Team Fortress 2 Update Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,186
712
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 UGC Highlander Season 9 and UGC 6vs6 Season 11 medals
  • Fixed the Botkiller Sniper Rifle, Rocket Launcher and Spy Knife weapons using incorrect team materials for the arms
  • Fixed a bug that allowed level 3 mini-sentries in Mann Vs. Machine mode
  • Fixed a problem where underwater explosions would cause graphics corruption
  • Fixed an issue with HDR rendering where auto-exposure would vary incorrectly in some areas
  • Fixed an issue where objects underwater would not render properly
  • Fixed incorrect ellipsizing of text in some cases for the Mac version
  • Updated the Phlogistinator to reduce the rate for gaining MMMPH when attacking tanks and robots in Mann Vs. Machine mode
  • Updated the Tuxxy tuxedo so it can be crafted
  • Updated The Wilson Weave and The Ham Shank so they can be crafted, traded and gift-wrapped
  • Updated the console so it can be accessed from the terminal that was used to run the game for the Linux and Mac versions
  • Updated the Linux version
    • Fixed triggers never registering as "released" on certain game controllers
    • Fixed clipboard issues on some window managers, most notably KDE
    • Fixed a bug where the map list would be reversed
    • Made loading custom fonts for third party HUDs work on certain fonts

Source: TF2.com
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
  • Fixed an issue where objects underwater would not render properly
Is that the bug that was causing props and decals to render as solid colors? Because that would be awesome if they finally fixed that.
 

Melvin D Engineere

L4: Comfortable Member
Feb 25, 2012
173
192
So no fixes for the demoui (source recorder) that still can't save edits for demo files since the Steampipe conversion? I am a very sad panda.

  • Updated the Phlogistinator to reduce the rate for gaining MMMPH when attacking tanks and robots in Mann Vs. Machine mode party HUDs work on certain fonts
Source: TF2.com
Sadder panda still...
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Valve also fixed speedhack, added avatars to the votekick menu, and updated the robocrate description to say that it will contain unusual effects unique to the robocrate.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Valve also made all server owners switch to a new server tool which requires a full re-download of the files, broke SourceMod, and still hasn't fixed the SDK

It's gonna take a while until all the behind the scenes things work again
 
Last edited:

Harribo

aa
Nov 1, 2009
871
851
Valve also made all server owners switch to a new server tool which requires a full re-download of the files, broke SourceMod, and still hasn't fixed the SDK

They gave server owners plenty of time to change over, they were lucky it was still being allowed for a while after the steampipe update. People who left it till now and got caught short only have themselves to blame.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I never metagame I didn't like.
 

Toomai

L3: Member
Apr 14, 2011
129
144
When will they move the crit determination to the server?
That wouldn't work very well; you'd fire your shot and it would come out normal but then would turn into a crit once the server got back to you.

Unless they also made it so that you need server confirmation for your weapon to fire. Not sure whether that would be good or bad.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
That wouldn't work very well; you'd fire your shot and it would come out normal but then would turn into a crit once the server got back to you.

Unless they also made it so that you need server confirmation for your weapon to fire. Not sure whether that would be good or bad.

They could make it so both sides calculate the crits. For instance when a client connects to a server they agree on a random seed used to calculate crits, and the server has the final say on if an attack is a crit.
 

henke37

aa
Sep 23, 2011
2,075
515
The server could just give the client permission in advance to get crits. The client still decides the exact timing, but the server controls the course timing.
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
That wouldn't work very well; you'd fire your shot and it would come out normal but then would turn into a crit once the server got back to you.
Well, I guess the server could just give a big array of bools (or even a single random seed) to the client, that would use it to pre-determine wether its next shots will be critical or not. The potential for hack would basically be limited to "know exactly wich shots will be critical and wich won't". (still problematic, but not that much)
EDIT : yeah, what Wolfkit suggested.
 
Last edited: