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Anonymity

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  1. 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 server crash related to PASS Time and the round timer at the end of a round
    • Fixed overlapping texture for the Panic Attack's kill icon
    • Updated the Winning Spirit Unusual effect to fix problems with clipping and the control points
    • Updated cp_brew
      • Fixed missing textures on a truck
      • Fixed unintended sentry spot on top of the HVAC pipes at the Brewery
    • Updated pl_camber
      • Fixed respawn room exploit
    • Updated plr_hacksaw
      • Fixed teleporters being able to be placed in spawn
      • Removed hint nodes from the hacking sequence
    • Updated plr_hacksaw_event
      • Fixed teleporters being able to be placed in spawn
      • Updated to match layout changes to plr_hacksaw
    • Updated ctf_pelican_peak
      • Removed skybox bridge for dx8 users
      • Adjusted cow
      • Miscellaneous fixes
    • Updated pl_corruption
      • Fixed an issue with the 3D skybox

    View the full article


  2. 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:

    • Updated cp_carrier
      • Fixed a clipping issue near the bell tower
      • Fixed the carrier being able to take teleporters
      • Fixed players dropping flags during waiting for players
      • Adjusted gravity and health formula for the carrier
      • Half-Zatoichi reverted back to restoring 50% of the carrier's health
      • The carrier is now able to use the Thermal Thruster, the Pain Train, as well as taunts
      • Decreased size of the frog

    View the full article


  3. 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:

    • Updated the Carry-Van to fix a problem with the LOD files
    • Updated the Scruffed 'n Stitched to fix the blue material using the red diffuse texture for the second style
    • Updated main menu background to fix missing nomip/nolod settings
    • Updated pl_camber to fix a crack in the forward spawn
    • Updated the Cozy Coverup
      • Fixed backpack icon
      • Fixed broken paint region
      • Fixed jigglebones
      • Fixed Scout's headphones being hidden for style 3
      • Fixed Soldier's lod0 for style 3 not matching style 1
    • Updated the Clue Hairdo
      • Updated to fix issues with shading on maps
      • Updated to fix the clipping of the loose hair strand with the forehead
    • Updated the Sleuth Suit
      • Updated all models to fix issues with shading on maps
      • Fixed clipping/changed rigging in some poses
      • Fixed the fourth style having only one material, which caused the problems
      • Fixed parts of the textures
      • Changed the backpack icon to reflect the changes in the item

    View the full article


  4. 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 the Pyro's right hand c_model not drawing correctly
    • Fixed The Razorback not being displayed in the 3D HUD player model and the loadout preview (community fix from gidi30)
    • Fixed the Engineer's Destruction PDA using the wrong animation in the 3D HUD player model (community fix from gidi30)
    • Fixed naming conflicts between the plr_hacksaw and plr_hacksaw_event localization strings
    • Updated the Scruffed 'n Stitched cosmetic item to fix a paint problem with the second style
    • Updated the display name for the Trench Warefarer cosmetic item to Trench Warfarer
    • Updated the Strasbourg Scholar cosmetic item
      • Fixed cross-cosmetic clipping
      • Fixed triangulation mismatch on pants and resulting rig issue
      • Fixed LOD bone collapse error
      • Fixed minor UV stretching on LODs
    • Updated pl_frontier_final
      • Fixed Engineers being able to build in Red's final spawn room
    • Updated plr_hacksaw
      • Fixed non-zero roll on spectator cameras
      • Fixed Erroneous clip brushes
      • Simplified and merged door frames across the map to have fewer obstructions
      • Removed some cover on each team's balconies that preventing being able to spam sentries
      • De-cluttered finale roof so that you can travel from balcony-to-balcony
      • Lowered rocks between middle and the finale
      • Adjusted prop fades
    • Updated ctf_turbine_winter
      • Fixed issue with teleporters exploding when players used them in the vents
      • Added extra ammopacks in the intel hallways
      • Fixed cubemaps having odd reflections in the center area
      • Adjusted clipping in the center area
      • Added neutral Train Camera so you can enjoy the Slay Ride
      • Added small details
    • Updated pl_emerge
      • Fixed some malformed geometry in Blu's first spawn
      • Fixed unintentional perch point just outside Blu's first spawn
    • Updated pl_camber
      • Clipped sewer grate
      • Disabled rock collision
      • Increased Red respawn room
      • Improved clipping
      • Blocked off a sightline on the final point
    • Updated cp_brew
      • Fixed missing collision on red arrow outside Red's first spawn
      • Fixed missing flatbed truck trailers outside of the diner
    • Updated koth_snowtower
      • The control point is now more closed-off
      • Slightly extended the cover on the lower balconies on both sides
      • Moved the ammo from the control point to the higher platform of the central tower
      • Fixed z-fighting on the lower ramps on both sides
      • Changed from toolsblockbullets2 to toolsplayerclip for the tree's clipping near the crossing
      • Updated menu photos
    • Updated koth_krampus
      • Fixed minor visual issues
      • Fixed Krampus' unique boss bar randomly getting replaced with the default one
      • Fixed people getting stuck or telefragged when taking the Krampus portal
      • Krampus' landing sound is now more audible
      • Krampus now correctly destroys all buildings in his way
    • Updated cp_carrier
      • Adjusted fade distances of some areaportals
      • Adjusted Blu team's respawn times
      • Extended Blu team's respawn room
      • Fixed hud text overlapping
      • Fixed soundscapes not working correctly
      • Fixed objective text not displaying properly
      • Fixed the ability for the carrier to pick up restricted weapons
      • Fixed players not becoming the carrier while standing on the platform as it resets
      • Announcer's bomb voice lines no longer play after the bomb has been deployed
      • Half-Zatoichi kills now restore 25% of the carrier's health instead of 50%
      • Added 25% crit resistance to the carrier
      • Added overtime while there is a carrier
      • The carrier's health bar now displays their class icon
      • Decreased size of the frog

