Update out: Particles may now be loaded in custom maps!

Cerious

L420: High Member
Aug 10, 2008
455
133
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Linux Dedicated Server
Improved connection logic to help servers that aren't automatically reconnecting to Steam

Engine
Fixed seeing error dialogs if the "-nocrashdialog" command line parameter is present

Team Fortress 2
Added an optional per-map particle manifest called _particles.txt, which should be located in the maps directory, so map authors can load custom particle files
Fixed minicrits resulting in reduced damage for weapons at close ranges
Fixed the Cloak and Dagger not regenerating at the correct rate
Fixed setinfo exploit that allowed restricted convars to be set while connected to a server
Fixed tournament mode being interrupted if mp_timelimit hits before both stopwatch rounds have been played
Fixed "jointeam unassigned" exploit
Fixed being able to respawn during the chat time before a level change
Fixed "sensitivity" ConVar not capping the upper value which sometimes caused a server crash
Prevented some exploits based on mat_dxlevel being changed in-game
Updated ripple effects for water drips to improve performance

i came bricks
 

Rasputin

L3: Member
Sep 20, 2008
107
20
I assume this is a very good thing.
 

MungoKing

L3: Member
Jul 12, 2008
148
47
Yes, this is a very good thing. It allows for custom particle explosions in payload maps, and well, just about any custom particle effects! Many map makers will appreciate this. This is awesome :woot:
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
New Update - Custom Particles

Team Fortress 2 Update Released
JULY 14, 2009, 3:50 PM - VALVE - PRODUCT UPDATE

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Linux Dedicated Server
Improved connection logic to help servers that aren't automatically reconnecting to Steam

Engine
Fixed seeing error dialogs if the "-nocrashdialog" command line parameter is present

Team Fortress 2
Added an optional per-map particle manifest called _particles.txt, which should be located in the maps directory, so map authors can load custom particle files
Fixed minicrits resulting in reduced damage for weapons at close ranges
Fixed the Cloak and Dagger not regenerating at the correct rate
Fixed setinfo exploit that allowed restricted convars to be set while connected to a server
Fixed tournament mode being interrupted if mp_timelimit hits before both stopwatch rounds have been played
Fixed "jointeam unassigned" exploit
Fixed being able to respawn during the chat time before a level change
Fixed "sensitivity" ConVar not capping the upper value which sometimes caused a server crash
Prevented some exploits based on mat_dxlevel being changed in-game
Updated ripple effects for water drips to improve performance

Of course I have never made a Source particle effect so my excitement is... lower. But I'm sure this is good news for at least ONE of you!
 

zornor

L4: Comfortable Member
Jan 14, 2009
195
23
you see i'm just "smat" like that

I rarely check any forums beside mapping discussion :(

Just wondering if anyone has any ideas in mind...
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Now if only particle effects worked for me most of the time.
 

Aragon

L1: Registered
Nov 19, 2008
48
6
You do relise now that this is a bad thing. This enables players to create there own particle effects in game. Eg. making the spy particle affect when he clocks stay on 100% of the time. You can always see the spy. Or the particle affect stickies have around them you can change it so you can see stickies through walls.

There is no way to stop this and its not classified as hacking but more exploiting AND there is no way to detect it. I think people were talking about making there own whitelists for sv_pure 1 to try and stop it.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
that could have always been done even before this update.

sv_pure should fix it, and fortunately most servers use it.
 
Feb 14, 2008
1,051
931
You do relise now that this is a bad thing. This enables players to create there own particle effects in game. Eg. making the spy particle affect when he clocks stay on 100% of the time. You can always see the spy. Or the particle affect stickies have around them you can change it so you can see stickies through walls.

There is no way to stop this and its not classified as hacking but more exploiting AND there is no way to detect it. I think people were talking about making there own whitelists for sv_pure 1 to try and stop it.

No... you could do that already, and I don't see many people doing it.

This allows the addition of new custom particles, such as the snow in acegikmo's glacier; or (now it's irrelevant, as being official allowed their inclusion) Youme's custom smoke particles.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
You know, I sent two emails regarding this to valve and also told two friends of mine to do the same, just so they would do something about it so I can properly use the custom particles for Animus :p

Edit:
YES!
Now to make some custom snow particles for snowdrift...

I can help you with that if you need help :)
 

Aragon

L1: Registered
Nov 19, 2008
48
6
that could have always been done even before this update.

sv_pure should fix it, and fortunately most servers use it.


Yes before sv_pure 1 and sv_pure 2 could be used to stop alot of things from happening. But since the update they can't be used no longer and we have to create our own whitelist for sv_pure 1 which i find terrible.

We have people who know how to do all of them when sv_pure is off and now they can do alot more because valve supports custom particles.