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TF2 update for 7/7/22
1
#1
Patch Notes
0 Frags +

Via the Steam Community:

Valve- Several fixes to address exploits and stability issues
- Added a game server setting, "net_chan_limit_msec", which allows server operators to limit amount of processing time the game server can spend on processing packets for each client per tick. Clients that send packets causing server CPU processing time to exceed configured number of milliseconds will be kicked from the game server.
- Added a game server setting, "net_chan_stats_dump" which, when enabled, will dump statistics of each network channel when that network channel is closed. Statistics include messages, bandwidth, and CPU processing time breakdown.
- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)
- Fixed not being able to adjust the offset for a cosmetic item's Unusual effect
- Fixed some players seeing [unknown] for their player name
- Fixed broken transparency on cosmetics
- Fixed lag compensation when melee-ing teammates
- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation
- Fixed jiggle bones rendering in the loadout and item previews
- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes
- Fixed ConVar buttons flickering after being clicked to toggle the value
- Fixed The Shortstop shove showing as self-inflicted damage
- Fixed Mini-Sentry guns not triggering damage alerts in the HUD
- Fixed net_disconnect_reason affecting disconnect messages on the client
- Fixed Medi Gun charges expiring too early if a server forces add_uber_time
- Fixed network edicts being used for server-side-only entities
- Updated mat_picmip to allow values below -1
- Updated/Added some tournament medals
- Updated the localization files

- Updated Mann vs. Machine
- Fixed not being able to kick Spectators
- Fixed bots not displaying the correct names
- Fixed the loading screen backgrounds on Valve servers
- Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator

- Updated Arena mode
- Fixed players being able to late-join the game
- Fixed players on team Unassigned being able to kill other players

Rumor has it:

- Tournament medal additions are a little lighter this time, which are as follows:
- LAN Downunder 2022 (1st Place, 2nd Place, 3rd Place, Participant)
- Anniversary Annihilation 2022 (Participation Trophy, Galvanized Goblet, Soul-Binding Star, Caregiving Corundum, Heroistic Heart, Dastardly Diamond)
- TF2Maps 72hr TF2Jam Summer Participant 2022
- TF2Maps Ray of Sunshine 2022

- Otherwise, the vast majority of what you see above is exactly what you're getting, including the localization file updates made possible with the help of Translators Like You - Thank You

- Size is ~1 MB

Via [url=https://steamcommunity.com/games/TF2/announcements/detail/3364768432727874425]the Steam Community[/url]:

[quote=Valve]- Several fixes to address exploits and stability issues
- Added a game server setting, "net_chan_limit_msec", which allows server operators to limit amount of processing time the game server can spend on processing packets for each client per tick. Clients that send packets causing server CPU processing time to exceed configured number of milliseconds will be kicked from the game server.
- Added a game server setting, "net_chan_stats_dump" which, when enabled, will dump statistics of each network channel when that network channel is closed. Statistics include messages, bandwidth, and CPU processing time breakdown.
- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)
- Fixed not being able to adjust the offset for a cosmetic item's Unusual effect
- Fixed some players seeing [unknown] for their player name
- Fixed broken transparency on cosmetics
- Fixed lag compensation when melee-ing teammates
- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation
- Fixed jiggle bones rendering in the loadout and item previews
- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes
- Fixed ConVar buttons flickering after being clicked to toggle the value
- Fixed The Shortstop shove showing as self-inflicted damage
- Fixed Mini-Sentry guns not triggering damage alerts in the HUD
- Fixed net_disconnect_reason affecting disconnect messages on the client
- Fixed Medi Gun charges expiring too early if a server forces add_uber_time
- Fixed network edicts being used for server-side-only entities
- Updated mat_picmip to allow values below -1
- Updated/Added some tournament medals
- Updated the localization files

- Updated Mann vs. Machine
- Fixed not being able to kick Spectators
- Fixed bots not displaying the correct names
- Fixed the loading screen backgrounds on Valve servers
- Fixed Übercharge charge rate and duration upgrade not working for the Vaccinator

- Updated Arena mode
- Fixed players being able to late-join the game
- Fixed players on team Unassigned being able to kill other players[/quote]

Rumor has it:

