Move That Update Up!

tf2.com

L13: Stunning Member
Jun 16, 2010
1,186
712
Over the last week we've taken you through some of our thinking around maps, weapons and items. We thought you might find it interesting if we walked you through the process we use to ship an update to TF2.


There we go, update shipped.


demo_n_heavy.jpg


Update notes:


  • General:
    • Added over 60 Gold Star community-submitted Workshop items
    • Summer Claim Checks can now be redeemed for Summer Coolers
    • Summer Cooler Keys are now available in the Mann Co. Store
    • Map Stamps and Strange Filters for the new community maps cp_standin and cp_process are now available in the Mann Co. Store
    • Reduced intensity of Bleed and Jarate screen effects under DX8
    • Added text search functionality to the backpack and the store
    • Added tf_hud_show_servertimelimit to display the server’s per-map time limit on the in-game HUD
    • In MvM, if all team members unready, the pre-round countdown will stop
    • In MvM, when robots are killed by sniper headshots or explosive headshot upgrade, they will drop ‘red’ money that will automatically be collected when it would otherwise dissolve
    • Fixed a bug with the Unusual Adjustment Slider that would cause changes not to take effect
    • Double-clicking a crate will now take you to the appropriate key in the store
    • By default, items with non-standard qualities (ie., strange, unusual) will not be selectable as craft ingredient. The ingredient selection UI has a checkbox to disable this feature and allow selection.
    • Unusuals and Stranges no longer stack in loadout equip pages
    • Fixed a bug that would sometimes cause incorrect Steam Community Market prices to be shown on item tooltips when using non-USD currencies
    • Fixed a bug that would cause the popular items page in the store to not always update correctly
    • Fixed a bug where disguised red spies spawned a blue heal particle when touching healthkits
    • Fixed a bug where certain projectiles and Engineer building gibs could cause doors to become stuck
    • Fixed a bug where crouch animations would not properly play while in humiliation state
    • Fixed a bug where full ÜberCharge effects would always show on the client if a player was killed with full ÜberCharge
    • Fixed a bug that allowed custom item names/descriptions containing HTML to sometimes change the appearance of items in Steam Community
    • Fixed level 3 dispensers missing geometry
    • Fixed level 2 dispensers appearing identical to level 1 dispensers at certain LODs
    • Fixed the Marked-For-Death effect showing over the head of disguised or stealthed players
    • Fixed suicide deathnotices showing the dead player's last deployed weapon instead of the skull and crossbones
    • Fixed characters in the loadout page sometimes appearing as if they were cloaked
    • Weapon attributes will now show in the same order in-game and in Steam Community
    • Support for the ITFItems/GetPlayerItems and ITFItems/GetSchema WebAPIs have been removed
  • Maps:
    • Added cp_standin and cp_process
    • Renamed mvm_coaltown_event to mvm_ghost_town to fix a problem with voting for challenges in MvM when on Coal Town
    • cp_badlands
      • Fixed jumps being ruined by small rock ledge near spiral
      • Fixed prop collisions
      • Fixed clip smoothing
    • cp_dustbowl
      • Fixed players building in Blu's first spawn
      • Fixed players shooting through rocks in stage 2
      • Fixed collision in tunnels in stage 2
      • Fixed textures not displaying properly in Pyrovision
      • Fixed lighting on cliff faces
      • Fixed skybox error in stage 3.
      • Fixed players getting killed through the ceiling under stage 2 cap 1
      • Adjusted ceiling height in stage 3 tunnel for better clearance
      • Cleaned up prop collision
    • cp_egypt
      • Fixed clip brush exploits
      • Players can no longer build on top of arches and high ledges
    • cp_gorge
      • Players can no longer build in Blu's first spawn room
      • Changed scale of water texture
    • cp_granary
      • Fixed improper orientation on arrow signs
      • Fixed players getting above red forward spawn
      • Fixed players building on cargo containers inside spawn room
      • Fixed holes in skybox geometry
      • Removed collision from hanging lamp over Red spawn
      • Removed collision from security cameras above Red and Blue spawns
      • Mirrored fence alcove from Blu final cap arena to Red side
      • Balanced collision of rocks in final capture arenas
      • Re-ordered spawns in the first spawn room to be consistent between Red and Blu
    • cp_gravelpit
      • Clipped roof of building over cap A
      • Removed helthpack under terrain
      • Added decals under health kits and ammo packs
    • cp_gullywash
      • Fixed players getting out of the map near the middle capture point
      • Fixed collision exploits near middle capture point
    • cp_mountainlab
