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MAJOR TF2 update for 7/18/24 (Summer 2024 Update)
1
#1
Patch Notes
0 Frags +

Via the Steam store:

ValveSummer 2024!
- Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen

- Added the Summer 2024 Cosmetic Case
- Contains 23 new community-contributed items

- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: Taunt: Can It!
- Taunt: Cremator's Condolences
- Taunt: Straight Shooter Tutor
- Taunt: Unleashed Rage

- Added 38 new community-created Unusual effects
- 18 new effects for Unusual hats
- 20 new effects for Unusual taunts

- All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2024

General
- Security and stability improvements
- Fixed Workshop sv_cheats exploit
- Disallow aliasing any existing convars that are not movement commands
- Added language support for Spanish - Latin America
- Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
- Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
- Added missing 64-bit Steam binaries for the dedicated server
- Added missing 64-bit versions of HLMV and HLFaceposer
- Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
- Added missing menu_photos images for cp_powerhouse
- Added missing default string for Player Destruction mode

- Expanded VScript support
- Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
- Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
- BaseEntity: AcceptInput, IsAlive
- EconEntity: GetAttribute
- TFPlayer: GetCustomAttribute, StunPlayer
- TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

- Moved some of the Christmas maps to the normal rotation
- Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
- Moved koth_probed out of the Misc matchmaking category and into KOTH
- Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
- Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
- Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
- Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
- Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
- Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
- Fixed dropped weapons with custom decals not showing the correct decals
- Fixed some unusual effects using the wrong orientation for The Head Hedge
- Fixed Halloween transmutations being completed outside of the Halloween event
- Fixed incorrect BLU material for the CLTF2 bronze medal
- Fixed missing Spy audio when using the Taunt: Kazotsky Kick
- Fixed missing sound for the Taunt: The Skating Scorcher
- Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
- Fixed some clipping issues for the Mad Lad when using lod1 and lod2
- Fixed missing polygons for the Stunt Suit when using the Roadworker style
- Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
- Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
- Fixed console warning about unknown command 'eureka_teleport'
- Fixed Vaccinator heal sound continuing to play after Medic's death
- Fixed a problem with the Tiny Timber not displaying paint after being painted
- Updated zi_intro.webm media file
- Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
- Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
- Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
- Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
- Updated the material for The Law to fix an issue when the hat has been painted
- Updated the equip_region for the Cleaner's Cap
- Updated/Added some tournament medals
- Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues

- Updated ctf_doublecross
- Fixed an incorrect team-colored material in the BLU base

- Updated cp_brew
- Fixed truck textures outside of BLU spawn
- Fixed a few bumps in the road

- Updated pd_selbyen
- Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
- Minor detailing changes

- Updated pl_hoodoo_final
- Added func_noclip to BLU spawn in the third stage

- Updated pl_corruption
- Fixed handrail collision near the last point
- Fixed lamp near BLU spawn
- Fixed missing string for last point

- Updated plr_hacksaw_event
- Fixed broken areaportals

- Updated pl_enclosure_final
- [Stage 1] - Moved A point within the gate building
- [Stage 1] - Added stairs for access to the balcony overlooking the final point area
- [Stage 1] - Added more cover along the initial aviary area
- [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
- [Stage 1] - Tweaked the layout of the tunnel section
- [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
- [Stage 1] - Reworked RED spawn so it now has two exit doors
- [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
- [Stage 2] - Airboats and their dock are now accessible
- [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
- [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
- [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
- [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
- [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
- [All Stages] - Allowed building inside initial BLU spawns
- [All Stages] - Visual improvements to a lot of places, a few new assets
Via [url=https://store.steampowered.com/news/223066/]the Steam store[/url]:

[quote=Valve][b][u]Summer 2024![/u][/b]
- Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen

- Added the Summer 2024 Cosmetic Case
- Contains 23 new community-contributed items

- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: Taunt: Can It!
- Taunt: Cremator's Condolences
- Taunt: Straight Shooter Tutor
- Taunt: Unleashed Rage