- [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/82a9dc2741c84f1e2a27c22368de56f64f2d1b9b#diff-5d59463cc2ec4526db586d010e16ea0a70a21347828fd104d36bb7659aef183d]Tournament medal additions[/url] are a little lighter this time, which are as follows:
- LAN Downunder 2022 (1st Place, 2nd Place, 3rd Place, Participant)
- Anniversary Annihilation 2022 (Participation Trophy, Galvanized Goblet, Soul-Binding Star, Caregiving Corundum, Heroistic Heart, Dastardly Diamond)
- TF2Maps 72hr TF2Jam Summer Participant 2022
- TF2Maps Ray of Sunshine 2022

- Otherwise, the vast majority of what you see above [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/82a9dc2741c84f1e2a27c22368de56f64f2d1b9b]is exactly what you're getting[/url], including the localization file updates made possible with the help of [url=https://valve.crowdin.com/]Translators Like You - Thank You[/url]

- Size is ~1 MB
2
#2
35 Frags +
- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes

oh. oh my.

[quote]- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes[/quote]

oh. oh my.
3
#3
27 Frags +
wickedplayer494- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes

tasheems reign of terror begins

[quote=wickedplayer494]- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes[/quote]
tasheems reign of terror begins
4
#4
49 Frags +

https://cdn.apartmenttherapy.info/image/upload/f_jpg,q_auto:eco,c_fill,g_auto,w_1500,ar_4:3/at%2Fart%2Fphoto%2F2021-08%2FTikTok%20Condiments%20in%20Fridge%20Drawer%2F2021-08-17_ATK5082

[img]https://cdn.apartmenttherapy.info/image/upload/f_jpg,q_auto:eco,c_fill,g_auto,w_1500,ar_4:3/at%2Fart%2Fphoto%2F2021-08%2FTikTok%20Condiments%20in%20Fridge%20Drawer%2F2021-08-17_ATK5082[/img]
5
#5
4 Frags +
yogrrt- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes
oh. oh my.

They fixed that before the sticky det bug
Edit: also does this mean we can get resolutions like this again with picmap settings?

https://wiki.teamfortress.com/w/images/thumb/3/3b/Tf2compare1pp2.jpg/400px-Tf2compare1pp2.jpg

[quote=yogrrt][quote]- Fixed the Iron Bomber's projectile collision size not matching other projectile collision sizes[/quote]

oh. oh my.[/quote]

They fixed that before the sticky det bug
Edit: also does this mean we can get resolutions like this again with picmap settings?
[img]https://wiki.teamfortress.com/w/images/thumb/3/3b/Tf2compare1pp2.jpg/400px-Tf2compare1pp2.jpg[/img]
6
#6
31 Frags +
wickedplayer494- Updated mat_picmip to allow values below -1

https://gbatemp.net/attachments/woa-png.189025/

[quote=wickedplayer494]
- Updated mat_picmip to allow values below -1
[/quote]
[img]https://gbatemp.net/attachments/woa-png.189025/[/img]
7
#7
1 Frags +

- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?

- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?
8
#8
Spaceship Servers
27 Frags +
springrolls- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?

https://www.youtube.com/watch?v=q0l0mRV7UC8

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this

[quote=springrolls]- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?[/quote]

[youtube]https://www.youtube.com/watch?v=q0l0mRV7UC8[/youtube]

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this
9
#9
7 Frags +

tf2-comp-fixes seems functional

tf2-comp-fixes seems functional
10
#10
RGB LAN
7 Frags +
- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)

Any chance we see this implemented in competitive league configs in the next season or two?

[quote=- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)][/quote]
Any chance we see this implemented in competitive league configs in the next season or two?
11
#11
19 Frags +
Connie- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)Any chance we see this implemented in competitive league configs in the next season or two?

Changes will be made to RGL configs in the next few days, if not tonight.

[quote=Connie][quote=- Added a game server setting, "tf_fall_damage_disablespread", to disable random fall damage (default: 0)][/quote]
Any chance we see this implemented in competitive league configs in the next season or two?[/quote]

Changes will be made to RGL configs in the next few days, if not tonight.
12
#12
21 Frags +
stephspringrolls- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?

https://www.youtube.com/watch?v=q0l0mRV7UC8

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this

lmao tf2 is almost open source now

[quote=steph][quote=springrolls]- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?[/quote]

[img]https://www.youtube.com/watch?v=q0l0mRV7UC8[/img]

