Team Fortress 2 Update from July 25, 2023

Team Fortress 2 Update from July 25, 2023

An upgrade to Team Fortress 2 has actually been launched. The upgrade will certainly be used instantly when you reboot Team Fortress 2. The significant modifications consist of:

  • Added check to make Mann vs. Machine intruders unsusceptible to pushback while leaving their generate
  • Added -unrestricted_maxplayers to elevate the maxplayer matter to 100 (function is in need of support and also not suggested)
  • Fixed VSH and also various other player-destruction gamemodes dripping their HUDs right into each other
  • Fixed Saxton Hale’s tools turning up as being brought by an incorrect/invalid gamer in VSH
  • Fixed Saxton Hale’s tools in some cases turning up as void in VSH
  • Fixed an accident that can happen when altering from VSH to an additional map
  • Fixed an accident that can happen pertaining to MP3s on VSH maps
  • Fixed an accident that can happen when making use of altering version information setup or making use of r_flushlod
  • Fixed an accident when going in between 2 sv_pure web servers with maps loading custom-made web content
  • Fixed altering version information setup or making use of r_flushlod not constantly working
  • Fixed jam-packed substitute materials/textures/models in a custom-made map can leakage right into various other maps or making as wireframe
  • Fixed custom-made bit bypasses not being refilled on web servers without sv_pure
  • Fixed game setting summaries for a few of the summer season map stamps
  • Fixed ingrained workshop map soundscripts not being filled on customers (neighborhood solution from ‘Jakub’ (ficool2))
  • Fixed an accident when making use of the game_ui entity and also gamers discconnecting (neighborhood solution from ‘Jakub’ (ficool2))
  • Fixed teleporter bit results (neighborhood solution from ‘Jakub’ (ficool2))
  • Updated/Added some event medals
  • Updated cp_altitude
    • Increased dimension of C capture location
    • Reduced first round timer from 6 to 5 mins
    • Increased max round timer size from 6 to 8 mins
    • 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 aesthetic solutions and also changes
  • Updated koth_cascade
    • Various gamer and also projectile crash solutions
    • Various aesthetic solutions and also changes
    • Adjusted resupply locker placements
  • Updated cp_steel
    • Fixed absent glass from bullet obstructed home windows
    • Removed some even more ceiling light crashes
    • Improved clipping around B -> C structure
    • Small security enhancement to Blu flank terrace to B
    • Some added block bullets around B flooring
  • Updated pl_phoenix
    • Increased Red respawn wave time on D from 8 to 9
    • Fixed projectile crash pest around the haul lift track
    • Fixed an instance where the haul cart can obtain stuck at the base of the lift
    • Various clipping solutions
    • Various aesthetic solutions
  • Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
    • The manuscript no more requires mp_winlimit and also mp_maxrounds to 0
    • Community web servers currently can broaden the Script by producing a brand-new documents at scripts/vscripts/vsh_addons/main.nut
    • Community web servers currently can pick the following Hale by means of SetNextBossByEntity, SetNextBossByEntityIndex and also SetNextBossByUserId features
    • The Diamondback currently gets 2 assured crits upon backstab
    • Hale’s assaults currently puncture via damages absorption of the Wrangler guard
    • Hale will certainly currently get a training alert if they have not carried out a Brave Jump throughout the very first 30 secs of a round
    • Fixed insects connected to Your Eternal Reward’s on-backstab camouflage
    • Fixed Festive Eyelander not acquiring heads on-hit
    • (Hopefully) Fixed Hale in some cases showing up to hold the Necro Smasher or the Sandvich
    • (Hopefully) Fixed some gamers being incapable to punch as Hale (“A-posing”)
    • Fixed Hale vanishing when the game attempts (and also stops working) to gib him
    • Both sides passing away at the same time currently counts as Stalemate
  • Updated vsh_skirmish (added modifications)
    • Added an online feed to the workplace
    • Improved clipping in numerous locations

Source

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