- Added 38 new community-created Unusual effects
- 18 new effects for Unusual hats
- 20 new effects for Unusual taunts

- All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
- The Summer event runs through September 15th, 2024

[b][u]General[/u][/b]
- Security and stability improvements
- Fixed Workshop sv_cheats exploit
- Disallow aliasing any existing convars that are not movement commands
- Added language support for Spanish - Latin America
- Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
- Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
- Added missing 64-bit Steam binaries for the dedicated server
- Added missing 64-bit versions of HLMV and HLFaceposer
- Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
- Added missing menu_photos images for cp_powerhouse
- Added missing default string for Player Destruction mode

- Expanded VScript support
- Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
- Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
- BaseEntity: AcceptInput, IsAlive
- EconEntity: GetAttribute
- TFPlayer: GetCustomAttribute, StunPlayer
- TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint

- Moved some of the Christmas maps to the normal rotation
- Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
- Moved koth_probed out of the Misc matchmaking category and into KOTH
- Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
- Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
- Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
- Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
- Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
- Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
- Fixed dropped weapons with custom decals not showing the correct decals
- Fixed some unusual effects using the wrong orientation for The Head Hedge
- Fixed Halloween transmutations being completed outside of the Halloween event
- Fixed incorrect BLU material for the CLTF2 bronze medal
- Fixed missing Spy audio when using the Taunt: Kazotsky Kick
- Fixed missing sound for the Taunt: The Skating Scorcher
- Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
- Fixed some clipping issues for the Mad Lad when using lod1 and lod2
- Fixed missing polygons for the Stunt Suit when using the Roadworker style
- Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
- Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
- Fixed console warning about unknown command 'eureka_teleport'
- Fixed Vaccinator heal sound continuing to play after Medic's death
- Fixed a problem with the Tiny Timber not displaying paint after being painted
- Updated zi_intro.webm media file
- Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
- Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
- Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
- Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
- Updated the material for The Law to fix an issue when the hat has been painted
- Updated the equip_region for the Cleaner's Cap
- Updated/Added some tournament medals
- Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues

- Updated ctf_doublecross
- Fixed an incorrect team-colored material in the BLU base

- Updated cp_brew
- Fixed truck textures outside of BLU spawn
- Fixed a few bumps in the road

- Updated pd_selbyen
- Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
- Minor detailing changes

- Updated pl_hoodoo_final
- Added func_noclip to BLU spawn in the third stage

- Updated pl_corruption
- Fixed handrail collision near the last point
- Fixed lamp near BLU spawn
- Fixed missing string for last point

- Updated plr_hacksaw_event
- Fixed broken areaportals

- Updated pl_enclosure_final
- [Stage 1] - Moved A point within the gate building
- [Stage 1] - Added stairs for access to the balcony overlooking the final point area
- [Stage 1] - Added more cover along the initial aviary area
- [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
- [Stage 1] - Tweaked the layout of the tunnel section
- [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
- [Stage 1] - Reworked RED spawn so it now has two exit doors
- [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
- [Stage 2] - Airboats and their dock are now accessible
- [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
- [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
- [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
- [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
- [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
- [All Stages] - Allowed building inside initial BLU spawns
- [All Stages] - Visual improvements to a lot of places, a few new assets[/quote]
2
#2
Patch Notes
9 Frags +

Too long, part 2 for Cashworks and RHI:

Valve- Updated pl_cashworks

- Area 1 / Loading Dock
- BLU Spawn 1:
- Solved several clipping issues at doors and stairs
- Mitigated line of sight into spawn room
- Added alternative exit from spawn room to the right
- RED Spawn 1:
- Reworked to have two exits
- Area Changes:
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
- Changed munition pack at building 01 to large
- Possible spots beneath bridge for teleporter-traps eliminated
- Shuffled some big rocks to block off Sniper lanes
- Cut center building Sniper lane, left alley visually blocked off from dock area
- Cut center building top Sniper lane, less easy to get a good view
- Changed out of bounds building left of BLU spawn, added spinning sawblade
- Opened up a third passage to allow for an additional flanking option for BLU and RED