    View the full article


  5. 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 missing 'No Glasses' style for The Dapper Dickens
    • Added missing strings for koth_krampus
    • Fixed name typo in map credits for koth_krampus
    • Fixed the Wanderer's Wool not being paintable
    • Updated cp_carrier to fix some visual issues
    • Updated Selfless Sensation to fix a rendering/brightness problem
    • Updated the Permafrost Essence Unusual effect to fix transparency issues in bright areas
    • Updated pd_galleria to fix broken cube maps
    • Updated pl_camber to fix a problem with RED spawn camping
    • Updated pl_emerge to fix missing .nav file
    • Updated cp_gravelpit_snowy to fix missing custom sounds
    • Updated pl_phoenix
      • Reduced Blu respawn wave time on A and C from 5 to 4
      • Increased Red respawn wave time on A and C from 6 to 7
      • Rollback zone on C now reduces the payload push speed by 50%
      • Locked door connecting B and C now opens when A is captured instead of B
      • Added a failsafe to prevent a case where the payload cart could get stuck at the base of the elevator finale
      • Various visual fixes and adjustments
      • Various pickup size adjustments
      • Various clipping adjustments
      • Performance improvements
      • Updated checkpoint names

    View the full article


  6. 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:



    Happy Smissmas 2023!

    • All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
    • Featuring 10 new community maps: Snowtower, Krampus, Haarp, Brew, Hacksaw, Turbine Center, Carrier, Galleria, Emerge, and Camber
    • Added the Winter 2023 Cosmetic Case
      • Contains 23 new community-contributed items
      • The Festivizer can be found as a bonus drop when opening the case
    • Added 3 new community-contributed taunts to the Mann Co. Store
      • Taunt: Cheers!
      • Taunt: Mourning Mercs
      • Taunt: Foul Play
    • Added 31 new community-created Unusual effects
      • 17 new effects for Unusual hats
      • 14 new effects for Unusual taunts
    • All cosmetic and taunt cases will grant Smissmas 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
    • Mann Co. Store winter sale!
    • Smissmas runs through January 7th, 2024
    General
    • Fixed missing normal map and variables for Festivized weapons (community fix from Woshee)
    • Fixed broken lighting for viewmodels in tight spaces (community fix from Stuffy360)
    • Fixed missing BLU team skin for the B.A.S.E. Jumper
    • Fixed Taunt: Roar O'War removing health after taunting with an honor bound melee weapon equipped
    • Fixed not always hiding floating health bars when the player has the hide_enemy_health attribute
    • Updated pl_corruption to fix trigger_teleports not enabling correctly
    • Updated koth_sawmill_event to fix missing material
    • Updated cp_gravelpit_snowy to improve performance
    • Updated several maps to fix localization issues

    View the full article


  7. 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:

    • Updated koth_sawmill_event
      • Fixed missing model and material
    • Updated pd_farmageddon
      • Fixed instances where players can get stuck when leaving the cap zone (Thanks Lo-fi)
      • Added custom announcer lines for gargoyle spawn
    • Updated zi_atoll
      • Significantly reduced strength of trigger_push in water
      • Adjusted trigger_push entities on trees
      • Improved clipping/collision on wood plank structures
      • Adjusted distribution of health and ammo pickups to make structures easier for Red to hold
      • Reduced file size of map

