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TF2 Update - August 18, 2015

TF2 Valve Update Patch

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#1 Toamto

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Posted August 18 2015 - 02:44 PM

~135 MB
New map and gamemode!
 

- Added new game mode 'PASS Time' to the TF2 Beta
- Check out the blog post for more information (http://www.teamfortr...st.php?id=17833)
- Fixed a crash caused by a client sending malformed network data to the server (thanks to Nathaniel Theis for this report and test case)
- Added a new hat 'The Finder's Fee'
        - Will be awarded going forward on a case-by-case basis to those who report major economy-breaking bugs or remote-code-execution bugs, and provide detailed information and steps to reproduce
        - Well deserved congratulations to the first recipient, Nathaniel Theis
- Fixed visual bugs caused by picking up weapons with special attributes
- Fixed the Mann vs. Machine Medigun shield not being re-created after switching away from the Medigun and back while the charge is draining
- Fixed some alignment issues in the HUD meters for the Mann vs. Machine rage knockback and Medigun shield
- Fixed left-hand view models not displaying Stat Clocks correctly
- Fixed being able to use the tournament_readystate client command when using per-player ready status mode
- Fixed seeing a HUD mp_timelimit timer for maps that don't end the round when the map timelimit runs out
- Fixed some missing VO sounds for the Demoman when laughing
- Fixed being able to use the Restore action on Killsteak Kits
- Fixed character loadout menus so they display the particle effects for all equipped Unusual items
- The Huo-Long Heater can now accept Posthumous Kills strange parts
- Updated the Australium Grenade Launcher to fix the wood material being shiny
- Updated the backpack images for the Gun Mettle Campaign Coin
- Updated LODs for several weapons and the sentry gun
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Updated the localization files
- Updated Koth_Suijin with the latest changes from the authors
        - Added cover around the point preventing cross-point sight line
        - Opened second window in point building
        - Tweaked pickup amounts and positions
        - Widened space between stairs to point and bridge railing to allow easier movement
        - Clipping improvements
        - Improved lighting in dark areas
        - Fixed an issue where engineers could build on outlying islands
        - Fixed an issue where engineers could trap teammates by building teleporters in spaces with restricted movement
        - Fixed an issue where the spawn room doors could be held open by an opposing team member
        - Optimization improvements
- Maps Workshop Beta
        - Fixed a common crash when loading some compressed maps
        - Fixed various issues running workshop maps on listen servers
        - Listen servers no longer unnecessarily fetch a second copy of the map
        - Listen servers no longer cause the client to crash upon the second load of the same workshop map
        - Added -ugcpath parameter for dedicated servers to control location of downloaded workshop content
        - Defaults to steamapps/workshop
        - Multiple servers sharing the same UGC directory is currently not supported, and will not go well
        - Added server command tf_workshop_map_status to view currently tracked maps and their status
        - Enhanced handling of updated maps to ensure the newest available version of the map is always used on level change
        - Improved handling of workshop maps in a server's map cycle
        - Workshop maps in the map cycle will be automatically fetched and updated in the background
        - Workshop maps in the map cycle will have their names updated to the canonical name once known
        - Map votes now work with workshop maps
        - A known issue is that the full workshop map name is currently shown instead of the friendly name
        - Community request: Updated the FindMap and CanProvideLevel API for server-side mods. These functions now always expose the full workshop names for maps when known, even if not the map is not yet installed.



#2 Cedarbox

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Posted August 18 2015 - 03:33 PM

Okay, this is getting weird.

 

Alright, pass time is a lot of fun. And it's even more fun because it doesn't try to shoehorn in those grapples. It would be even better if it wasn't trying to shoehorn in powerups. Or at least made them -look- appropriate.


There once was a kitty named Tomo
As famous on the Internet as Domo
But his face got all shitty
Because he's a bad kitty
And now he's washed up like Rivers Cuomo


#3 Isotoxin

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Posted August 18 2015 - 06:46 PM

FOOTBALL.

 

The one thing I find hilarious about it is the fact that the ball is pretty much magnetic. This can lead to passes that are upwards of 200+ feet.



#4 Toamto

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Posted August 19 2015 - 04:49 PM

Another patch today.
 

- Fixed an issue with the Festive Revolver not drawing correctly
- Updated the materials for the Australium Minigun
- PASS Time update
        - Fixed disguised Spies not having a shield drawn for them in the HUD
        - Fixed players being able to carry the jack while taunting (fixes an exploit with The Eureka Effect)
        - Fixed being able to 'inspect' the jack while players are carrying it
        - Fixed capturing the jack not incrementing Scout contract points
        - Updated pass_warehouse
                - Fixed a hole near the RED goal
                - Fixed some props where the jack could get stuck
                - Changed some small health kits to medium



#5 Cedarbox

Cedarbox

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Posted August 19 2015 - 11:09 PM

The whole 'see teammates' thing makes spies much easier to find. You can see the teammate logo on cloaked enemy spies if they're disguised as one of your teammates. Stare through a wall every now and then and they don't stand a chance.


There once was a kitty named Tomo
As famous on the Internet as Domo
But his face got all shitty
Because he's a bad kitty
And now he's washed up like Rivers Cuomo




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