- Area 2 / Serpentines
- RED Spawn 2:
- Reworked 2nd RED spawn entirely
- New spawn has two exits, locks and teleports after B is capped
- Area Changes:
- Balconies blocked off visually and physically
- Additional visual blocker at the top of the serpentines to allow for a more secure crossing
- Long tunnel leading through the RED building to a staircase at the foot of the hill
- Added deadly and moving sawblade for spicy danger, with sparks and fumes
- Closed off BLU balcony at the end of the hill
- Changed raised platform to be only accessible from RED side
- Reroutes:
- Deleted BLU gates at flanking route after B is capped
- Flanking route has an additional exit towards C, leading through BLU building
- BLU building interiors reworked and expanded
- Balcony-drop doesn't injure the player any more

- Area 3 / Construction Site
- BLU Spawn 2:
- New stairway leading to balcony
- Wider exit from big building after CP3 capture
- Area Changes:
- Widened area at the generators and on the 2nd level
- Changed the direction of the drop-in to C, leading into the hydroelectric building
- Widened exit from BLU spawn into Area 3

- Area 4 / Vault
- Area Changes:
- Added gates opening at the gatehouse after CP3 is captured
- Alternative passageway through gatehouse while gates are closed pre CP3
- Rebuild bridge to be convex, obscuring a long Sniper lane
- Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks

- Global Changes
- Solved a ton of clipping
- Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
- Adjusted func_doors at spawn to span to every solid
- Changed clipping on cart, now jumpable
- Increased fog distance and lowered density
- Exchanged glass-textures from the green to the clear version
- Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces

Rumor has it:

- Plumbing has been put into place to highlight key game events for users of Steam Game Recording (currently in the Steam client BETA)

- Size is ~1 GB - data capped users should take action now

Too long, part 2 for Cashworks and RHI:
[quote=Valve]- Updated pl_cashworks

- Area 1 / Loading Dock
- BLU Spawn 1:
- Solved several clipping issues at doors and stairs
- Mitigated line of sight into spawn room
- Added alternative exit from spawn room to the right
- RED Spawn 1:
- Reworked to have two exits
- Area Changes:
- Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
- Changed munition pack at building 01 to large
- Possible spots beneath bridge for teleporter-traps eliminated
- Shuffled some big rocks to block off Sniper lanes
- Cut center building Sniper lane, left alley visually blocked off from dock area
- Cut center building top Sniper lane, less easy to get a good view
- Changed out of bounds building left of BLU spawn, added spinning sawblade
- Opened up a third passage to allow for an additional flanking option for BLU and RED

- Area 2 / Serpentines
- RED Spawn 2:
- Reworked 2nd RED spawn entirely
- New spawn has two exits, locks and teleports after B is capped
- Area Changes:
- Balconies blocked off visually and physically
- Additional visual blocker at the top of the serpentines to allow for a more secure crossing
- Long tunnel leading through the RED building to a staircase at the foot of the hill
- Added deadly and moving sawblade for spicy danger, with sparks and fumes
- Closed off BLU balcony at the end of the hill
- Changed raised platform to be only accessible from RED side
- Reroutes:
- Deleted BLU gates at flanking route after B is capped
- Flanking route has an additional exit towards C, leading through BLU building
- BLU building interiors reworked and expanded
- Balcony-drop doesn't injure the player any more

- Area 3 / Construction Site
- BLU Spawn 2:
- New stairway leading to balcony
- Wider exit from big building after CP3 capture
- Area Changes:
- Widened area at the generators and on the 2nd level
- Changed the direction of the drop-in to C, leading into the hydroelectric building
- Widened exit from BLU spawn into Area 3

