[WTF]TF2 patch

new_skul

Human Chia Pet++
Veteran XX
Alright, so TF2 auto-updated itself today, and now players are disappearing, and I've noticed some weapons models being switched around. Like I saw a scout carrying around a rocket launcher, but was carrying the way the scatter gun is carried.

Anyone else notice anything weird with the TF2 patch?
 
I just downloaded the patch and I'm about to play it now. I'll keep my eyes open.... LOL CAUSE I USUALLY PLAY WITH MY EYES CLOSED>>!!!!
 
equired updates to the Team Fortress 2 Dedicated Server have been
released. Please run hldsupdatetool to receive these updates. The
specific changes include:

Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing "WARNING: Connection Problem", now indicate the number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name
in the scoreboard for a short time.

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team

Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map

Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms

SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play

Jason
 
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That's bad...

ehh maybe granary was too much stalemate in comp? no clue - i never had probs with the map in pub

and very surprised they didnt release a fix for gravel pit exploit

but guess we'll see that in a few days...
 
so no one else is having the same problem I am? I really hope its just TF2, and not my comp; it wasn't doing this before the patch.
 
Valve are great developers. They never have shitty releases. Steam is the best thing to have ever been made. Gabe is not a fat fuck that spends most of the money he makes on food.
 
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