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Team Fortress 2 Update
Thu
20.12.2007
By: HoriZon

Updates to Team Fortress 2 and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:


Changes/Additions:

  • Sudden Death mode is now a server option (a convar) and defaults to OFF
  • Sapped buildings now take slightly less damage from the Spy who sapped them
  • The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
  • Fixed an rcon/console command that could cause server crashes
  • Prevented players from playing the "civilian" class
  • Prevented players from hiding their name in the scoreboard
  • Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
  • Fixed decals not being correctly applied to the world in some cases
  • Fixed critical bullet tracers not being visible to players other than the firer
  • Fixed first person spectator view of the Spy watch not showing the correct cloak value
  • Fixed the teleporter's player shaped particles not drawing
  • Fixed the flamethrower stuttering when firing directly into a building
  • Fixed a rare crash that can happen when a player being healed leaves the server suddenly
  • Fixed rocket trail effects sometimes existing permanently in world
  • Added effects to players when they earn an achievement, visible to other players nearby
  • Tweaked achievement HUD fonts and color palette for more readability
  • Improved stat gathering for map play times to increase accuracy
  • Improved stat gathering around draws to better understand why they're occurring
  • Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
  • Fixed an occasional crash caused by an achievement not being found during a game announcement


Dustbowl map changes:

  • Now waits until either team wins fully before changing to another map on server timelimit expiring
  • Teams now score a point per captured control point, rather than per sub round
  • Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
  • Fixed gaps in stage gates that allowed snipers to kill defenders during setup
  • Fixed several model and brush perch exploits in stage three
  • Added stair access to the upper area in stage three after the first cap
  • Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot


Source Engine:

  • Fixed some audio buffer support issues with Vista
  • WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two textures
  • Improved the console in the graphical UI version of the dedicated server

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