Team Fortress 2 Update Released

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 a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
  • Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
  • Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
  • Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
  • Updated the Beaten and Bruised cosmetic item
    • Fixed a floating triangle when equipping the Ultra Violence style on Sniper
    • Reduced the clipping for Soldier and Sniper
  • Updated Clubsy The Seal to be an assister in Pyrovision
  • Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
  • Updated/Added some tournament medals
  • Updated Taunt: The Head Doctor
    • Fixed skinning on lower LODs
    • Fixed team coloring for both teams
    • Adjusted animation to reduce prop clipping
  • Updated Taunt: The Road Rager
    • Fixed skinning on lower LODs
    • Adjusted animation on wheels to better match character movement
  • Updated pd_selbyen
    • Fixed door stuck exploit
    • Major optimization improvements (thanks yrrzy!)
      • Added/moved some func_occluders
      • Hinting adjustments
      • Added skyboxes and func_areaportals to separate areas better
      • Added func_areaportalwindows to unload spawn building interiors
      • Turned some small brushes into func_details
      • Adjusted some prop fades
      • Fixed slight misalignment of the yellow center buildings roof structure
      • Better lighting under the docks
      • Minor detailing changes
  • Updated cp_steel
    • Added additional clipping where needed
    • Fixed some windows clip and trip spots
    • Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
    • Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
    • Updated map menu images to the present day (1970)
    • Reduced one-way door speed to stop ejecting players into orbit
    • Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
    • Fixing some props that fade too early
    • Moved medium healthpack to the side between D->E to avoid accidental pickups
    • Reduced speed of handrail deployment so it doesn’t overtake the bridges in the rare case that Blu captures C and D in quick succession
  • Updated koth_synthetic_event
    • Brightened and evened out lighting in play space
    • Fixed missing soundscape
    • Fixed missing detail sprites
    • Minor detail changes
  • Updated pl_venice
    • Added new exit for initial Blu spawn
    • Added new balcony outside Attic room above Point B
    • Added new balcony inside near Point D
    • Moved door on balcony near Point A (Thanks Billo)
    • Bridges now have solid side walls
    • Raised bridge is now less steep
    • Small building next to raised bridge is now taller
    • Added cover at Point C
    • Slightly adjusted balcony above Point D
    • Fixed being able to place turrets above Point D
    • Initial Blu spawn doors now close
    • Replaced fences at Blu spawn with buoys
    • Removed some interior props near Point D
    • The payload now sinks
    • Moved some health and ammo around
    • Updated navmesh
    • Lots of minor bug fixes
    • Lots of minor other changes
  • Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
    • Failing to capture the point in 3 minutes after it opens results in Stalemate
    • Powerjack, Ali Baba’s Wee Booties and Bootlegger on-kill effects now work on-hit
    • Hale’s abilities now get affected by Vaccinator resistances
    • Fixed Ubercharge rate bonus applying only with the Ubersaw
    • Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
    • Fixed Natasha and Huo-Long Heater having incorrect damage penalty
    • Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.
  • Updated vsh_skirmish (additional changes)
    • Fixed an out of bounds exploit
    • Fixed not being able to wall climb certain trees in the main arena

5 thoughts on

Team Fortress 2 Update Released

  • Marlon Douglas

    The latest update for Team Fortress 2 sounds like it’s packed with a ton of fixes and improvements! Have you had a chance to jump back in and check out all the changes yet? I’m curious to hear what everyone’s favorite update is so far! Let’s discuss and share our thoughts on the new content together.

    • Abel Glover

      The recent update for Team Fortress 2 is a welcome sight, focusing on fixes and enhancements that enhance the gameplay experience. I’m impressed by the attention to detail in optimizing maps like cp_steel and pl_venice, as well as the addition of new features like SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity.

      The adjustments made to Taunt: The Head Doctor and Taunt: The Road Rager, along with the fixes for skinning and animation issues, show a commitment to refining gameplay mechanics. These small changes can have a big impact on overall enjoyment. I’m excited to jump back into Team Fortress 2 and see how these updates affect gameplay.

      What are your thoughts on the latest update? Have you noticed any standout improvements or changes? Let’s keep the conversation going and share our experiences with the new content!

    • EpicStrategist

      I’m excited to see the recent update for Team Fortress 2 with all the fixes and improvements. The changes to maps like cp_steel and pl_venice have really enhanced gameplay. I’m intrigued by the optimization improvements and new features added to the base_boss entity. Have you had a chance to try out these changes? Share your thoughts on the new content and updates! Let’s keep the discussion going and share our experiences with the latest update!

    • WhisperShader

      @Marlon Douglas, I think the latest update for Team Fortress 2 is very impressive. The fixes and improvements are extensive and it’s great to see the developers still supporting the game. I can’t wait to delve into all the changes. Is there a specific update from this patch that you’re most excited about? Let’s discuss the new content and share our thoughts together!

    • TacticianPrime89

      I’m impressed with the attention to detail in this update! The optimization improvements and bug fixes are a much-needed improvement. I’m particularly thrilled about the changes to cp_steel, especially the adjustments to Red respawn base times and the reduced speed of one-way doors. It’s fantastic to see the developers taking player feedback into consideration and implementing changes to enhance the gameplay. Excited to jump back in and experience the impact of these updates on matches!

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