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 some random client crashes related to memory exhaustion for Mac clients
  • Significantly reduced memory usage on Mac and Linux clients
  • Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
  • Added the ability to restore festivized weapons via the context menu
  • Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
  • Fixed the Australium Minigun and Australium Scattergun materials
  • Fixed objective names in deathnotice HUD using white text when the local player was involved
  • Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
  • Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
  • Updated The Frenchman's Formals so it can also be equipped by the Scout and added a new paint style
  • Updated the backpack image for the Taunt: Soldier's Requiem
  • Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
  • Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
  • Updated the server log entry for kick votes to include the ID of the vote initiator
  • Updated cp_vanguard to fix an exploit related to spawn room doors
  • Updated pl_snowycoast
    • Fixed several unintended perches
    • Fixed being able to damage through the setup gates
    • Added some fences & cover inside BLU's first spawn to reduce spam angles
    • Added an extra resupply in BLU's first spawn and RED's last spawn
    • Moved medium health kit at 1st point back towards BLU's side of choke
    • Changed collision on large railings to allow projectiles
    • Added some cover to the sentry platform inside last
    • Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    • Quonset hut sniper deck raised
    • Spawn locations in RED's first moved further from the door
    • Added windows to main entrance of RED's first spawn
    • Adjusted the narrow fence near RED spawn
    • Prevented building teleporters at the edge of spawn doors
    • Fixed an exploit related to BLU's 2nd forward spawn's entrances
    • Added some logic to prevent players getting stuck when RED's first spawn closes
    • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    • Replaced dump truck in kennels with crates
    • Door near RED's first spawn now opens as the cart approaches 2nd instead of after capture
    • Switched main exit and window on RED's last spawn
    • Adjusted placement of health and ammo near RED's last spawn
    • Fixed various floating props
    • Fixed some texture alignment issues in the tunnels
    • Fixed spot on last ramp that would keep the cart from rolling back
    • Fixed some smoothing/geometry problems on crates at last
    • Reduced size of kill zone on falling crates during finale
    • Added map menu photos

Read on the TF2 Blog...
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
woop more work on the bsp packing code!

Also damn that's a lot of snowycoast changes
 

Lain

lobotomy success story
aa
Jan 8, 2015
723
757
Seems to be things you'd only see if people have played the map 1000s of times.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
  • Updated pl_snowycoast
    • Fixed several unintended perches
    • Fixed being able to damage through the setup gates
    • Added some fences & cover inside BLU's first spawn to reduce spam angles
    • Added an extra resupply in BLU's first spawn and RED's last spawn
    • Spawn locations in RED's first moved further from the door
    • Added windows to main entrance of RED's first spawn
    • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    • Switched main exit and window on RED's last spawn
    • Adjusted placement of health and ammo near RED's last spawn

If you want an abridged list, these are the changes that are (IMO) the most important.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm scared. Valve says they patched memory issues on OS X. History shows that whenever Valve states this it's 100% not true.

So before update: it crashes when setting texture quality to anything higher than normal (which is high since ultra is locked for some reason).

After update results: nothing is fixed. At all. Still crashing when setting texture quality to high, at about 2.3GB of RAM usage.

Welp, guess it's back to normal texture quality then. Really, REALLY disappointing that an experienced game developer like Valve allows its games to become so full of game-breaking bugs even they can't fix them.
 

henke37

aa
Sep 23, 2011
2,075
515
Valve isn't a game developer. It is a do whatever you like and get paid if people feel that it is useful company.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
When did that happen though? Last time I checked Valve was a game developer.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I'm scared. Valve says they patched memory issues on OS X. History shows that whenever Valve states this it's 100% not true.

So before update: it crashes when setting texture quality to anything higher than normal (which is high since ultra is locked for some reason).

After update results: nothing is fixed. At all. Still crashing when setting texture quality to high, at about 2.3GB of RAM usage.

Welp, guess it's back to normal texture quality then. Really, REALLY disappointing that an experienced game developer like Valve allows its games to become so full of game-breaking bugs even they can't fix them.
Try updating your drivers, maybe?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
There are no drivers to update. That's the whole point.

It's one specific update (the April 29th, 2015 update) that caused the whole thing to go south and each consecutive update made it worse and worse and worse.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
Fixed objective names in deathnotice HUD using white text when the local player was involved
I thought this was a feature, but still, I've been ultimately finding it annoying for not being able to see the texts clearly.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589

I think the Aperture Labs stickers sum the situation up quite nicely.
I still want to know how Aperture Science went from shower curtains to portal technology to Steam Controllers.
 

SC PL

local shitposter
aa
Jun 25, 2015
378
407
My TF2 after this update has crashed and don't worked.

So I decided to play on Gmod on map koth_probed

That what I get:

2016_01_10_00002_by_sweetcreeper132pl-d9nklut.jpg


After every update you crashing my TF2 and I need to fix it over and over and over...

Edit: Don't blaming Valve for that, cause it isn't their fault
 
Last edited:

Yrr

An Actual Deer
aa
Sep 20, 2015
1,317
2,759
1. verify your cache?
2. valve's new map packing system doesnt work with gmod, but that's not valve's problem since gmod is not their game