Via HLDS:
Valve- Fixed an issue with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disguise, cloak, etc.
- Fixed font rendering issues for Mac clients
- Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case)
- Fixed a case where Campaign Coins weren't displaying the correct stats based on the number of submitted contracts
- Everyone affected by this bug has received the maximum contract points (including bonus points) for the missing contracts
- Security/crash fixes (thanks to Nathaniel Theis for these reports)
- Fixed a crash caused by sending malformed network data to clients and servers
- Fixed an exploit that could be used to bypass sv_cheats
- Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked
- Fixed skinned weapons not rendering properly for customers on older shader model 2.0 hardware
- Fixed speed particles on the Spy not disappearing when cloaking
- Added ETF2L 6v6 Season 21 tournament medals
- Added numerical health value to the enemy health display in the freezecam
- Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated maps
- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
- Fixed incorrect cube maps on Powerhouse
- Updated maps have been compressed to save space
- Updated Hammer tools
- Fixed bspzip requiring a -game parameter while simultaneously not allowing it
- Fixed bspzip -addfiles improperly handling newlines in some cases
- Fixed bspzip ignoring excess arguments with no warning
- Fixed bspzip help text for -extractfiles not indicating that a target directory is required
Rumor has it:
- Semi-related, but a warning for server operators running TF2 servers on Windows Server 2003: Microsoft ended extended support for Windows Server 2003 yesterday, leaving it in the same position as Windows XP with no more security fixes to be delivered. If you're still on Server 2003 (hopefully you already moved), consider moving to Windows Server 2008 (R2), 2012 R2, or even a Linux distro
- Item schema update: https://github.com/SteamDatabase/SteamTracking/commit/3ccf2c43ad68cb186c3035ff213fdf1ba9b6fe4a
- Medal images are the same ones from recent ETF2L seasons as recent as season 18
- Strings: https://github.com/SteamDatabase/GameTracking/commit/9a688a5b649352225fe242de6076b555a683abec
- Presumably due to a recent new Chicago ruling, the disclaimer about sales taxes no longer mentions Washington state specifically
- This disclaimer was updated in TF2 as well to match the one recently updated in CS:GO
- Size is close to 150 MB
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Fixed an issue with Unusual Revolvers where the unusual effect would sometimes not disappear when the Spy would feign death, disguise, cloak, etc.
- Fixed font rendering issues for Mac clients
- Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case)
- Fixed a case where Campaign Coins weren't displaying the correct stats based on the number of submitted contracts
- Everyone affected by this bug has received the maximum contract points (including bonus points) for the missing contracts
- Security/crash fixes (thanks to Nathaniel Theis for these reports)
- Fixed a crash caused by sending malformed network data to clients and servers
- Fixed an exploit that could be used to bypass sv_cheats
- Fixed the Spy-cicle causing a fire-immune bubble to be displayed when the Spy is cloaked
- Fixed skinned weapons not rendering properly for customers on older shader model 2.0 hardware
- Fixed speed particles on the Spy not disappearing when cloaking
- Added ETF2L 6v6 Season 21 tournament medals
- Added numerical health value to the enemy health display in the freezecam
- Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing
- Updated several materials to fix issues caused by mat_picmip
- Updated the localization files
- Updated maps
- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
- Fixed incorrect cube maps on Powerhouse
- Updated maps have been compressed to save space
- Updated Hammer tools
- Fixed bspzip requiring a -game parameter while simultaneously not allowing it
- Fixed bspzip -addfiles improperly handling newlines in some cases
- Fixed bspzip ignoring excess arguments with no warning
- Fixed bspzip help text for -extractfiles not indicating that a target directory is required[/quote]
Rumor has it:
- Semi-related, but a [B]warning for server operators running TF2 servers on Windows Server 2003[/B]: [url=http://www.microsoft.com/en-us/server-cloud/products/windows-server-2003/default.aspx]Microsoft ended extended support for Windows Server 2003 yesterday[/url], leaving it in the same position as Windows XP with no more security fixes to be delivered. If you're still on Server 2003 (hopefully you already moved), consider moving to Windows Server 2008 (R2), 2012 R2, or even a Linux distro
- Item schema update: https://github.com/SteamDatabase/SteamTracking/commit/3ccf2c43ad68cb186c3035ff213fdf1ba9b6fe4a
- Medal images are the same ones from recent ETF2L seasons as recent as season 18
- Strings: https://github.com/SteamDatabase/GameTracking/commit/9a688a5b649352225fe242de6076b555a683abec
- Presumably due to a recent new [url=http://wgntv.com/2015/07/02/chicago-to-apply-9-percent-tax-to-streaming-products-like-netflix-spotify/]Chicago ruling[/url], the disclaimer about sales taxes no longer mentions Washington state specifically
- This disclaimer was updated in TF2 as well to match the one recently updated in CS:GO
- Size is close to 150 MB
- Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case)
Does that mean no more sunshine lasts with invisible floors??