    View the full article


  8. 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 an extra HIDEHUD flag for vscript maps (HIDEHUD_TARGET_ID)
    • Fixed using the extendfreeze client command to continue spectating enemy players after being killed
    • Fixed Arena mode player count HUD layout problem (community fix from Funicular)
    • Updated zi_atoll to sync the particles file with other the Zombie Infection maps
    • Updated zi_woods
      • Added props to aid scouts in getting up to the roof on the boathouse
      • Added trigger_push entities to the tops of trees
      • Implemented an optimisation pass
    • Updated koth_sawmill_event
      • Added spells to the Underworld Forest to encourage players to travel there
      • Added trigger_hurts to prevent spawn camping in the Underworld Forest
      • Added the Skeleton King to randomly spawn after cap
      • Added an additional Skeleton Consort for him as well
      • Reduced the amount of particles in the Underworld Harvest
      • Removed a custom texture since it wasn't needed
      • Minor clipping changes
      • Added an ammo pack to the cave
      • Removed a few pumpkin bombs since they hurt player movement too much
      • Added a loss-coverage program for Red team
      • Cleaned up some waste

    View the full article


  9. 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 floating 'Bonus' label in the middle of the screen while working on certain contracts
    • Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
    • Updated the Celestial Summit Unusual effect to reduce the particle count
    • Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
    • Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)
    • Updated the Carry-Van
      • Fixed the rigging on the straps to avoid clipping when running
      • Fixed misplaced ambient occlusion on the material
      • Fixed rim mask being black in places it wasn't supposed to
      • Fixed a hole in-between the window and top of the van
      • Fixed LODs to represent above changes
    • Updated the Dead Man's Party Unusual taunt effect
      • Added fades to hand sprites
      • Improved effect composition on fast-moving taunts
      • Fixed some particle sorting issues
    • Updated cp_lavapit_final
      • Fixed a skybox exploit in the underworld
    • Updated pl_spineyard
      • Fixed an exploit that allowed players to get outside of the map
      • Fixed missing cubemaps
    • Updated pl_corruption
      • Replaced some of the materials and models
      • Adjusted collisions near some wooden beams by point A
      • Adjusted prop fades
      • Fixed some minor texture issues
      • Fixed teleport trigger in one of the spawn rooms being too late to activate
      • Minor adjustments to improve your sanity
    • Updated cp_degrootkeep_rats
      • Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
      • Fixed a hidden perch in the balcony overlooking C
    • Updated arena_perks
      • Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
      • Fixed missing barricades in the voting area
      • Fixed certain items having missing textures on the map
      • Removed crumpkins (with help from LizardOfOz)
      • Fixed stalemates causing extra rounds where no perks would appear
      • Added a new HUD, with an alive player counter
    • Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
      • If a game is in progress and there are no players on BLU team or RED team the game will now end
      • Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
      • Fixed a bug that caused Zombies to not see combat text correctly
      • Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
      • Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
      • Fixed an issue with missing particle effects for Medic's Heal ability
      • Adjusted the number of Zombies selected at round start for low player counts
      • Corrected unintended changes in the last update
        • Changed the damage dealt by Zombie Soldier's Stomp

          • In the previous update, Soldier would instantly kill his stomp target. This was not intended.
          • The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
        • Changed the Sentry Gun to deal 40% damage to Zombies

          • In the previous update, this was 35%. This was not intended.
        • Added a sound effect to Pyro's explosion of flames on death
        • Removed some debug print statements
      • Reworked Demoman's Blast Charge to fix several exploits and bugs

        • These changes should also make Blast Charge more reliable and less frustrating to use
      • Blast Charge is now triggered based on the player's velocity
        • When player's speed drops below a threshold while charging, they explode
        • Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
      • Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
      • Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
      • Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
      • Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
      • Fixed many bugs that caused Blast Charge to fail to detonate
      • Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie
    • Updated zi_atoll (additional changes)
      • Fixed the missing texture on the turbine building's roof
      • Added areaportals and occluders in and around buildings
      • Added extra nodraw brushes under the level and buildings to improve vis calculations
      • Added prop fades on bushes and rocks
      • Adjusted push triggers on trees
      • Minor clipping adjustments
      • Changed func_brush on roofs to func_movelinear so that corpses don't fall through
      • Added soul gargoyle spawns
      • Added a santa hat that spawns on the anchor when smissmas holiday is enabled
      • Fixed cubemap reflection issues
      • Fixed the seam between the 3D skybox and the playable level
      • Aar fed the spinning cat
    • Updated zi_devastation_final1 (additional changes)
      • Replaced sewer exit to the 2nd floor with a ladder
      • Changed sewer exits to no longer require crouching/prop jumps
      • Fixed missing respawn trigger in the sewers
      • Adjusted spawn positions of Zombies and Survivors
      • Fire now ignites players
      • Adjusted lighting in sewers to be slightly brighter
      • Reduced round timer to 3 minutes
      • Lit up 2nd floor car corner

