Team Fortress 2 Update Released

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Sep 10, 2014.

  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 taunts to the items that can be uploaded to the Steam Workshop
    • Added new "Taunt" and "Halloween" tags to the Steam Workshop
      • Previous entries marked with the "Halloween 2013" tag will automatically be updated to use the new tag in the coming days
    • Added tournament medals for the ETF2L and RETF2 EE22
    • Client/server performance improvements
    • Improved client memory usage by updating weapons to only be loaded on demand
    • Improved edict usage on servers to help eliminate "out of edicts" errors during round restarts
    • Fixed a server crash caused by using the "map" command in the console while the server is running
    • Fixed a client crash when switching between windowed-mode and fullscreen for Mac OS X and Linux clients
    • Re-enabled HTML MOTD support for Mac OS X and Linux clients
    • Extended the server's "status" command to display edict usage and player/bot counts
      • status output also includes basic class stats...not fully implemented yet
    • Fixed custom content not being shown while watching .dem files that were recorded on servers running with sv_pure
    • Fixed an exploit that involved players killing teammates via telefrag by switching to Spectator
    • Fixed bad LODs for The Angel of Death coat for the Medic
    • Fixed push triggers applying push values twice when lag compensation is being done
    • Fixed a Hammer crash related to changing entity types for an existing entity
    • Fixed Strange flamethrowers not getting kill credit for deflected projectiles
    • Fixed mini-crit and taunt-invite icons being orphaned in the world
    • Fixed the Festive Force-a-Nature using the wrong taunt animation
    • Fixed the difficulty value not displaying correctly in the Mann vs. Machine scoreboard
    • Fixed Mann vs. Machine bots floating in the air when they die from an explosion
    • Fixed the Pyro's clap sounds clipping the voice lines during the Party Trick taunt
    • Fixed the Short Circuit creating its firing effects when being deployed
    • Fixed Mini-Sentry collision hull being scaled smaller than it should be
    • The Frying Pan can now accept Kills While Explosive Jumping strange parts
    • Updated the equip_region for the Mining Light and Lord Cockswain's Novelty Mutton Chops and Pipe
    • Updated the materials for the Apparition's Aspect and made it paintable
    • Updated the Eternaween vote so it cannot be initiated by clients without using the Eternaween
    • Updated the localization files
    • Updated pl_cactuscanyon
      • Completed permanent removal of previous stage 2 from the map
      • Removed the rollback hill in stage 2, and adjusted neighboring u-turn
      • Adjusted the right-hand spawn exit for Blu in stage 2
      • Reworked Sniper window above underpass in stage 2
      • Adjusted spawn times in stage 2
      • Added flatcars to the train in stage 2
      • Blu side path from cart spawn to underpass is now a drop-down in stage 2
      • Widened a doorway along the cart-path in stage 2
    • Updated rd_asteroid
      • Removed spawn advantage for attackers that die in the enemy base
      • Moved health and ammo above the front door stairs further into the base
      • Increased bot count. Summed total health and points in each section remains the same.
      • Power core pickups now give health and ammo to the collector
      • Removed small health kit above cave exit
      • Added medium ammo kit in the caves near the medium health kit


    Source: TF2.com
     
  2. YM

    aa YM LVL100 YM

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    [​IMG]
    [​IMG]
    [​IMG]
    (nobuild but you can totally stand there)
     
  3. EArkham

    aa EArkham Necromancer

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    This is really coming together nicely IMO.

    The bridge and lower path almost have a Portal 2 feel to them. Reminds me of the lower areas.
     
  4. Pocket

    aa Pocket func_croc

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    It really does sound like the middle stage of Cactus Canyon is gone for good, and this is back to being a two-stage map. Pity.
     
  5. Trotim

    aa Trotim

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    I didn't like previous Cactus stage 3 one bit, maybe it's improved now but the changes don't sound major enough imo. Some of the worst spawn exits and it all being an open roundabout arena didn't work

    Asteroid looks great
     
  6. Toomai

    Toomai L3: Member

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    How else would the teams have gotten to the moon?
     
  7. henke37

    aa henke37

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    Again, it's not the moon. It's an asteroid.
     
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