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:
  • Fixed an issue where plugin_load may load a non-binary file type
  • Fixed an issue where decompressed file sizes were not being checked by the engine
  • Fixed a client crash related to Unusual items and the character loadout screen
  • Fixed an item exploit where tools were being used for purposes other than the original intent
  • Fixed The Shortstop not using its crit sound when firing crits
  • Fixed the HUD achievement tracker not filtering map-specific achievements
  • Fixed an issue where character voice lines would be clipped
  • Fixed disguised Spies losing their disguised cosmetic items when they touch a supply closet
  • Fixed the HUD 3D Character equipping the wrong item when Spies change their disguised weapon
  • Fixed the Demoman's shield charge turn rate when using joystick input
    • Joystick input now matches keyboard/mouse input
  • Added new promo items
  • Added ETF2L 6v6 Season 17 and ETF2L Highlander Season 5 medals
  • Updated the localization files
  • Updated metal hats to sound like metal when they fall off players' heads
  • Updated the equip_regions for The Toss-Proof Towel, The Titanium Towel, The Tartan Shade, Marshall's Mutton Chops, Stockbroker's Scarf, The Carl, and The Polar Pullover
  • Updated cp_dustbowl
    • Fixed players standing in sky over the beginning of stage 1
    • Fixed collision on rocks in the front of stage 1 where stickybombs could be placed inside them
  • Updated cp_junction_final
    • Players are now prevented from building in spawn rooms
  • Updated ctf_2fort
    • Fixed players standing on conduits in flag rooms
    • Fixed players standing in sky over Red battlements
    • Fixed a missing face under the stairs in the Blu base ramp room that let players see enemies above
    • Fixed collision on props under stairs in Red's courtyard
  • Updated ctf_turbine
    • Fixed collision on spawn doors
    • Added prop to facilitate players jumping up to raised platform and fixed surrounding collision
    • Fixed collision under stairs in mid room
    • Fixed misc prop collision
    • Fixed collision on signs in mid room
    • Fixed the clipping in the rafters of flag rooms
    • Increased performance with addition of area portals
    • Added decals under ammo and health packs
    • Smoothed geometry in the vents
    • Added nobuild around spawn doors
    • Added light props over Red and Blu gate 1 doorways
  • Updated koth_lakeside_event
  • Updated koth_lakeside_final
    • Fixed bot navigation errors
    • Prevented players from building in spawn room doors
    • Fixed rock piles to mirror on Red and Blu sides
  • Updated pl_goldrush
    • Fixed players shooting projectiles through the window in the mining tower into Red's first spawn and Blu's second spawn
    • Fixed players standing in sky above Blu spawn in stage 3
    • Fixed player clipping exploit above the Blu exit in stage 3

Source: TF2.com
 

henke37

aa
Sep 23, 2011
2,075
515
I wonder if they went a little nuts with the areaportals in turbine. I checked, it's four on the route past spawn and three on the bottom route.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
  • Updated ctf_turbine
    • Added prop to facilitate players jumping up to raised platform and fixed surrounding collision
Welp.

EDIT: The areaportals in question are areaportal windows, and they're placed in exactly the same spots as the ones I added in Turbine2. I can't help but feel responsible for this.

Also, new lighting issue!

2F8EA9C8B36FC27A86979FF021368631E49CBEE8


These are on both edges of both platforms.
 
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Trotim

aa
Jul 14, 2009
1,195
1,045
The cart is in the corner though instead of where the clip you could jump up was. Doesn't matter much either way, good overall, may actually make attacking on pubs easier when everyone knows about how to get up

Not a fan of the like 5th in total Demoknight nerf though
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
The cart is in the corner though instead of where the clip you could jump up was.
Actually, my last update placed a crate sticking out from under the platform in that very spot, just like you recommended.