- Area 4 / Vault
- Area Changes:
- Added gates opening at the gatehouse after CP3 is captured
- Alternative passageway through gatehouse while gates are closed pre CP3
- Rebuild bridge to be convex, obscuring a long Sniper lane
- Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks

- Global Changes
- Solved a ton of clipping
- Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
- Adjusted func_doors at spawn to span to every solid
- Changed clipping on cart, now jumpable
- Increased fog distance and lowered density
- Exchanged glass-textures from the green to the clear version
- Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces[/quote]

Rumor has it:

- [url=https://github.com/SteamDatabase/GameTracking-TF2/commit/0230019fd0af356073412b355f4179365be52025#diff-01ba957b0f0d55d164301650591ac7b823c999924daeb46879eaef57f9646731R135]Plumbing has been put into place[/url] to highlight key game events for users of [url=https://store.steampowered.com/gamerecording]Steam Game Recording[/url] (currently in the Steam client BETA)

- [b]Size is ~1 GB - data capped users should take action now[/b]
3
#3
4 Frags +

At least they're finally adding a bunch of community fixes. How long has it even been?

WAIT WHAT

Disallow aliasing any existing convars that are not movement commands

HUH
does this mean what i think it means

EDIT:
Oh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.

https://i.imgur.com/nycGdya.png

EDIT 2:
This appears to be due to setinfo. Aliases still work.

At least they're finally adding a bunch of community fixes. How long has it even been?

WAIT WHAT
[quote=]Disallow aliasing any existing convars that are not movement commands[/quote]
HUH
does this mean what i think it means

EDIT:
Oh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.
[img]https://i.imgur.com/nycGdya.png[/img]

EDIT 2:
This appears to be due to setinfo. Aliases still work.
4
#4
27 Frags +

https://media.tenor.com/vwxYtW93YIgAAAAM/mods-crush-his-skull.gif

shounic post the video of all the new cosmetics so i can feel fulfilled as a hater

[img]https://media.tenor.com/vwxYtW93YIgAAAAM/mods-crush-his-skull.gif[/img]
shounic post the video of all the new cosmetics so i can feel fulfilled as a hater
5
#5
16 Frags +

im just kiddin yall..... i know those artists work hard! its all love!

- reece

im just kiddin yall..... i know those artists work hard! its all love!

- reece
6
#6
14 Frags +
blakeplusplusOh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.
https://i.imgur.com/nycGdya.png

I just tried this alias and it works just fine. Your cfg is just fucked. The update is to prevent people from aliasing the command itself and break its functionality e.g.

alias disconnect connect
[quote=blakeplusplus]
Oh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.
[img]https://i.imgur.com/nycGdya.png[/img][/quote]
I just tried this alias and it works just fine. Your cfg is just fucked. The update is to prevent people from aliasing the command itself and break its functionality e.g.
[code]alias disconnect connect[/code]
7
#7
2 Frags +
blakeplusplusAt least they're finally adding a bunch of community fixes. How long has it even been?
Oh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.
https://i.imgur.com/nycGdya.png

my server join aliases, map change aliases, exec aliases, weapon swap aliases, etc are all working so you could just be having an issue with either the specific names of your aliases being disallowed for the reason divine stated or your cfg is demolished for a mysterious third reason

[quote=blakeplusplus]At least they're finally adding a bunch of community fixes. How long has it even been?
Oh my fucking god it does.
Fuck these developers. My god. All of my aliases are broken. Map launch aliases, disconnect/quit aliases, cfg exec aliases. Fuck.
[img]https://i.imgur.com/nycGdya.png[/img][/quote]
my server join aliases, map change aliases, exec aliases, weapon swap aliases, etc are all working so you could just be having an issue with either the specific names of your aliases being disallowed for the reason divine stated or your cfg is demolished for a mysterious third reason
8
#8
6 Frags +

Trying to join a server immediately crashes my game. I'm on Windows 7, I guess it's finally time to update if I want to keep playing.

