Dec 28, 2014
330
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The grave talk change is a very positive one, especially now that they updated comp to use it. Now they just need to update the voice codec for the game to be the higher quality one that CSGO uses so the in game voice chat doesn't sound awful.
 

Cartfridge

L2: Junior Member
Jul 29, 2015
74
141
nice


NICE


NICE
tumblr_n2p2hykwWO1rkumvuo1_500.gif
 

Tumby

aa
May 12, 2013
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Izotope

Sourcerer
aa
May 13, 2013
698
764
Other than that, I gues the OnTruceStart & OnTruceEnd can be quite helpful for making better halloween maps.
While that's really nice, I would have enjoyed an additional input for tf_gamerules like EnableTruce and DisableTruce.
That could be very useful, and right now you need to spawn a halloween boss and the right cvar for the truce to kick in.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
While that's really nice, I would have enjoyed an additional input for tf_gamerules like EnableTruce and DisableTruce.
That could be very useful, and right now you need to spawn a halloween boss and the right cvar for the truce to kick in.
From the October 12 update:
Added the ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight
  • Can be set via the game rules entity using the SetMapForcedTruceDuringBossFight input
 

Joshenkstone

L5: Dapper Member
Oct 24, 2015
208
184
I played on gorge event today and i could see the difference now that color correction is workin' really well.
(so how long did it take valve to fix this?)
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Long. I bet there were like a dozen emails sent to valve about that, and a thread by puxorb.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Phlog change probably affects MvM the most because with tanks it is beneficial to hold M1 and M2 both. Same goes to enemies too but usually you die before you actually start firing after taunt (and when you lose uber from taunting)