And the demoknight is already so hard to dodge that he might as well have an AOE attack when he charges AND he's effectively fireproof so cry me a river.
 

wareya

L420: High Member
Jun 17, 2012
493
191
The cart is in the corner though instead of where the clip you could jump up was. Doesn't matter much either way, good overall, may actually make attacking on pubs easier when everyone knows about how to get up

Not a fan of the like 5th in total Demoknight nerf though

I am, because now they can actually balance demoknight properly with the assumption that everyone playing demoknight is capable of the same things. Before, this was not the case. First it was all about having a good computer, second it was about being stupid and playing with a controller in the first place or knowing that controller control was broken and using that instead. Now every demoknight's even and they can respond to how shit works in pubs properly.

Honestly, when combined with all the little nerfs the chargin' targe has gotten to make up for the splendid screen being so good, and the splendid screen being so good, the controller exploit was the last thing keeping them from being fine. Now this I like, though I wish they would change the way impact damage works and change the afterburn invulnerability on the chargin' targe.

I, personally, would make it so that the splendid screen's impact damage doesn't scale with heads, and make afterburn still happen on the chargin' targe but just fade away twice as fast and deal half the damage a tick. So you can still axtinguish a targe knight, but it's harder, and afterburn isn't as effective anymore.
 

seth

aa
May 31, 2013
1,019
851
FYI there is a bug with this latest patch that is not allowing servers to send out map downloads (post bz2) bigger than 64MB.

This is bad.

Unless you've got a lot of custom content, 64mb is a fairly large limit. I've only got like 15 maps out of 600 that breach 64mb.
 

seth

aa
May 31, 2013
1,019
851
Trainsawlaser just barely squeaks under with 63.2MB but wubwubwub is over the limit.

I know there are a lot of maps with custom themes that break 64MB.

Hahaha zinkenite is like almost 200mb. That's the biggest map I know of.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I, personally, would make it so that the splendid screen's impact damage doesn't scale with heads, and make afterburn still happen on the chargin' targe but just fade away twice as fast and deal half the damage a tick. So you can still axtinguish a targe knight, but it's harder, and afterburn isn't as effective anymore.
I'd have made it so that there's no afterburn reduction at all, but either shield lets you put yourself out by charging. You know, because the air is rushing past you fast that it smothers the flame. I dunno, maybe I'm thinking too much in real-world terms.
 
Mar 23, 2013
1,013
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Why did they even made a limit of 64 MB? o_O Don't they know there are a good bunch of custom maps which are bigger then this?
Even some offical maps are bigger then that and they don't even have to pack content!
I would have set it to at least 128MB.
And the zombie escape servers at CS:S even have a few maps which are bigger then 200 MB. (ok but that's just because some idiots thought it would be great to make many long soundtracks as wave files :S)
 

seth

aa
May 31, 2013
1,019
851
Why did they even made a limit of 64 MB? o_O Don't they know there are a good bunch of custom maps which are bigger then this?
Even some offical maps are bigger then that and they don't even have to pack content!
I would have set it to at least 128MB.
And the zombie escape servers at CS:S even have a few maps which are bigger then 200 MB. (ok but that's just because some idiots thought it would be great to make many long soundtracks as wave files :S)

It was their lazy response to a zip-bombing exploit where people would compress 4gb files into 100kb vmt's that would be sent to the client downloading the file in droves, which could fill up a persons HDD in minutes. This Reddit post explains a bit more.
 
Mar 23, 2013
1,013
347
It was their lazy response to a zip-bombing exploit where people would compress 4gb files into 100kb vmt's that would be sent to the client downloading the file in droves, which could fill up a persons HDD in minutes. This Reddit post explains a bit more.

Yeah I know about this. But I still don't understand why they set it on 64 MB. It's simply too small
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
The simple answer is that Valve really have just completely stopped giving a shit about custom maps.
 

Crash

func_nerd
aa
Mar 1, 2010
3,349
5,524
The simple answer is that Valve really have just completely stopped giving a shit about custom maps.

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
Fixed an issue where compressed community maps would not be decompressed by clients if the file size was too large

What was that, again?