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:
  • Improved memory usage for Mac clients
  • Fixed an exploit that allowed item nametags to go beyond the 40 character limit
  • Fixed a bug where reflected rocket explosions from non-stock flamethrowers would cause the flame sound to loop
  • tf_teamtalk is now on by default - the dead can talk to the living
  • When you mute a player, the mute settings now apply to text chat as well as voice chat. If you want the previous behavior, change convar cl_mute_all_comms to 0.
  • More weapon models are now loaded on demand to reduce overall memory usage
  • Added "Enable/Disable Auto TeamBalance" votes
    • Successful votes will enable/disable team player count balancing
    • Use sv_vote_issue_autobalance_allowed to control if this vote is enabled on the server
    • Votes not allowed in Mann vs. Machine, Medieval mode, Arena mode, Tournament Mode, or Training
  • Updated rd_asteroid
    • Increased overtime to 45 seconds
    • Added more sound cues when overtime starts
    • Dropped reactor cores now blink on the HUD when they are about to return
    • Added latest art assets to blue base exterior

Source: TF2.com
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Man, I want an exploit that lets me exceed the limit on description tags. It's bullshit how much shorter they have to be than some of the stock items. Even if it only applied to cosmetics since weapons need room for stats and stuff.
 

seth

aa
May 31, 2013
1,019
851
New Asteroid battlements art pass:

cb0e35808f.jpg


(from group chat)
 

BigBros

L3: Member
Aug 20, 2014
147
31
Wow, that exterior is amazing :D I seem more and more to look at the scenery in asteroid than actually play :p

beep boop

path not found
 

xzzy

aa
Jan 30, 2010
815
531
Man the lighting on those blue objects is awesome.

I tried to get that hazy gloss look once and was a total failure at it, gonna be fun to dig into that one.

edit - oh, they're all props? Man Valve is really giving brush based mapping a big middle finger on this one.
 
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BigBros

L3: Member
Aug 20, 2014
147
31
It actually really does, now I think about it. The only difference is that it isn't dominated by trolldiers, snipers and pyrosharks.
 

BigBros

L3: Member
Aug 20, 2014
147
31
Also, I think everyone read over this:

Added "Enable/Disable Auto TeamBalance" votes

WTF.

YAY! LETS VOTE TO MAKE THE TEAMS UNBALANCED PERMANENTLY AND MAKE PEOPLE RAGE AT A 1v16 :D
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I saw it Bigbros, and are just as confused. I think it's pretty harmless because it's very rare that people agree to anything, like scrambling.

I think you hit the nail on the head, Boojum. I noted when it first came out that it had many simularities with 2fort, and now they've started detailing it's only got stronger. The real question is: why? Gameplay wise, 2fort has only gotten worse over the years as TF2 has developed into a faster moving, health hungry game. Visually, 2fort is very pretty but it also doesn't actually have any kind of theme. It's just 2 buildings by a river - with a little farm stuff, rail stuff, whatever. Really, it had no story behind it because TF2 didn't have a story. Asteroid is MoonFort - and likewise all I've gathered so far is that ZOMG I'M IN SPACE. A location without a purpose.
 

wareya

L420: High Member
Jun 17, 2012
493
191
TF2's CTF and RD are fundamentally different. It follow, then, that having a similar map will play so differently. IMO, RD makes the map (note: I'm not saying the gamemode, I'm saying the MAP) function more like it would if it were a CTF map for an earlier installment of TF.