November 2, 2009, 6:47 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
- Added Bill's Hat for players who pre-purchase Left 4 Dead 2
- Fixed client-side perf problem after changing levels on Koth_Harvest_Event
October 29, 2009, 6:20 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
- Added a new community map: Koth_Harvest
- Added a Halloween edition called Koth_Harvest_Event
- Contains a variety of Halloween related features: New hats, achievements, exploding pumpkins, ghosts, and more!
- Updated the CTF, Arena, and KOTH versions of Sawmill
- Added check to prevent clients from sending empty or all whitespace names to the server
- Fixed "item_found" announcements coloring the player names if the player has :: in their name
- QuickSwitch improvements
- Added key input so you can cycle through it using the slot input keys
- Added all loadout slots (not just primary, secondary, and melee)
- Removed duplicate entries (should only see 1 flaregun, etc.)
- Fixed a few small layout & empty slot bugs
Community requests
- Updated item_teamflag with flags to toggle the trail effects: 0 none, 1 all, 2 paper only, 3 color only
- Added a "both" selection to the invalid winners field for team_control_point_master and team_control_point_round entities
October 14, 2009, 2:00 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
- Added "+quickswitch" command, which brings up a small panel allowing you to rapidly change the loadout of your current class & active weapon slot
- Added server ConVar "tf_teamtalk" to allow alive/dead teammates to talk with each other during a match (default is 0)
- Added 1/2 Bonus Point for healing a teammate with a dropped sandvich
- Updated the class menu to show the local player's current class
- Updated server ConVar "tf_playergib" to have 3 settings for player gibs: 0: never, 1: normal, 2: always (default is 1)
- Updated "player_hurt" game event to include "damageamount" and "crit" values
- Fixed a rare crash in particle system
- Fixed being able to eat your sandvich (via taunt) and drop it in the same frame
- Fixed not correctly remembering the last weapon if you're using "remember active weapon" and the last weapon was the weapon in slot 0
- Fixed Medic not being able to release his UberCharge if his team won the previous round and the Medigun was his last active weapon (while using "remember last active weapon")
- Fixed not remembering the last active weapon correctly if the player didn't die before the next round restart
- Prevented servers from using steam:// commands in their MOTD text
- Fixed using the regen cabinets to get more health than you should when you switch between weapons with/without max health reduction attributes
- Fixed friendly-fire/spectator exploit using projectiles
- Fixed disguised spies not getting ammo from enemy dispensers
- Fixed thrown sandvich traveling through players before being activated
- Fixed sandviches sometimes spawning inside walls, or being thrown through thin walls
- Fixed fire overlay drawing on hats in DX80
- Fixed an exploit that allowed servers to corrupt client's item database
- Fixed full packet updates showing cloaked Spies for an instant
- Fixed a prediction error resulting in mis-predictions of crits
Community requests- Added new "func_flag_alert" entity that fires an alert when a player carrying a flag starts touching the entity
- Added server ConVar "bot_crouch" to make bots crouch
- Added model override for item_teamflag entity
- Added ability to turn off particle trail for players carrying the item_teamflag entity
- Updated team_train_watcher to support 8 cp/track links (was previously 4)
September 15, 2009, 3:21 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Engine
- If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set
Additions / Changes- Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl key
- Alt-fire on the Sandvich now drops sandviches
- A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while already being at full health
- Eating a sandvich using the taunt method now heals a Heavy to full health
- Dropped sandviches heal 50% of the collector's health
- Medic regen changes
- Base regen amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
- Blutsauger
- Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
- Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
- Added "mp_windifference" server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points ahead of the other team
- Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
- Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
- Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
- If set (default), it'll show non-standard items being carried by the player you're spectating
- Tournament mode changes
- New item whitelist allowing tournaments to control what items can be used by players
- Added "item_whitelist_example.txt"
- Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
- Added Tournament mode Spectator HUD
- Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
- Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
- Changed idle player check to include spectators & players who haven't chosen a team
Bug Fixes- Fixed explosive radius detection using an axially aligned box instead of a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132->159
- Rocket radius change: 121->146
- End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
- Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
- Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
- Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
- Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
- Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
- Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
- Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
- Fixed wearables not destroying their attached particles when they're removed
- Fixed several player & viewmodel simulation issues that occurred when the game was paused
- Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests- Added the entindex() of the object being built to the "player_builtobject" game event
- Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
- Added IgnitePlayer input to TFPlayer
September 2, 2009, 2:10 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
- Fixed "not on camera object" particle effects appearing while spectating in-eyes, and not appearing when in thirdperson
- Fixed inventory bug that caused some item pickups not to be shown
- Added support for client explanations of backend inventory manipulation
August 31, 2009, 3:01 pm - Valve - Product Update
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
- Added "tf_allow_player_use" server ConVar to control players executing +use while playing (defaults to 0)
- Fixed a bug where full backpacks resulted in an item being repeatedly found each time the game is started
- Fixed being able to burn players/buildings that are in the water while standing outside the water
- Fixed teleporting Spies getting stuck in enemy players standing on the exit
- Fixed server log not listing telefrag kills as weapon "telefrag"
- Fixed the Pyro's airblast pushing Spectators in free-look mode
- Fixed Pyro's Hadouken killing Scouts that have used Bonk! and are phasing
- Fixed freezecam screenshots sometimes being saved outside the Screenshots folder
- Fixed deathnotice and server log entries not using the unique item names/icons when buildings are destroyed
- Fixed a case where the weapon selection menu wasn't drawing the images of non-standard items if the player was using hud_fastswitch 1 and using slot7-10 to view the panel
- Fixed CTF HUD not centering the flag panel if there is only one active flag
Community requests- Added the ability to set a parent for the item_teamflag entity
- Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag entity
- Added intro movie .mp3 files to the sound/misc folder
August 21, 2009, 1:39 pm - Valve - Product Update
Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Orange Box Engine
- Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system
- Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server
- Fixed a server crash caused by spoofing a client disconnect message
- Fixed a server crash caused by sending malformed reliable subchannel data
- Fixed a server crash related to unbounded settings on some convars
Team Fortress 2- Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
- The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
- The first bullet of a non-spread weapon if it's been >1.25 seconds since firing
- Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
- Added "motdfile_text" convar to servers, which allows them to specify a text file thatâs shown instead of the HTML MOTD to clients who've turned on this option
- Fixed radius damage not tracing out of enemies when the explosion occurs within them
- Fixes rockets & grenades doing no splash damage when fired point blank into enemies
- Added missing snowpuff particles for DX8 players (honest)
- Restored LOD for the Demoman player model
- Fixed being able to alt-fire with the fists while stunned as a Heavy
- Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round
- Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count
- Fixed sv_pure not reloading the map's custom particle file
- Custom particle effects contained within maps must now be placed in the \particles directory
- Fixed another case where items weren't being validated properly in class loadout slots
Community requests- Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
- Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture
- Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities
- Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
- Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin
August 17, 2009, 3:56 pm - Valve - Product Update
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