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View Full Version : Team Fortress 2 Update Released



Valve
07-18-2024, 07:00 PM
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 2024!

Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
Added the Summer 2024 Cosmetic Case

Contains 23 new community-contributed items

Added 4 new community-contributed taunts to the Mann Co. Store

Taunt: Taunt: Can It!
Taunt: Cremator's Condolences
Taunt: Straight Shooter Tutor
Taunt: Unleashed Rage

Added 38 new community-created Unusual effects

18 new effects for Unusual hats
20 new effects for Unusual taunts

All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.The Summer event runs through September 15th, 2024
General

Security and stability improvements
Fixed Workshop sv_cheats exploit
Disallow aliasing any existing convars that are not movement commands
Added language support for Spanish - Latin America
Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items

Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category

Added missing 64-bit Steam binaries for the dedicated server
Added missing 64-bit versions of HLMV and HLFaceposer
Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
Added missing menu_photos images for cp_powerhouse
Added missing default string for Player Destruction mode
Expanded VScript support

Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
BaseEntity: AcceptInput, IsAlive
EconEntity: GetAttribute
TFPlayer: GetCustomAttribute, StunPlayer
TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

Moved some of the Christmas maps to the normal rotation
Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
Moved koth_probed out of the Misc matchmaking category and into KOTH
Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
Fixed dropped weapons with custom decals not showing the correct decals
Fixed some unusual effects using the wrong orientation for The Head Hedge
Fixed Halloween transmutations being completed outside of the Halloween event
Fixed incorrect BLU material for the CLTF2 bronze medal
Fixed missing Spy audio when using the Taunt: Kazotsky Kick
Fixed missing sound for the Taunt: The Skating Scorcher
Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
Fixed some clipping issues for the Mad Lad when using lod1 and lod2
Fixed missing polygons for the Stunt Suit when using the Roadworker style
Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
Fixed console warning about unknown command 'eureka_teleport'
Fixed Vaccinator heal sound continuing to play after Medic's death
Fixed a problem with the Tiny Timber not displaying paint after being painted
Updated zi_intro.webm media file
Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
Updated the material for The Law to fix an issue when the hat has been painted
Updated the equip_region for the Cleaner's Cap
Updated/Added some tournament medals
Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
Updated ctf_doublecross

Fixed an incorrect team-colored material in the BLU base

Updated cp_brew

Fixed truck textures outside of BLU spawn
Fixed a few bumps in the road

Updated pd_selbyen

Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
Minor detailing changes

Updated pl_hoodoo_final

Added func_noclip to BLU spawn in the third stage

Updated pl_corruption

Fixed handrail collision near the last point
Fixed lamp near BLU spawn
Fixed missing string for last point

Updated plr_hacksaw_event

Fixed broken areaportals

Updated pl_enclosure_final

[Stage 1] - Moved A point within the gate building
[Stage 1] - Added stairs for access to the balcony overlooking the final point area
[Stage 1] - Added more cover along the initial aviary area
[Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
[Stage 1] - Tweaked the layout of the tunnel section
[Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
[Stage 1] - Reworked RED spawn so it now has two exit doors
[Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
[Stage 2] - Airboats and their dock are now accessible
[Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
[Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
[Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
[Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
[Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
[All Stages] - Allowed building inside initial BLU spawns
[All Stages] - Visual improvements to a lot of places, a few new assets

Updated pl_cashworks

Area 1 / Loading Dock

BLU Spawn 1:

Solved several clipping issues at doors and stairs
Mitigated line of sight into spawn room
Added alternative exit from spawn room to the right

RED Spawn 1:

Reworked to have two exits

Area Changes:

Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
Changed munition pack at building 01 to large
Possible spots beneath bridge for teleporter-traps eliminated
Shuffled some big rocks to block off Sniper lanes
Cut center building Sniper lane, left alley visually blocked off from dock area
Cut center building top Sniper lane, less easy to get a good view
Changed out of bounds building left of BLU spawn, added spinning sawblade
Opened up a third passage to allow for an additional flanking option for BLU and RED


Area 2 / Serpentines

RED Spawn 2:

Reworked 2nd RED spawn entirely
New spawn has two exits, locks and teleports after B is capped

Area Changes:

Balconies blocked off visually and physically
Additional visual blocker at the top of the serpentines to allow for a more secure crossing
Long tunnel leading through the RED building to a staircase at the foot of the hill
Added deadly and moving sawblade for spicy danger, with sparks and fumes
Closed off BLU balcony at the end of the hill
Changed raised platform to be only accessible from RED side

Reroutes:

Deleted BLU gates at flanking route after B is capped
Flanking route has an additional exit towards C, leading through BLU building
BLU building interiors reworked and expanded
Balcony-drop doesn't injure the player any more


Area 3 / Construction Site

BLU Spawn 2:

New stairway leading to balcony
Wider exit from big building after CP3 capture

Area Changes:

Widened area at the generators and on the 2nd level
Changed the direction of the drop-in to C, leading into the hydroelectric building
Widened exit from BLU spawn into Area 3


Area 4 / Vault

Area Changes:

Added gates opening at the gatehouse after CP3 is captured
Alternative passageway through gatehouse while gates are closed pre CP3
Rebuild bridge to be convex, obscuring a long Sniper lane
Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks


Global Changes

Solved a ton of clipping
Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
Adjusted func_doors at spawn to span to every solid
Changed clipping on cart, now jumpable
Increased fog distance and lowered density
Exchanged glass-textures from the green to the clear version
Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces




More... (https://www.teamfortress.com/post.php?id=223066)