Team Fortress 2 Update Released
July 26, 2023
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:
- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals
- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments
- Increased size of C capture area
- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions
- Various player and projectile collision fixes
- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor
- Fixed missing glass from bullet blocked windows
- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes
- Increased Red respawn wave time on D from 8 to 9
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas
- Added a live feed to the office
Team Fortress 2 Update Released
July 21, 2023
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:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
July 21, 2023
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:
- Enabled Versus Saxton Hale (Community) support for Valve matchmaking servers
Team Fortress 2 Update Released
July 21, 2023
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:
- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover
- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons
- Fixed the flying boat
- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props
- Fixed a crash affecting a small number of players
- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E
- More blockbullet /clipbrush swaps where needed
- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more
- Aligned various textures and fixed cubemap issue
- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions
- Fixed exploit that would let you build in spawn
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup
- TF_Bots now function in Versus Saxton Hale
- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0
Team Fortress 2 Update Released
July 21, 2023
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:
- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover
- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons
- Fixed the flying boat
- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props
- Fixed a crash affecting a small number of players
- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E
- More blockbullet /clipbrush swaps where needed
- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more
- Aligned various textures and fixed cubemap issue
- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions
- Fixed exploit that would let you build in spawn
- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup
- TF_Bots now function in Versus Saxton Hale
- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0
Team Fortress 2 Update Released
July 14, 2023
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 crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to other maps
- Fixed a bug where some particles were not the using correct particle types on clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Fixed missing materials
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
Team Fortress 2 Update Released
July 14, 2023
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 crash when opening the achievement dialog
- Fixed a bug where custom replacement materials in a map could persist to other maps
- Fixed a bug where some particles were not the using correct particle types on clients
- Fixed EmitSoundEx not using the correct sound name
- Fixed the Strange Filter prefix for vsh_tinyrock
- Fixed missing sounds and animation blends for the Taunt: Teufort Tango
- Fixed the equip_region for The Shrapnel Shell
- Updated vsh_skirmish to fix an issue where some props would disappear when viewed at certain angles
- Updated pl_phoenix
- Fixed missing materials
- Fixed various physics props obstructing the payload cart
- Fixed missing materials
- Updated vsh_nucleus
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map
- Fixed an exploit that allowed players to build out of bounds
Team Fortress 2 Update Released
July 13, 2023
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 audio and the new taunts
- Fixed Red being able to enter the Blu spawn room on pl_cashworks
- Fixed a transparency issue with the Hard Carry Unusual effect
- Fixed missing contributor for vsh_distillery
- Fixed spelling for the Taunt: Teufort Tango
Team Fortress 2 Update Released
July 13, 2023
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 audio and the new taunts
- Fixed Red being able to enter the Blu spawn room on pl_cashworks
- Fixed a transparency issue with the Hard Carry Unusual effect
- Fixed missing contributor for vsh_distillery
- Fixed spelling for the Taunt: Teufort Tango
Team Fortress 2 Update Released
July 12, 2023
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:
Summer 2023!
General
Summer 2023!
- Featuring 14 new community maps: Sharkbay, Rotunda, Phoenix, Cashworks, Venice, Reckoner, Sulfur, Hardwood, Pelican Peak, Selbyen, VSH Tiny Rock, VSH Distillery, VSH Skirmish, and VSH Nucleus
- Added the Summer 2023 Cosmetic Case
- Contains 25 new community-contributed items
- Added 6 new community-contributed taunts to the Mann Co. Store
- Taunt: Killer Joke
- Taunt: Star-Spangled Strategy
- Taunt: The Head Doctor
- Taunt: Tuefort Tango
- Taunt: The Road Rager
- Taunt: The Killer Signature
- Taunt: Killer Joke
- Added 20 new community-created Unusual effects
- 12 new effects for Unusual hats
- 8 new effects for Unusual taunts
- 12 new effects for Unusual hats
- Added the Summer 2023 War Paint Case
- Contains 10 new community-created War Paints that make-up the Summer 2023 Collection
- Has a chance to give a taunt Unusualifier as a bonus item
- Contains 10 new community-created War Paints that make-up the Summer 2023 Collection
- All cosmetic and taunt cases will grant Summer 2023 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2023
General
- Security and stability improvements
- Fixed the Mann vs. Machine upgrade panel closing after receiving a matchmaking party invite
- Fixed an exploit related to the ConTracker and being able to move/shoot while it's deployed
- Fixed the Strange Count Transfer Tool not being able to transfer stats for Sandvich items
- Fixed the Engineer not being able to move for a short period of time after doing The High Five taunt
- Fixed missing No Headphones style for the Universal Translator
- Fixed Engineer teleporter audio that was referencing the dispenser by mistake in Spanish
- Fixed incorrect alpha channels for the Smissmas 2021/2022 Cosmetic Case models
- Fixed the Winter 2019 War Paint Case not being shown in the Mann Co. Store
- Updated/Added some tournament medals
- Updated pl_enclosure_final to fix localization issues
- Updated cp_gravelpit_snowy
- Boosted volume of snowman explosions
- Added occluders to C to improve performance
- Improved clipping
- Boosted volume of snowman explosions
- Updated cp_steel
- Prop collision cleanup and improved player clipping
- Explosive splash bug collisions on stairs, props, etc., around the map
- Spawn point issues (collision, prop blocking, clipping, etc.)
- Fix Pyro door exploit on A
- Fix choke and spam issues into Blu & Red spawns
- Fix Pixel walk collision issues
- Fixing ceiling clipping and stuck spots including exploits
- Clean up geometry in spawns, the spawn locations and their exits
- Fix roof readability issues, with sticky and rocket jumping
- Fix rare double death bug when falling into pit
- Fix Cliff stuck spots and ledges in E pit
- Removed head glitch tele spawn on A-B connector
- Fix rare overtime cap bug
- Fix Red team getting stuck in spawn door to A
- Prop collision cleanup and improved player clipping
- Updated cp_mossrock
- Fixed numerous perch points
- Fixed players being able to get under Blu spawn
- Fixed a location where a teleporter could be build out of the map
- Fixed collision on rock near final point so it is more accurate to the visuals
- Fixed lots of small visual bugs
- Fixed some small exploits
- Improved optimisation
- Fixed numerous perch points