Trying to join a server immediately crashes my game. I'm on Windows 7, I guess it's finally time to update if I want to keep playing.
9
#9
3 Frags +

Thanks Divine and xp, looks like using setinfo on an alias breaks the alias when it didn't before.
I don't understand why it's broken now though.

Thanks Divine and xp, looks like using setinfo on an alias breaks the alias when it didn't before.
I don't understand why it's broken now though.
10
#10
Patch Notes
10 Frags +
JoesMonkeyLandTrying to join a server immediately crashes my game. I'm on Windows 7, I guess it's finally time to update if I want to keep playing.

Crazier things have happened, namely, a Windows XP-specific fix in Dota 2 in October of 2016, and an XP SP3-specific crash fix in the Steam client in February 2018 (before Valve pulled the plug on the Steam client in 2019). Hell, the Windows 7-specific crash fix from the first update of this year might have been even more remarkable since Valve shipped that one AFTER they pulled the plug on the Steam client at the start of the year. Or, at least, they were supposed to have, but against all odds it's still trucking on like it's 2023.

And if you didn't know that early Source 2 ran on Windows XP, now you know!

[quote=JoesMonkeyLand]Trying to join a server immediately crashes my game. I'm on Windows 7, I guess it's finally time to update if I want to keep playing.[/quote]
Crazier things have happened, namely, a Windows XP-specific fix in Dota 2 in October of 2016, and an XP SP3-specific crash fix in the Steam client in February 2018 (before Valve pulled the plug on the Steam client in 2019). Hell, the Windows 7-specific crash fix from the first update of this year might have been even more remarkable since Valve shipped that one [i]AFTER[/i] they pulled the plug on the Steam client at the start of the year. Or, at least, they were supposed to have, but against all odds it's still trucking on like it's 2023.

And if you didn't know that early Source 2 ran on Windows XP, [i][b]now you know![/b][/i]
11
#11
-4 Frags +
DivineATI just tried this alias and it works just fine. Your cfg is just fucked. The update is to prevent people from aliasing the command itself and break its functionality e.g.
alias disconnect connect

Hmm, alias disconnect shouldn't be working. Are you sure it is?

[quote=DivineAT]I just tried this alias and it works just fine. Your cfg is just fucked. The update is to prevent people from aliasing the command itself and break its functionality e.g.
[code]alias disconnect connect[/code][/quote]
Hmm, alias disconnect shouldn't be working. Are you sure it is?
12
#12
6 Frags +
mastercomsHmm, alias disconnect shouldn't be working. Are you sure it is?

you misunderstand the post

[quote=mastercoms]
Hmm, alias disconnect shouldn't be working. Are you sure it is?[/quote]
you misunderstand the post
13
#13
3 Frags +
turbochad69you misunderstand the post

Ah thanks, missed the e.g

[quote=turbochad69]you misunderstand the post[/quote]
Ah thanks, missed the e.g
14
#14
Patch Notes
6 Frags +

TF2 update #2 for late 7/18/24 (7/19/24 UTC):

Via the Steam Community:

Valve- Fixed the Distress Signal and Carioca's Call Unusual effects sometimes causing the game to crash
- Moved ctf_haarp out of the CTF matchmaking category and into Attack/Defend

- Updated the Treasure Trove Unusual taunt effect
- Renamed to Bountiful Riches to fix a naming conflict
- Updated the materials to fix a problem with the coins

- Updated pd_atom_smash
- Fixed missing UI elements for the capture zone
- Increased rarity of The Scientist's idle chatter between capture zone availability

- Updated koth_megaton
- Fixed a missing material on the sandbags
- Fixed clipping on an open crate

Rumor has it:

- Size is ~50 MB

TF2 update #2 for late 7/18/24 (7/19/24 UTC):

Via [url=https://steamcommunity.com/games/TF2/announcements/detail/4343242667481274279]the Steam Community[/url]:

