Team Fortress 2 Update Released

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Dec 21, 2012.

  1. tf2.com

    tf2.com L11: Posh Member

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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:
    • Added Benign infiltration to the Mann Vs. Machine mission-cycle file for servers
    • Fixed a Dead Ringer Spy exploit in Mann Vs. Machine mode
    • Fixed a regression with mini-crit damage calculation
    • Fixed a client crash in the Medi Gun charge meter when using a custom HUD
    • Fixed Festive Huntsman arrows and Rescue Ranger bolts using incorrect hit boxes
    • Fixed Tough Stuff Muffs not using the correct model for the Engineer
    • Fixed a clipping problem with the Hunger Force
    • Fixed Strange Festive Sandviches leveling up multiple times in a single use
    • Fixed a lighting issue in mvm_bigrockUpdated the backpack icon for the Festive Ambassador

    Source: TF2.com
     
  2. nightwatch

    aa nightwatch

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    Can anyone confirm this was actually fixed?
     
  3. Pocket

    aa Pocket func_croc

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    It's gone. Not just the giant shadow but the colorful splotches. We should find out if that means they fixed VRAD itself and, if so, why they haven't patched the SDK yet.
     
  4. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    they probably have the tools to edit lightmaps by hand. OR they have archived versions of vrad that actually work.

    vrad being fixed sounds highly unlikely to me. I mean, it's been over a year now


    (I was actually thinking about making a tool to edit lightmaps by hand. but I don't know if I could make it worthwhile)
     
    Last edited: Dec 22, 2012
  5. EArkham

    aa EArkham Necromancer

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    Please try. I waste so much time recompiling to get rid of stupid little splotches and black brushes. And that's even with my maps usually taking no more than 3-6 minutes for a full compile.
     
  6. Pocket

    aa Pocket func_croc

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    Actually, a lightmap editor could come in quite handy for reasons other than cleaning up Valve's messes. Depending on how lightmaps are actually stored, though, it could turn out to be more trouble than it's worth. What we really need is something where you actually have the map open in something similar to mat_fullbright 2, and can either "paint" the new levels straight onto surfaces similar to what newer 3D modeling tools let you do for textures, or "grab" specific faces to edit.
     
  7. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    I did some research and they can most definitely be edited by hand post compile. I don't know how much I can do about it tho
     
  8. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    here, I edited a displacement's lightmap with a hex editor

    https://dl.dropbox.com/u/5181650/lightmap20001.jpg

    doing this in an actual map with thousands of brushes however is going to be challenging. byte offsets are still very new to me so the file structure could take a while to figure out. I don't know if I'm actually going to do this (considering hdr will play into that as well). I don't know, I'm a little overwhelmed by this but I know I can do it.
     
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    Last edited: Dec 22, 2012
  9. henke37

    aa henke37

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    Yeah, you should learn how to program if you want to edit binary files, because programs are much better at dealing with multiple levels of offsets, sizes and what not at the same time.