Via the Steam Community and HLDS:
Valve- Fixed a memory leak when firing syringes as Medic
- Fixed some instances of syringes being invisible around corners and in transitions between water and air (both directions)
- Fixed syringes triggering false hits on the client when minimal view models are enabled or a custom view model FOV is set
- Fixed The Original using the default reload sound instead of the intended sound
- Fixed entities being considered static props after long server times
- Fixed Mann vs. Machine bots failing to spawn
- Fixed rockets occasionally being solid
- Updated the equip_region settings for The Onimann and the Cranial Cowl
- Updated cp_frostwatch
- Fixed being able to stand in the cliff wall near control point 2 in stage 1
- Expanded VScript support
- Fixed .nut files being valid files for download/upload
- Fixed clients being able to run certain script_* debug commands on the server
- Added EmitSoundEx
- Fixed crashes related to null strings being passed to functions
- Exposed a MaxClients function to get the current value of maxplayers
- Fixed clearing script hooks on level transition
Rumor has it:
- Weapons all the way back from Jungle Inferno, those being The Dragon's Fury, The Thermal Thruster, The Gas Passer, The Hot Hand, and The Second Banana, have been added into the Crafting pool and can now be obtained that way in addition to the drop system or completing ConTracker missions
- /u/pikatf2 has a few additional technical insights for community server operators here, particularly for those running SourceMod
- There's also a small helping of new and updated translations which are made possible with the help of Translators Like You - Thank You
- Size is close to 25 MB
Via [url=https://steamcommunity.com/games/TF2/announcements/detail/3669903800693445919]the Steam Community[/url] and [url=https://list.valvesoftware.com/]HLDS[/url]:
[quote=Valve]- Fixed a memory leak when firing syringes as Medic
- Fixed some instances of syringes being invisible around corners and in transitions between water and air (both directions)
- Fixed syringes triggering false hits on the client when minimal view models are enabled or a custom view model FOV is set
- Fixed The Original using the default reload sound instead of the intended sound
- Fixed entities being considered static props after long server times
- Fixed Mann vs. Machine bots failing to spawn
- Fixed rockets occasionally being solid
- Updated the equip_region settings for The Onimann and the Cranial Cowl
- Updated cp_frostwatch
- Fixed being able to stand in the cliff wall near control point 2 in stage 1
- Expanded VScript support
- Fixed .nut files being valid files for download/upload
- Fixed clients being able to run certain script_* debug commands on the server
- Added EmitSoundEx
- Fixed crashes related to null strings being passed to functions
- Exposed a MaxClients function to get the current value of maxplayers
- Fixed clearing script hooks on level transition[/quote]
Rumor has it:
- Weapons all the way back from Jungle Inferno, those being The Dragon's Fury, The Thermal Thruster, The Gas Passer, The Hot Hand, and The Second Banana, [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/efd8e5d79c690b33675c41227c33754fbf3e5800#diff-5d59463cc2ec4526db586d010e16ea0a70a21347828fd104d36bb7659aef183d]have been added into the Crafting pool[/url] and can now be obtained that way in addition to the drop system or completing ConTracker missions
- /u/pikatf2 has [url=https://www.reddit.com/r/tf2/comments/104e1q7/tf2_update_for_1523_1623_utc/j34kqch/]a few additional technical insights for community server operators here[/url], particularly for those running SourceMod
- There's also a small helping of [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/efd8e5d79c690b33675c41227c33754fbf3e5800]new and updated translations[/url] which are made possible with the help of [url=https://valve.crowdin.com/]Translators Like You - Thank You[/url]
- Size is close to 25 MB
localisation files??????????? no mention???????
localisation files??????????? no mention???????
Valve- Fixed a memory leak when firing syringes as Medic
- Fixed some instances of syringes being invisible around corners and in transitions between water and air (both directions)
- Fixed syringes triggering false hits on the client when minimal view models are enabled or a custom view model FOV is set
- Fixed The Original using the default reload sound instead of the intended sound
wtf
[quote=Valve]- Fixed a memory leak when firing syringes as Medic
- Fixed some instances of syringes being invisible around corners and in transitions between water and air (both directions)
- Fixed syringes triggering false hits on the client when minimal view models are enabled or a custom view model FOV is set
- Fixed The Original using the default reload sound instead of the intended sound
[/quote]
wtf
always wondered why original had a different reload sound in stv/spec lol
always wondered why original had a different reload sound in stv/spec lol
Valve- Fixed The Original using the default reload sound instead of the intended sound
the woosh update
[quote=Valve]
- Fixed The Original using the default reload sound instead of the intended sound
[/quote]
the woosh update
it would take this long for somebody to notice something is wrong with the syringe gun
it would take this long for somebody to notice something is wrong with the syringe gun
Did this update break minimized viewmodels for anyone else
Did this update break minimized viewmodels for anyone else
Never using needles, not starting now.
Never using needles, not starting now.
Also I’ll see what’s up, made a typo and edited my post, it made a double post instead. Idk what’s up with that.
Also I’ll see what’s up, made a typo and edited my post, it made a double post instead. Idk what’s up with that.
- Fixed rockets occasionally being solid
no more deleting rockets with other projectiles now?
[quote]
- Fixed rockets occasionally being solid
[/quote]
no more deleting rockets with other projectiles now?
ghadilli- Fixed rockets occasionally being solid
no more deleting rockets with other projectiles now?
for those who don't know:
https://imgur.com/a/qCoWVZQ
it's a bug that was introduced in one of the recent updates, where your rocket would have collision and would just explode inside your playermodel (as is what's happening in that gif). it tends to happen when a server has been on the same map for an hour or two at least.
i cant remember the exact cause of the bug though. something about rockets having the same ID no. as HE grenades from CSGO or whatever
[quote=ghadilli][quote]
- Fixed rockets occasionally being solid
[/quote]
no more deleting rockets with other projectiles now?[/quote]
for those who don't know:
https://imgur.com/a/qCoWVZQ
it's a bug that was introduced in one of the recent updates, where your rocket would have collision and would just explode inside your playermodel (as is what's happening in that gif). it tends to happen when a server has been on the same map for an hour or two at least.
i cant remember the exact cause of the bug though. something about rockets having the same ID no. as HE grenades from CSGO or whatever
DuMmTmit would take this long for somebody to notice something is wrong with the syringe gun
valve is just watching shounic videos
[quote=DuMmTm]it would take this long for somebody to notice something is wrong with the syringe gun[/quote]
valve is just watching [url=https://www.youtube.com/watch?v=BAs-ph7lqqA]shounic videos[/url]
Joealways wondered why original had a different reload sound in stv/spec lol
i swear years ago before i used the original much i was hearing the now-stv reload sound while playing then it went away, always thought it was a bug in my config lol
but that's cool so many fixes are being taken by valve. How many of them come from external contributions ?
[quote=Joe]always wondered why original had a different reload sound in stv/spec lol[/quote]
i swear years ago before i used the original much i was hearing the now-stv reload sound while playing then it went away, always thought it was a bug in my config lol
but that's cool so many fixes are being taken by valve. How many of them come from external contributions ?
Fixed The Original using the default reload sound instead of the intended sound
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.
[quote]Fixed The Original using the default reload sound instead of the intended sound[/quote]
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.
NikFixed The Original using the default reload sound instead of the intended sound
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.
use stock
[quote=Nik][quote]Fixed The Original using the default reload sound instead of the intended sound[/quote]
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.[/quote]
use stock
NikFixed The Original using the default reload sound instead of the intended sound
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.
https://cdn.discordapp.com/attachments/899891137668595773/1062192666625966090/original-reload-revert.vpk
Put this in ur custom folder. Should work on sv_pure 2
edit: changed it to a .vpk file
[quote=Nik][quote]Fixed The Original using the default reload sound instead of the intended sound[/quote]
How do I change it back? The new one literally hurts my ears, it's physically uncomfortable for me to play with original now.[/quote]
https://cdn.discordapp.com/attachments/899891137668595773/1062192666625966090/original-reload-revert.vpk
Put this in ur custom folder. Should work on sv_pure 2
[i]edit: changed it to a .vpk file[/i]