    View the full article


  10. 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 the Clown's Cover-Up always showing the Red team skin
    • Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence
    • Fixed the Grounded style of the Power Spike using an incorrect LOD model
    • Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players
    • Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon
    • Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon
    • Updated The Masked Fiend to fix a problem with the materials
    • Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs
    • Updated the Sapped Unusual effect to fix visibility issues in bright environments
    • Updated Blastphomet cosmetic to fix some a problem with the materials and some minor clipping
    • Updated the Taunt: Borrowed Bones to add missing sounds
    • Updated Taunt: Neck Snap animations to fix the MVM canteen flipping while taunting
    • Updated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotation
    • Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickering
    • Updated pd_farmageddon
      • Updated .res file to work with custom huds (Thanks Aar)
    • Updated cp_lavapit_final
      • Updated the Underworld
      • Spells now spawn one per point, in a random location
      • Removed some exploits
    • Updated pl_spineyard
      • Replaced some of the materials and models
      • Fixed a missing material
      • Significantly improved skeleton navigation
      • Reduced the health of skeletons to 130 HP
      • Increased the weapon spread of skeletons to reduce their long range damage
      • Increased the number of pumpkin bomb spawns
      • Improved sound effects
      • Various detail fixes
      • Fixed being able to build in the first Blue spawn
    • Updated pd_mannsylvania
      • Added new custom voice lines of Merasmus Gargoyle Notifications
      • Better player clip and fixed players stuck in some areas
      • Placed more bat's models on entire map and randomised their animations
      • Improved 3d skybox
      • Disabled trigger_hurt in ending sequence after 15 second when game ends
      • Minor cosmetic fixes
    • Updated zi_murky, zi_atoll, zi_devastation_final1, and zi_sanitarium
      • These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
        • Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
          • This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholds
        • Zombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)
          • These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fire
        • Zombie Sniper's "Spit" ability now damages buildables
        • Zombie Sniper now drops a puddle of spit on death
          • Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
        • Zombie Pyro no longer drops small health kits
        • Zombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloud
          • These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
        • Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
        • Zombie Heavy deals 20% increased melee damage
          • Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
        • Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
          • This change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildings
        • Zombie Scout's "Speed Demon" passive now comes and additional 25% jump height boost
          • Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
        • 1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
          • It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.
        • Sentry Guns deal 40% damage to zombies (from 60%)
          • Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
        • Demoman shield items no longer halve the damage taken by zombies
          • He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
        • Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
        • All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)
      • Fixed a bug where Zombie Demo could detonate himself before the charge had started
      • Fixed a bug where Bonk! Atomic Punch could persist through Zombie conversion
      • Fixed various issues caused by Zombie Demo surviving his own charge
      • Fixed issues with the Zombie HUD not correctly displaying certain strings
      • Fixed exploit related to adding additional time
      • Added additional HIDEHUD bits to remove irrelevant HUD elements when playing Zombie
      • Added an instructional video (Thanks Funicular!)
    • Updated zi_murky (additional changes)
      • All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
      • Added more trees for cover
      • Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
      • Added a ramp leading to the yellow shack's roof
      • Added occluders to central shack
      • Improved fog
      • Improved skybox
      • Improved readability of chicken wire fences, and added more around the docks
      • Adjusted prop fades
      • Tweaked detailing
      • Fixed erroneous clip brushes
      • Fixed several stuck spots
      • Fixed missing television model
    • Updated zi_atoll (additional changes)
      • Added an extension to the roof of the turbine building
      • Added nobuild entities to debris that could potentially hide sneaky sentries
      • Added a broken window on the turbine building
      • Clipped the spiral stairs behind the lighthouse (thanks Aar!)
      • Reduced performance impact of water
      • Increased size of trigger_push entities on the tree tops
      • Improved collision on the displacement on the beach near the fishing house
      • The spinning cat has been fed
    • Updated zi_devastation_final1 (additional changes)
      • Added new route from second level zombie spawn to the top floor
      • Adjusted some zombie spawns
      • Made some zombie spawn exits easier to leave
      • Clipped off bottom floor stairs
      • Increased Round Timer to 3 minutes and 30 Seconds
      • Increased Reports of Gators
    • Updated zi_sanitarium (additional changes)
      • Replaced some of the materials and models
      • Fixed a missing material on a prop
      • Fixed a pixel walk in the skybox

    View the full article


  11. 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:



    Scream Fortress XV has arrived!

    • Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
    • Added the Bone-Chilling Bonanza Case
      • Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
      • Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
      • Has a chance to give a taunt Unusualifier as a bonus item
    • Added 4 new community-contributed taunts to the Mann Co. Store
      • Taunt: The Crypt Creeper
      • Taunt: Roar O'War
      • Taunt: Neck Snap
      • Taunt: Borrowed Bones
    • Added 20 new community-created Unusual effects
      • 13 new effects for Unusual hats
      • 7 new effects for Unusual taunts
    • All players who launch the game will receive a Soul Gargoyle if they don't already have one
      • Grants access to Merasmissions and Halloween item transmutations
      • Tracks Merasmissions completed and souls collected
    • All Halloween Contracts have been reset, allowing them to be completed again
    • Added new Contracts for this year's featured community maps
    • Completing a Halloween Contract will give players a classic Halloween item and the chance for a Bone-Chilling Bonanza Case
    • Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
    • All cosmetic and taunt Cases will grant Halloween 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
    • Join Halloween matches by using the Special Events category in Casual
    • Scream Fortress XV runs through November 7th, 2023
    General
    • Changes to help improve load times
    • Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
    • Updated the Horror Shawl's second style to fix a problem with the materials
    • Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
    • Updated pd_farmageddon to fix blood particles for the scarecrows
    • Updated vsh_distillery and koth_cascade with localization fixes
    • Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials

    View the full article


  12. 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

    View the full article


  13. 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 VSH Casual servers using "mp_winlimit 2" instead of "mp_maxrounds 25"
    • Updated pd_selbyen
      • Added 0.05 second delay to pd_logic_player_destruction "finale length"
      • Added lights in some areas to prevent dark spots
      • Remade dock side stair geometry to make it cleaner and steeper
      • Extended/added some walls to block sightlines at mid
      • Fixed seal floating too high above the ground in certain spots
      • Slowed down seal swimming animation
      • Clipping improvements
      • Optimization improvements
      • Various detailing additions and improvements

    View the full article


  14. 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:

    • Add ConVars to control Mann vs. Machine team limits on community servers
      • tf_mvm_defenders_team_size
      • tf_mvm_max_connected_players
    • Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
    • Fixed names/descriptions for the most recent HugsTF medals
    • Updated pl_venice
      • Gameplay
        • Relocated first Blu spawn (now split into two individual spawns at random)
        • Moved 1st Red spawn further away into a new room
        • Added new upper entrance into building next to Point A (thanks Delila)
        • Added new exit from 2nd Red spawn room
        • Moved a building entrance near Point A to a new walkway area above
        • Removed upper entrance and Point C routes in building next to Point B
        • Added new raised position at the main open inside area between Points C and D
        • Added new route near Point D
        • Added new cubby spot at Point D
        • Removed part of the balcony at the final Point
        • Widened door between 2nd Blu spawn and Point B
        • Removed a door to upper room near first Blu spawn & connected the balconies
        • Opened section of the building next to Point C for faffing and uber charging
        • Altered the underneath of the balcony at the building next to Point C
        • Tweaked roof area near Point B to make it easier to counter
        • Tweaked walkway between Points A and B
        • Added some minor cover near Point A
        • Lowered railing at above position near Point C for Turrets
        • Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
        • Removed engineer building & added smoother clipping on the raised bridge
        • Added/removed/moved some health & ammo
      • Art
        • Improved lightmap scale across the map to produce nicer shadows
        • Increased saturation and slightly adjusted style of some materials
        • Expanded the 3d skybox and made it viewable from more locations across the map
        • Fixed flag models
        • Made certain areas feel less like empty spaces
      • Misc
        • Fixed strange missing texture error in middle connector
        • Fixed error in soundscapes
        • Added more direction signs across the map
        • Fixed misaligned payload particles
        • Boat near first Blu spawn has drifted off into the distance
        • Other minor changes

    View the full article


  15. 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
    • Updated koth_cascade
      • Various player and projectile collision fixes
      • Various visual fixes and adjustments
      • Adjusted resupply locker positions
    • 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
    • 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
    • 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
    • Updated vsh_skirmish (additional changes)
      • Added a live feed to the office
      • Improved clipping in multiple areas

    View the full article


  16. 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • 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
    • Updated vsh_distillery (additional change)
      • Fixed crash when using mat_phong 0

    View the full article

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