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:
  • Mann Co. Store summer sale is on!
  • Updated dedicated server 'status' command to include sv_tags
  • Enabled raw mouse input for Mac clients
  • Added OWL 13 tournament medals
  • Added TF2Connexion Season 15 tournament medals
  • Fixed a client crash related to the HUD
  • Updated the localization files
  • Updated Mann Co. Store prices for foreign currencies to current USD equivalents
  • Security/crash fixes (thanks to Nathaniel Theis for these reports)
    • Fixed a remote code execution bug and a crash related to malformed custom spray files
    • Added checks to the voice system that prevent loading codecs other than the files that ship with the game
  • Updated the Maps Workshop Beta
    • Workshop map names (e.g. workshop/cp_foo.ugc123456) can now be used in the map, changelevel, and nextlevel commands as well as the mapcycle config
    • Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"
    • Shorthand workshop map names of the form workshop/ (e.g. workshop/123456) will now auto-resolve to the full map name
    • Running tf_workshop_map_sync is no longer necessary, maps will be fetched and updated on demand during level change
    • tf_workshop_map_sync is no longer blocking, and can be used to precache maps in the background
    • Workshop maps are no longer copied to tf/maps/workshop/ by default, instead using the single copy in the steamapps/workshop folder
    • Fixed some cases of embedded resources in workshop maps, such as cubemaps, not being loaded properly
    • Fixed an issue preventing game servers from properly receiving updates to workshop map files
    • Fixed game servers using registered accounts via sv_setsteamaccount not being able to download workshop content
    • Fixed syncing workshop maps prior to the first map load on a dedicated server
    • Updated in-game workshop import tool
      • Fixed not being able to select the class/other tags for cosmetic items
      • Hide unused buttons when editing an existing workshop entry
      • Fixed text getting truncated when editing items with long descriptions

Source: TF2.com
 

tyler

aa
Sep 11, 2013
5,100
4,621
Using the fuzzy command to change to a custom map takes you to the first one alphabetically I think.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
So this update broke crafting which causes the game to crash (GG Valve), Valve still thinks downloading TF2 maps to a folder outside the TF2 file system is a good idea ("Workshop maps are no longer copied to tf/maps/workshop/ by default, instead using the single copy in the steamapps/workshop folder": it never went to tf/maps/workshop/ anyway WHICH IT SHOULD) and...

They enabled raw mouse input on OS X clients. About bloody time. Such a shame they still can't fix the insane amount of memory usage on OS X causing the game to run out of memory and subsequent crash when switching maps.

Ha, enabling raw input made my mouse jerky so I thought turning it off again would do away with it. Nope. Now I can't aim for shit.
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Using the fuzzy command to change to a custom map takes you to the first one alphabetically I think.

It still brings up a list below the console, which is handy. I don't think ingame server commands will do that however. This means server owners will have to keep up-to-date on their custom maps, removing old ones and replacing them with the new versions, or risk frequently playing older versions. I don't know how realistic it is to expect server owners to stay on top of maps... currently, with the hype of the map workshop, sure... but later on? Heh.
 

tyler

aa
Sep 11, 2013
5,100
4,621
It still brings up a list below the console, which is handy. I don't think ingame server commands will do that however. This means server owners will have to keep up-to-date on their custom maps, removing old ones and replacing them with the new versions, or risk frequently playing older versions. I don't know how realistic it is to expect server owners to stay on top of maps... currently, with the hype of the map workshop, sure... but later on? Heh.

Server owners likely won't be typing changelevel into the console though. They'll use SM or Valve's voting tools or a standard map rotation.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
Server owners likely won't be typing changelevel into the console though. They'll use SM or Valve's voting tools or a standard map rotation.

Yup, sourcemod is what I was thinking of when I said ingame commands.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
It still brings up a list below the console, which is handy. I don't think ingame server commands will do that however. This means server owners will have to keep up-to-date on their custom maps, removing old ones and replacing them with the new versions, or risk frequently playing older versions. I don't know how realistic it is to expect server owners to stay on top of maps... currently, with the hype of the map workshop, sure... but later on? Heh.
You mean servers can't just subscribe to a map on the Workshop and get it updated automatically? Because that needs to be a thing.
 

worMatty

Repacking Evangelist
aa
Jul 22, 2014
1,259
999
Server ops will still be using full filenames on their rotation files, so fuzziness won't be an issue.

If a server op manually updates a map, he will probably manually delete the old one.

Servers don't have to subscribe to workshop maps. All they have to do now is change maps to workshop/{mapid}. However, SourceMod does not have this ID resolving stuff, so its map lists will just show workshop/1234567. That is something the SourceMod contributors will get to work on but for now, SourceMod and workshop maps still won't get on famously.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Valve really needs to take all the important features of Sourcemod and build them into the game so people no longer need it for basic server operations. They started, way back when, with the map voting system and calls for team scrambles, but they need to finish the job — and make it so that future versions of Sourcemod can hook into it instead of having to disable it outright.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Well, Sourcemod does have some features they might not want in the vanilla game, and I'd hate to see the world deprived of those features just because the people who developed the mod aren't anymore.
 

henke37

aa
Sep 23, 2011
2,075
515
Some of the features are nice I hear, things like header files for the classes that Valve refuses to share with moders.