      • Fixed collision issues on the ladders and hill that lead to the first point
      • Fixed static prop lighting
    • cp_steel
      • Fixed players blocking Blu's spawn exit door leading to capture point B
      • Fixed collision on ledge near capture point B
      • Players can no longer build inside Red spawn room.
      • Blu spawn point over grate removed.
    • ctf_2fort
      • Fixed building inside of spawn doors
      • Fixed clipping exploits on battlements
      • Fixed height of door leading to spiral stairs in Blu base so players can now crouch past a placed dispenser
      • Cleaned up prop collision
      • Smoothed clipping on wagon wheel and other props
    • ctf_well
      • Fixed players jumping out of the map
    • koth_king
      • Health and ammo packs now match on Red and Blu sides of the map
      • Players can no longer build in spawn doors
    • koth_lakeside
      • Fixed rockets passing through terrain near the capture point
    • koth_viaduct
      • Players can no longer build in spawn room rafters
    • mvm_bigrock
      • Fixed players building on rock in cave section
    • pl_badwater
      • Fixed player clip brush exploits and missing player clip brushes on roofs and rock walls
      • Fixed player clip smoothing
      • Fixed fence collisions
      • Fixed floating rocks in skybox
      • Fixed lighting on props
      • Fixed lighting on canyon vista
      • Handrails no longer collide with bullets and projectiles
      • Performance increase through poly reduction, model collision reduction and model fade distances
      • Players can no longer build inside Blu spawn room
      • Players can no longer be trapped with teleporters under the sign by the first capture point
      • Players can no longer enter the room overlooking the final cap through the windows before point 3 is captured
      • Players will now be crushed by closing doors upon the capture of point 2
    • pl_barnblitz
      • Fixed building in the skybox above Red's final spawn
      • Teleporters will no longer self destruct when used on the battlements near Blu's first spawn
    • pl_frontier
      • Fixed spawn doors not working properly after second capture.
      • Players can no longer build inside kill volumes
      • Players can no longer build inside of Blu's second spawn room
      • Red players can now enter the Blu team spawn upon round win
    • pl_goldrush
      • Fixed collision on props and clip exploits
      • Fixed buildings being prohibited from construction in the garage near the end of stage 3
      • Players can no longer block the cart through the wall in stage
      • Players can no longer build in spawn exits
      • Players can no longer build on the shack roof near the end of stage 3
      • Players and buildings can no longer be killed through the floor in stage 1 in the upper room by the cap
      • Players can no longer build on the perch in stage 1
      • Handrails no longer collide with bullets and projectiles
    • pl_thundermountain
      • Fixed gate visible through ceiling in stage 3
      • Fixed clipping in stage 3 Blu spawn
      • Prevented players from building in the cliffside kill zone in stage 1
    • pl_upward
      • Fixed exploit where Blu team could be trapped in their final spawn room
      • Fixed gap in collision which allowed Blu players to be shot in their first spawn
      • Fixed fade distances on props in Blu spawn
      • Fixed players building under catwalk on the ledge of the final pit
      • Fixed clip brush exploits
      • Players can no longer be trapped by teleporting under stairs near final capture point
      • Players can no longer build inside of Red's final spawn room
      • Players can no longer build inside of spawn room doors
      • Players can no longer be trapped inside of the capture point sign
      • Prevented Blu team from entering final spawn room while it is neutral
      • Smoothed clipping collision
      • Collision performance increases
      • Handrails no longer collide with bullets and projectiles
      • Replaced floor texture in Red team final spawn room
    • plr_hightower
      • Fixed clip brush exploit above building on cliff edge
    • plr_nightfall
      • Fixed players jumping outside of the map
      • Reduced prop collision
    • plr_pipeline
      • Fixed invisible faces
      • Handrails no longer collide with bullets and projectiles
    • tc_hydro
      • Fixed clip brush exploit where players could get out of world
      • Fixed players getting on top of monument.
  • Items:
    • The Chieftain's Challenge, Lord Cockswain's Pith Helmet, That '70s Chapeau, The K-9 Mane, The Stovepipe Sniper Shako, The Pounding Father, and Vox Diabolus can now be painted
    • "The Public Enemy", "The Urban Professional", and "The Dumpster Diver" sets will now show up as sets in the in-game UI
    • Cursed Soul items (Halloween zombie skins) are now renameable
    • Strange Bacon Grease can now be gift-wrapped
