TF2 Update

Synn

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[-]August 21, 2009 - Team Fortress 2/Day of Defeat: Source Update Released

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 that?€™s 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

I don't see a "Fixed rocket jump" :(

Edit: Sorry. RJ has been fixed, awesuuum
 
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Whats wrong with rocket jumping? I havent played in awhile

You take less damage, but you can't do the most common/useful jumps like getting on top of the Spire at Badlands etc
 
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Synn, rocket jumping was fixed in a previous patch. Also, yay for rockets being able to do damage when fired at an enemy pointblank. I knew something was fishy.
 
Synn, rocket jumping was fixed in a previous patch. Also, yay for rockets being able to do damage when fired at an enemy pointblank. I knew something was fishy.

Yeah I didnt know, time to start playing Soldier again :D
 
What the..I'm getting a "Server is enforcing consistency for this file: water_dx80.pcf " whenever I connect to any server after this update. Do servers need to be restarted/updated or something?
 
Another update without the trading system! AWESOME!

EDIT: Kunai, that happens when servers haven't been updated.
 
What the..I'm getting a "Server is enforcing consistency for this file: water_dx80.pcf " whenever I connect to any server after this update. Do servers need to be restarted/updated or something?
Yep they need to be updated.
 
Kunai, this happens every single time an update applies. I would wait until the servers update, and until eGO tf2 steam group makes an announcement about servers being updated.

edit: wow you people are fast.
 
AWESOME!

OnCapTeam1 and OnCapTeam2 means that events can be triggered if one team captures the CTF and such!

Suppose RED caps the 2fort intel, it could trigger another path to RED's base to open. The map could change over the course of the game!

The other updates are cool too. I guess.
 
AWESOME!

OnCapTeam1 and OnCapTeam2 means that events can be triggered if one team captures the CTF and such!

Suppose RED caps the 2fort intel, it could trigger another path to RED's base to open. The map could change over the course of the game!

The other updates are cool too. I guess.

Let's assume you're right...



THAT'S FREAKING EPIC.
 
Let's assume you're right...



THAT'S FREAKING EPIC.

Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities

OnCapTeam1 and OnCapTeam2 means that when the intel or cap zone is captured, a "switch" will go off, and anything that is set to capture this input can then trigger a bunch of other things, from moving world geometry, to killing everyone. (This was previously available for cap zones, ala cp_steel, but now for Intel as well)

EDIT: alright, I'll stop clogging the thread :P
 

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