[quote=Valve]- Fixed the Distress Signal and Carioca's Call Unusual effects sometimes causing the game to crash
- Moved ctf_haarp out of the CTF matchmaking category and into Attack/Defend

- Updated the Treasure Trove Unusual taunt effect
- Renamed to Bountiful Riches to fix a naming conflict
- Updated the materials to fix a problem with the coins

- Updated pd_atom_smash
- Fixed missing UI elements for the capture zone
- Increased rarity of The Scientist's idle chatter between capture zone availability

- Updated koth_megaton
- Fixed a missing material on the sandbags
- Fixed clipping on an open crate[/quote]

Rumor has it:

- Size is ~50 MB
15
#15
18 Frags +

https://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpg

[img]https://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpg[/img]
16
#16
0 Frags +
blakeplusplusThanks Divine and xp, looks like using setinfo on an alias breaks the alias when it didn't before.
I don't understand why it's broken now though.

Hey man i'm suffering from the same problem as you, what did you do to fix it?

[quote=blakeplusplus]Thanks Divine and xp, looks like using setinfo on an alias breaks the alias when it didn't before.
I don't understand why it's broken now though.[/quote]

Hey man i'm suffering from the same problem as you, what did you do to fix it?
17
#17
4 Frags +
DRIFTAhttps://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpg

not to complain but is this legal

[quote=DRIFTA][img]https://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpg[/img][/quote]
not to complain but is this legal
18
#18
4 Frags +
brodyDRIFTAhttps://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpgnot to complain but is this legal

Doom's facemask is pretty blatantly copied from Roman Maximus gladiator helmets so there's nothing being infringed on. The name is a tongue and cheek reference at worst. Also Valve's legal team looks over workshop submissions and will ask you to change a part of your item if it is too similar to its source material. This has happened a few times most notably with the Star Board Crusader set for the heavy, referencing JoJo's Bizarre Adventure, which was changed at Valve's request.

[quote=brody][quote=DRIFTA][img]https://i.gyazo.com/c92a53e1dbe859265fdb052ec112f4ac.jpg[/img][/quote]
not to complain but is this legal[/quote]

Doom's facemask is pretty blatantly copied from Roman Maximus gladiator helmets so there's nothing being infringed on. The name is a tongue and cheek reference at worst. Also Valve's legal team looks over workshop submissions and will ask you to change a part of your item if it is too similar to its source material. This has happened a few times most notably with the Star Board Crusader set for the heavy, referencing JoJo's Bizarre Adventure, which was changed at Valve's request.
19
#19
-6 Frags +

i know this is a reddit opinion but ngl the gordon freeman cosmetics for the medic are pretty good.

i know this is a reddit opinion but ngl the gordon freeman cosmetics for the medic are pretty good.
20
#20
18 Frags +
MozzarellaFireFoxi know this is a reddit opinion but ngl the gordon freeman cosmetics for the medic are pretty good.

reddit is when you enjoy things

[quote=MozzarellaFireFox]i know this is a reddit opinion but ngl the gordon freeman cosmetics for the medic are pretty good.[/quote]
reddit is when you enjoy things
21
#21
-1 Frags +
NoNoeWay

yea i was more thinking of Paramount Pictures issuing a cnd not Stones Throw Records or whoever lol. ig theres quite a few other examples like this its just a little jarring to see someone upload a very famous existing prop unchanged and have it added

[quote=NoNoeWay][/quote]
yea i was more thinking of Paramount Pictures issuing a cnd not Stones Throw Records or whoever lol. ig theres quite a few other examples like this its just a little jarring to see someone upload a very famous existing prop unchanged and have it added
22
#22
Fireside Casts
0 Frags +

did anybody have problems with explosions after this update? both myself and my pocket scout's explosion mods were just big particle error x's expanding and I had to remove the mod to be able to see people when they rocket jumped

did anybody have problems with explosions after this update? both myself and my pocket scout's explosion mods were just big particle error x's expanding and I had to remove the mod to be able to see people when they rocket jumped
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