    • Added LODs to the Airborne Armaments set items
    • Fixed Bison/Pomson projectiles getting stuck on doors
    • Fixed Baseballs and Jars sometimes going through thin geometry
    • Crit-A-Cola
      • Removed: Damage taken mini-crits
      • Added: Damage taken increased 25%
    • Shortstop
      • Added 20% bonus healing while deployed
      • Added 80% vulnerability increase to all push forces while deployed
    • Winger
      • Added +25% Jump Height bonus when active
    • The Special Delivery (set)
      • Removed: +25 max health on wearer
      • Added: Leave a calling card on your victims
    • Battalion's Backup
      • Added additional +15% Sentry damage resistance to all teammates while banner effect is active (50% damage reduction while banner is active)
      • Rage is now generated from damage dealt instead of damage received
    • Black Box
      • Rocket explosions now use correct sound
    • Begger’s Bazooka
      • Fixed an exploit that allowed players to hold a set fixed number of rockets (reload cancelling)
      • Misfired Rockets now remove one loaded rocket from the clip
    • Concheror
      • Rage is now generated only from damage dealt
      • Buffed players now receive a speed boost, in addition to the previous Health-On-Hit effect
    • Cow Mangler 5000
      • Reduced clip size (from 5 to 4)
      • Removed -10% damage attribute
      • Removed 5% slower reload attribute
      • Added missing "sets players on fire" description text
      • New particles and sound
    • Escape Plan
      • Players receive the Marked-For-Death effect after deploying, and for a short period after holstering.
    • Liberty Launcher:
      • Removed: 25% reduced clip size penalty
      • Added: 25% reduced damage penalty
    • Original
      • Rocket explosions now use correct sound
    • The Tank Buster (set)
      • Removed: +20% Sentry damage resistance on wearer
      • Added: Leave a calling card on your victims
    • Phlogistinator
      • Fixed "Mmmph" progress resetting after touching a resupply cabinet
    • Powerjack
      • Added: 15% increase move speed while deployed
      • Added: 20% damage vulnerability to all sources
    • The Gas Jockey's Gear (set)
      • Removed: +10% faster move speed on wearer
      • Removed: +10% bullet damage vulnerability on wearer
      • Added: Leave a calling card on your victims.
    • Chargin' Targe
      • Added: Afterburn immunity
    • Loose Cannon
      • Range no longer affects direct cannonball impact damage
      • Reduced charge time to 1 second
      • Added: Double-Donk (directly impacting an enemy within half a second before the bomb explosion) sound and particle effects
      • Double-Donk damage now mini-crits
    • The Expert's Ordnance (set)
      • Removed: +10% fire damage resistance on wearer
    • Buffalo Steak Sandwich
      • Removed: Damage taken mini-crits
      • Added: Damage taken increased 25%
    • Dalokoh's Bar
      • Increased amount of health restored per-bite from 15 to 25
    • Gunslinger
      • Fixed a bug that caused mini-sentries to heal while being constructed
    • Rescue Ranger
      • Minor increase in damage per bolt
      • Increased building healing from 50 to 75 per bolt
    • Short Circuit
      • Ammo cost reduced when an attack destroys a projectile.
    • Wrangler:
      • Slightly reduced accuracy of manually-controlled sentry at long range
      • Protective shield now fades 1 second after the owning Engineer dies
    • Crusaders Crossbow
      • Changed arrow projectile to a large syringe
      • Added new trail effects
      • Smoothed out reload animation (DPS unchanged)
      • Fixed being able to heal players that are using items that block healing
    • Quick-Fix
      • Added 50% Overheal
      • Über now affects the medic when there's no heal target
      • Shotguns with pushback (Force O' Nature) no longer affect players under the effect of Quick-Fix’s Über
    • Vaccinator
      • Über now fully absorbs crit damage for the selected damage type, but depletes Übercharge based on the amount of damage prevented
    • Bazaar Bargain
      • Fixed the starting charge rate being -40% instead of -20%
      • Capped the max charge rate to 200%
    • Cozy Camper
      • Removed movement penalty.
      • Added: Damage taken increased by 20%
    • Darwin's Danger shield
      • Added: Bullet damage taken reduced by 15%
      • Added: Explosive damage taken increased by 20%
    • The Croc-o-Style Kit (set)
      • Removed headshot immunity
      • Added: Leave a calling card on your victims
    • Dead Ringer
      • When under the effect of Feign Death, damage taken decreases the duration of the effect
    • L'Etranger
      • Added: 40% increased cloak duration
    • Spy-cicle
      • Fixed a bug that would cause the charge meter to not reset when the spy was killed
    • The Saharan Spy (set)
      • Removed: Reduced decloak sound volume
      • Removed: 0.5 sec longer cloak blink time
      • Added custom particle effects when taunting