[code]- Fixed a case where map textures would fail to load properly in compressed maps (thanks to Egan and Geit for the report and test case)[/code]
Does that mean no more sunshine lasts with invisible floors??
- Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing
owned sodapopper
- Reloading a weapon can no longer be triggered with '+reload' while the weapon is firing
owned sodapopper
- Added numerical health value to the enemy health display in the freezecam
this was needed like 8 years ago
[quote]- Added numerical health value to the enemy health display in the freezecam[/quote]
this was needed like 8 years ago
- Added numerical health value to the enemy health display in the freezecam
Glad to see them updating Default HUD
[quote]- Added numerical health value to the enemy health display in the freezecam[/quote]
Glad to see them updating Default HUD
Valve- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
Hmmmm... will it work *this* time?
[quote=Valve]
- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
[/quote]
Hmmmm... will it work *this* time?
- Fixed font rendering issues for Mac clients
Does this means huds are now universal?
- Fixed font rendering issues for Mac clients
Does this means huds are now universal?
tnm- Fixed font rendering issues for Mac clients
Does this means huds are now universal?
Not unless tf2 actually loads TrueType fonts now instead of relying on windows to do it.
[quote=tnm]- Fixed font rendering issues for Mac clients
Does this means huds are now universal?[/quote]
Not unless tf2 actually loads TrueType fonts now instead of relying on windows to do it.
hoping this doesnt kill the cilent tonight..
hoping this doesnt kill the cilent tonight..
gandalffhoping this doesnt kill the cilent tonight..
Why would it?
[quote=gandalff]hoping this doesnt kill the cilent tonight..[/quote]
Why would it?
Vipergandalffhoping this doesnt kill the cilent tonight..
Why would it?
have you ever played in esea?
[quote=Viper][quote=gandalff]hoping this doesnt kill the cilent tonight..[/quote]
Why would it?[/quote]
have you ever played in esea?
Air_Vipergandalffhoping this doesnt kill the cilent tonight..
Why would it?
have you ever played in esea?
Yes. And I don't think a couple of small bug fixes would render the client inoperable.
[quote=Air_][quote=Viper][quote=gandalff]hoping this doesnt kill the cilent tonight..[/quote]
Why would it?[/quote]
have you ever played in esea?[/quote]
Yes. And I don't think a couple of small bug fixes would render the client inoperable.
ViperAir_Vipergandalffhoping this doesnt kill the cilent tonight..
Why would it?
have you ever played in esea?
Yes. And I don't think a couple of small bug fixes would render the client inoperable.
my sweet summer child..
[quote=Viper][quote=Air_][quote=Viper][quote=gandalff]hoping this doesnt kill the cilent tonight..[/quote]
Why would it?[/quote]
have you ever played in esea?[/quote]
Yes. And I don't think a couple of small bug fixes would render the client inoperable.[/quote]
my sweet summer child..
having both mat_phong and mat_bumpmap set to 1 causes glitchy graphics for me, particularly weapon and player models. anyone else?
skyboxes are also broken for me :/ not related to either of those cvars.
some screenshots of weapon / player models when mat_phong and mat_bumpmap are both set to 1:
Show Content
depending on light-fall, models look different.
player models are static, meaning no animations. heads bob and weapon models sway around, but the body itself is just floating around without running any animation.
heads and hands that are holding weapons are not attached to the body.
the screenshots also show that the skybox is pretty much plain white. the map uses the goldrush skybox, which is light-blue with a bunch of clouds.
edit: also seeing white water and sometimes wireframes on props and models:
Show Content
having both mat_phong and mat_bumpmap set to 1 causes glitchy graphics for me, particularly weapon and player models. anyone else?
skyboxes are also broken for me :/ not related to either of those cvars.
some screenshots of weapon / player models when mat_phong and mat_bumpmap are both set to 1:
[spoiler][img]http://i.imgur.com/6xACA2D.jpg[/img]
[img]http://i.imgur.com/YW38nTz.jpg[/img]
[img]http://i.imgur.com/pSQerRU.jpg[/img][/spoiler]
depending on light-fall, models look different.
player models are static, meaning no animations. heads bob and weapon models sway around, but the body itself is just floating around without running any animation.
heads and hands that are holding weapons are not attached to the body.
the screenshots also show that the skybox is pretty much plain white. the map uses the goldrush skybox, which is light-blue with a bunch of clouds.
edit: also seeing white water and sometimes wireframes on props and models:
[spoiler][img]http://i.imgur.com/07ZVrXe.jpg[/img]
[img]http://i.imgur.com/k1JTOAH.jpg[/img]
[img]http://i.imgur.com/HxqGnoc.jpg[/img][/spoiler]
Still no fix for player panels in tournament mode. Shitty.
Still no fix for player panels in tournament mode. Shitty.
I'm still waiting for invisible players to be fixed
I'm still waiting for invisible players to be fixed
The spy's reload animation seems like a lot slower or is it just me?