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this[/quote]

lmao tf2 is almost open source now
13
#13
3 Frags +

"What da fook" - rah's al ghul, League of Shadows

"What da fook" - rah's al ghul, League of Shadows
14
#14
15 Frags +

THE SEX UPDATE

THE SEX UPDATE
15
#15
30 Frags +

finally

https://c.tenor.com/iKDrwr2okVMAAAAC/chiraq-lildurk.gif

finally
[img]https://c.tenor.com/iKDrwr2okVMAAAAC/chiraq-lildurk.gif[/img]
16
#16
4 Frags +

I am pogchamping

I am pogchamping
17
#17
7 Frags +

I am cumming

I am cumming
18
#18
5 Frags +

I ran a quick timedemo benchmark using mat_picmip 2 and mat_picmip -10 with no real difference in performance. Does anyone know if it has any impact on performance in another way or is it fine to just crank it up?

I ran a quick timedemo benchmark using mat_picmip 2 and mat_picmip -10 with no real difference in performance. Does anyone know if it has any impact on performance in another way or is it fine to just crank it up?
19
#19
1 Frags +
stephspringrolls- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this

that's cool gz

[quote=steph][quote=springrolls]- Fixed not being able to hit a player's hitbox if it extends outside the player's bounding box during an animation

Is this taunt hitboxes or something else?[/quote]

I submitted this change (and the fall damage cvar) to the contractor working at Valve, and he accepted both with some changes. I actually can not believe that this has happened. Ecstatic about this[/quote]

that's cool gz
20
#20
0 Frags +
indecencyfinally

https://imgur.com/gallery/rTihze4

[quote=indecency]finally[/quote]
https://imgur.com/gallery/rTihze4
21
#21
1 Frags +

does anyone know if mat_picmip -10 reduces frames?

does anyone know if mat_picmip -10 reduces frames?
22
#22
0 Frags +

-10 either gives me the exact same frames as -1 or one or two more frames, and lower quality progressively makes my game run worse, i imagine it has to do with the offloading of resources to the gpu and how that affects everything, i imagine that wasn't always the case with older pcs however many years ago

-10 either gives me the exact same frames as -1 or one or two more frames, and lower quality progressively makes my game run worse, i imagine it has to do with the offloading of resources to the gpu and how that affects everything, i imagine that wasn't always the case with older pcs however many years ago
23
#23
0 Frags +

very cool update

very cool update
24
#24
Patch Notes
-4 Frags +
BrolyI am cumming

Don't go sprayin' all over the house and stuff now.

[quote=Broly]I am cumming[/quote]
Don't go [url=https://www.youtube.com/watch?v=hT8XfV1d5Go]sprayin' all over the house and stuff[/url] now.
25
#25
7 Frags +

There shouldn't be any downside to using a higher picmip setting on modern systems.

Show Content
To put simply: it makes the ingame texture resolution higher, which in turn means they take up more space in RAM.
Modern GPUs have a LOT more VRAM (Video-RAM) than old pc's used to have. Usually multiple GBs compared to a couple of MBs (when tf2 launched the current high-end nvidia gpu had around 512MBs).
As long as you don't fill up the VRAM you shouldn't see any performance issues and even if you do fill it up they will probably be minimal (there's a lot more to it than just VRAM being full or not...) . Things could in theory take a tiny bit longer to load though.
From my very simple testing tf2 used up around 500MBs of VRAM with picmip 2, 1 GB with -1 and around 1.2GBs with -10 when running the benchmark1 demo.
Prolly because there doesn't always exist a higher resolution image for tf2 to load.
I'm simplifying a lot of things but that's pretty much the gist of it
There shouldn't be any downside to using a higher picmip setting on modern systems.
[spoiler]To put simply: it makes the ingame texture resolution higher, which in turn means they take up more space in RAM.
Modern GPUs have a LOT more VRAM (Video-RAM) than old pc's used to have. Usually multiple GBs compared to a couple of MBs (when tf2 launched the current high-end nvidia gpu had around 512MBs).
As long as you don't fill up the VRAM you shouldn't see any performance issues and even if you do fill it up they will probably be minimal (there's a lot more to it than just VRAM being full or not...) . Things could in theory take a tiny bit longer to load though.
From my very simple testing tf2 used up around 500MBs of VRAM with picmip 2, 1 GB with -1 and around 1.2GBs with -10 when running the benchmark1 demo.
Prolly because there doesn't always exist a higher resolution image for tf2 to load.
I'm simplifying a lot of things but that's pretty much the gist of it
[/spoiler]
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