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:
Scream Fortress VI has arrived!
  • Help Merasmus with his carnival!
  • Comic and additional information available on the website (http://www.teamfortress.com/screamfortress6)
  • Scream Fortress VI runs until November 12, 2014
  • Added new Halloween map Carnival of Carnage
    • Merasmus will spread misfortune with server wide curses
    • Added a Strongmann Test-Your-Strength machine which is in no way an eldritch portal to Bumper Car Madness!
  • Added bumper car minigames. Win by completely ghostifying the other team or by completing the objective
  • Alt-fire to speed boost your bumper car
  • Cast spells while driving
  • The collision force a bumper car receives increases as the car takes damage
  • Force is displayed in the bumper car HUD as a percentage
  • Ghosts can come back to life by touching a friendly bumper car
  • 50 new Halloween-themed community cosmetics6 new achievements
During Scream Fortress VI
  • A Halloween Gift Cauldron is granted to all players who play during the event
  • Added Halloween crates to the Mann Co. Store. These crates do not require a key to open
  • All Unusual hats and taunts that are unboxed during the event will receive Halloween-themed Unusual effects
    Previous Scream Fortress content is available in the Mann Co. Store
General
  • Reduced the number of Fireball spells granted to 2
  • Updated the tf_spells_enabled ConVar
    • Removed the Teleport spell from the general spell list when spells are enabled outside of Helltower
    • Added rare spells to the general spell list, except Skeletons and Monoculus
  • Turning a player into a ghost now grants the attacker a kill credit
  • Players can now fly around as a ghost by holding the jump key
  • TargetID system
    • Now creates a floating health indicator over the target
    • Reduced size of nameplate
    • Added tf_hud_target_id_alpha ConVar to control the transparency
  • Fixed player voice transmissions not transmitting the last second of recording
  • Fixed a dedicated server crash when the autoexec.cfg contains a bind command
    • Fixed Unicode font performance and rendering issues for Mac clients
    • Fixed an exploit that allowed players to remove the ghost condition
Hammer

  • Added a field to the Tools->Options->3DView tab that multiplies the length of the rendered light_spot cone preview


Source: TF2.com
 

henke37

aa
Sep 23, 2011
2,075
515
Wait, they actually update hammer?
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
UZYlxd9.png

Dear god
 
Sep 7, 2012
638
501
For doublecross and other night time maps I guess, when you want to make sure your high-up light spots are providing sufficient coverage when the light hits the ground below.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I still don't get it. Is it only for the lighting preview that nobody ever uses?
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
when you click a light_spot, the cone that appears in front