Source: TF2.com
 

phi

aa
Nov 6, 2011
832
1,817
Somehow Valve managed to screw something up on Goldrush
2013-07-10_00001.jpg


That door looks and acts like a broken areaportal but all other doors in the map work

Better screen for an idea of where I am, broken door is behind the gate on second stage, first point
2013-07-10_00002.jpg


Other than that, this is a pretty cool update. I'm not a fan of the bright HDR on cp_process or cp_standin's 3d-skybox, but other than that everything seems to be pretty cool.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
1,161
EU and US servers are both fully updated and running the latest SourceMod, feel free to impromptu now.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
Somehow Valve managed to screw something up on Goldrush
2013-07-10_00001.jpg


That door looks and acts like a broken areaportal but all other doors in the map work

Better screen for an idea of where I am, broken door is behind the gate on second stage, first point
2013-07-10_00002.jpg


Other than that, this is a pretty cool update. I'm not a fan of the bright HDR on cp_process or cp_standin's 3d-skybox, but other than that everything seems to be pretty cool.

Does it do this when that gate is opened? It might be an intentional optimization thing. Although the defending team can get up there by jump, can't they?
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
I like this update, except for no weapons |:|
But I'm getting a disk write error and it won't force update, anyone else having this issue?
 
Jan 20, 2010
1,317
902
I like this update, except for no weapons |:|
But I'm getting a disk write error and it won't force update, anyone else having this issue?

Yeah, I was. I went into the downloads folder, inside the 440 folder were some files. I moved them to the teamfortress2 folder and then tried to launch again. It updated an worked after that.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
People are getting mad about 1-2 changes they disagree with but it's gotta be said the vast majority of changes is really good. I daresay if you disagree with a change you're biased in some way or got overly attached to something you shouldn't have. From a general game design standpoint none of them are downright broken or anything (anymore).

There is a big bug with the Quick-Fix but that's gonna get fixed asap
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
People are getting mad about 1-2 changes they disagree with but it's gotta be said the vast majority of changes is really good. I daresay if you disagree with a change you're biased in some way or got overly attached to something you shouldn't have. From a general game design standpoint none of them are downright broken or anything (anymore).

What about minisentries? Other than fixing an exploit that most people who built them didn't use, I don't see anything that makes dealing with them less frustrating. It must be said, I love the approach TF2 Tightrope came up with of making the Homewrecker reduce sentry damage when equipped; it might not have been done specifically with minisentries in mind, but it does turn the Pyro into a minisentry killing machine.
 

Toomai

L3: Member
Apr 14, 2011
129
144
I find it rather curious that Valve called it a bug when I'm pretty sure no one else ever has.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
I find it rather curious that Valve called it a bug when I'm pretty sure no one else ever has.

Bug = untintended effect.

Regular sentries don't and there's no reason why mini sentries should, so it's pretty clearly an unintended effect.