The spy's reload animation seems like a lot slower or is it just me?
Would be cool if valve adds a command to disable skins so that we don't have to just use dx8, that's never gonna happen tho ;/
I do really like the changes they've been doing lately however
Would be cool if valve adds a command to disable skins so that we don't have to just use dx8, that's never gonna happen tho ;/
I do really like the changes they've been doing lately however
it would be as simple as remaking the no hats mod but for skins... right?
it would be as simple as remaking the no hats mod but for skins... right?
riot124it would be as simple as remaking the no hats mod but for skins... right?
I'd use that
[quote=riot124]it would be as simple as remaking the no hats mod but for skins... right?[/quote]
I'd use that
Wonder if Jarate King could try doing this one day ;3
Wonder if Jarate King could try doing this one day ;3
TF3 update for 3/22/19:
- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
[b]TF3 update for 3/22/19:[/b]
- Fixed an exploit related to the final control point and dropped weapons on Badwater, Barnblitz, Borneo, and Goldrush
noone else getting graphic glitches after this update?
for me, all skins are completely white,
all water is completely white,
skyboxes are either white, black, or are flickering,
and turning on HDR causes glitches with weapon and player models..
i don't have any kind of fps config installed. steam cloud is disabled.
anyone any suggestion for fixes? :/
noone else getting graphic glitches after this update?
for me, all skins are completely white,
all water is completely white,
skyboxes are either white, black, or are flickering,
and turning on HDR causes glitches with weapon and player models..
i don't have any kind of fps config installed. steam cloud is disabled.
anyone any suggestion for fixes? :/
Bucakenoone else getting graphic glitches after this update?
for me, all skins are completely white,
all water is completely white,
skyboxes are either white, black, or are flickering,
and turning on HDR causes glitches with weapon and player models..
i don't have any kind of fps config installed. steam cloud is disabled.
anyone any suggestion for fixes? :/
AMD or Nvidia, DX9 or DX8? Special GPU tweaks, anything odd?
[quote=Bucake]noone else getting graphic glitches after this update?
for me, all skins are completely white,
all water is completely white,
skyboxes are either white, black, or are flickering,
and turning on HDR causes glitches with weapon and player models..
i don't have any kind of fps config installed. steam cloud is disabled.
anyone any suggestion for fixes? :/[/quote]
AMD or Nvidia, DX9 or DX8? Special GPU tweaks, anything odd?
nobelharvardsstuff
they're material overrides
[quote=nobelharvards]stuff[/quote]
they're material overrides
nobelharvardsHowever, it results in some classes being bald (soldier, engineer). You cannot replace the cosmetics with the default cosmetics and get it past sv_pure 2.
A bit off topic, but I've done exactly that and got it past sv_pure 2. sv_pure 2 seems to be pretty lenient towards model replacements but is literally Hitler to anything texture related. Replacing the model of a hat that disables a bodygroup with another model (in this case: the model of the bodygroup it disables) from the game files will result in that model being used instead, with the proper RED team texture for both teams. Red seems to be the default texture with a blue texture needing to be specified. Don't ask me how it works, the game just seems to know. It might be possible to replace the model of a weapon with skins with the model of that weapon which might force it to use the default Red texture. Of course, this means no more team coloured weapon, but also no skins in DX9. I'll experiment now to see if I can get anything to work. Also, here's some more information.
Edit: Does anyone know if the stock weapon viewmodels use c_models or v/w_models? Also I think I removed the stattrack (that's what its called in the files, even for TF2) counter on strange weapon skins but I don't have any to try so if anyone does please try this .vpk.
[quote=nobelharvards]However, it results in some classes being bald (soldier, engineer). You cannot replace the cosmetics with the default cosmetics and get it past sv_pure 2.[/quote]
A bit off topic, but I've done exactly that and got it past sv_pure 2. sv_pure 2 seems to be pretty lenient towards model replacements but is literally Hitler to anything texture related. Replacing the model of a hat that disables a bodygroup with another model (in this case: the model of the bodygroup it disables) from the game files will result in that model being used instead, with the proper RED team texture for both teams. Red seems to be the default texture with a blue texture needing to be specified. Don't ask me how it works, the game just seems to know. It might be possible to replace the model of a weapon with skins with the model of that weapon which might force it to use the default Red texture. Of course, this means no more team coloured weapon, but also no skins in DX9. I'll experiment now to see if I can get anything to work. Also, [url=http://www.teamfortress.tv/thread/16179/no-hats-mod/?page=6#166]here's[/url] some more information.
Edit: Does anyone know if the stock weapon viewmodels use c_models or v/w_models? Also I think I removed the stattrack (that's what its called in the files, even for TF2) counter on strange weapon skins but I don't have any to try so if anyone does please try [url=https://www.dropbox.com/s/6rn603t5igox5u4/no_stattrack.vpk?dl=0]this .vpk[/url].