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
The temperature is low, but the spirits are high! The annual 72 Hour Jam is back once more!
This year, the Jamâs charity drive is supporting Gamers Outreach. Anyone who donates $5 or more to the drive is eligible to receive this yearâs in-game charity medal. Donate here!
Starting Friday, September 15th, at 5pm UTC, you have 72 hours to make whatever Team Fortress 2 creation you can think of! Whether it be a Map, Model, Artwork, or even another game entirely, anything goes as long as it's Team Fortress 2 related!
Additionally, you are able to earn another medal simply by participating!
For more information, check out the thread on TF2Maps or join the TF2Maps Discord. Be sure to also follow @TF2Maps on Twitter and Twitch for live coverage over the weekend, as well as any future events!
Team Fortress 2 is once again back at Insomnia Gaming Festival, featuring some of the best teams from around the world competing for their chance at a £3000 prize pool! The event takes place from Friday, September 8th, to Sunday, September 10th. EssentialsTF will be streaming three days of content hosted live at the NEC in Birmingham, UK!
Sign-ups for the tournament are here. The action will be streamed both at the event and online from 12pm BST (1pm CEST / 7am EDT) each day by EssentialsTF over at their Twitch page, so you can watch the event in-person or in the comfort of your own home!
Things are done a little differently down under, so you won't want to miss this!
If you have ever been unsure about wanting to watch or play competitive TF2 in OCE, then witnessing the head-to-head matchup of the two best highlander teams in the region should be all the convincing you need!
Attention, Maggots! Prepare for the AsiaFortress Invite Season Finals! â That's an Order!
Listen up, you sorry excuses for mercenaries! AsiaFortress is storming back into action, and this time, they're unleashing the mightiest invite season finals you've ever seen! Asia's elite teams are locking horns, all hungry for victory and a whopping $800 USD prize pool. That's right, cold hard cash!
Imagine Soldiers rocket jumping like they're defying gravity, Medics healing with the precision of a surgical strike, and Spies...well, they'll be lurking around, just like you'd expect!
Tune in on Twitch on the 18th of August @ 8pm SGT / 1pm CEST for their lower bracket finals and on the 20th of August @ 8pm SGT / 1pm CEST for their grand finals!
Gentlemen, this is a mission of utmost importance. Succeed, and you will be rewarded handsomely - you will still be alive by the end. The details to Fortress Faceoffs' newest covert operation have just been declassified! Teams of five avant-garde assassins will be brought to a new, top-of-the-line training course to perfect their fundamental skills of deadeye accuracy. To raise the stakes, all agents will only have one bullet in their revolvers at all times, and can only earn a new one through eliminating the enemy and confiscating their contraband! And yes, the documents really do contain this much alliteration in them. Dare you miss your target, and you will be left with only your knife and your bravery. If you succeed in slashing your opponents to submission, you will also earn your bullet back. If you manage to backstab them, your next shot will be greatly improved with the power to pierce through multiple players! You can reserve these piercing charges for as long as you'd like, but don't get too cocky... or else you may not live long enough to use it!
Sign up today and wire the details to the top men in your secret circles! The games begin on August 11th @ 11:59 PM / 23:59 BST for all regions and will continue for roughly 2 weeks, though you do NOT have to actively participate this long! The top 8 teams will have their talent shown off live, proving once and for all that our tax dollars might actually be good for something! For more information about event rules, prizes, and more, join the Fortress Faceoffs Discord and try not to leave any traces behind!