wickedplayer494
Account Details
SteamID64 76561198040048374
SteamID3 [U:1:79782646]
SteamID32 STEAM_0:0:39891323
Country Canada
Signed Up November 18, 2012
Last Posted February 18, 2025 at 3:15 PM
Posts 863 (0.2 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity 6
Raw Input  
DPI
 
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse ASUS ROG Sica
Keyboard  
Mousepad  
Headphones  
Monitor BenQ XL2430T
1 2 3 4 5 ⋅⋅ 58
#1 TF2 update for 12/11/24 (Smissmas 2024) in TF2 General Discussion

Via the Steam store:

ValveHappy Smissmas 2024!
* All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
* Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul

* Added the Winter 2024 Cosmetic Case
* Contains 23 new community-contributed items
* The Festivizer can be found as a bonus drop when opening the case

* Added 3 new community-contributed taunts to the Mann Co. Store
* Taunt: Fore-Head Slice
* Taunt: Peace!
* Taunt: Curtain Call

* Added 18 new community-created Unusual effects
* 9 new effects for Unusual hats
* 9 new effects for Unusual taunts
* All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
* Mann Co. Store winter sale!
* Smissmas runs through January 7th, 2025

General
* Fixed a client crash when previewing imported items in the Workshop dialog
* Fixed showing an error model when equipping the Scottish Resistance
* Fixed The Executioner not hiding the Scout's dog tags
* Updated the Mountebank's Masque to fix a problem with the materials
* Updated/Added some tournament medals
* Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
* General
* Added the gamemode intro movie (made by Lacry, thanks)
* Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
* Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
* Added Hale's kill icons
* Visual improvements to Hale's Ability HUD (thanks Funicular)
* Added a visual cue signaling an upcoming Saxton Punch!
* Minor visual improvements to Saxton Hale and his particle effects
* Fixed the boss bar sometimes starting invisible
* Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
* Fixed a rare bug when Hale's Ability HUD textures become missing
* Balance Changes - Saxton Hale
* Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
* Weightdown ability is disabled during Jump Fatigue
* Increased Hale's health by ~100HP per opponent
* Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
* Hale's resistance to knockback reduced from 75% to 35%
* Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
* Balance Changes - Mercenaries
* Explosives and fire now deal 50% more damage against Hale
* The 40% minigun damage penalty now applies to full crits only
* Broken Demoman shields now retain the charge ability
* Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
* Greatly decreased sticky trap damage reduction
* Removed Scottish Resistance's 20% damage penalty
* Baby Face's Blaster now loses 20% of its boost upon Wall Climbing

* Updated vsh_tinyrock (additional changes)
* Improved performance
* Fixed odd clipping at one of the spawns

* Updated vsh_distillery (additional changes)
* Improved performance

* Updated vsh_nucleus (additional changes)
* Fixed setup time ending five seconds too early
* Improved detailing in some areas
* Improved clipping on staircases
* Increased control point capture time to 15 seconds
* Removed collision on some lights
* Changed damage model and damage amount of the toxic waste pit and puddles

* Updated vsh_skirmish (additional changes)
* Fixed setup time ending five seconds too early
* Fixed an issue where Engineers could build in the crocodile pit
* Fixed not being able to wall climb certain trees in the main arena
* Fixed some lighting issues on stalactites and other props
* Parts of Hale's intro sequence no longer play while waiting for players
* Improved optimization and detailing in some areas
* Improved clipping on spiral stairs (Thanks Aar!)
* Updated security system

* Updated cp_brew
* The shortcut from RED spawn to the "A" point now has a nobuild trigger
* Added floor indicator for the health kit in the "A" point wooden shack
* Adjusted "A" point wooden shack to allow more breathing room
* Fixed getting stuck on the "A" gate's frame
* Fixed teletrap near "A" point ditch route
* Fixed being able to place buildings inside an out-of-bounds room outside "A" point
* Fixed some stuck spots near "B" point
* Fixed being able to shoot through a crack in the BLU forward spawn
* Fixed floating props in the diner
* Fixed one way door not forcing itself closed
* Cleaned up some collisions and clipping across the map
* Improved lighting on all of the archways

* Updated koth_krampus
* Fixed missing trees in skybox
* Improved look of waterfall texture near full health-kit
* Fixed minor visual errors
* Minor NPC clipping changes
* Fed krampus some oats

* Updated pl_emerge
* Switched on the cart light
* Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn
* Fixed some doors showing incorrect textures
* Fixed the final capture point displaying an incorrect string
* Fixed the map occasionally playing incorrect ambient sounds
* Minor visual and performance tweaks

* Updated cp_carrier
* The Carrier now has full crits rather than mini-crits
* The Carrier now uses the robot voice lines
* Improved hearability of the Carrier's voice lines and footsteps
* Fixed visual bugs with the boss bar
* Fixed the Carrier sometimes becoming invisible while taunting
* Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
* Fixed occasional phasing through the elevator platform at BLU spawn
* Decreased size of the frog

Rumor has it:

- Size is ~625 MB - data capped users should be prepared to take action

posted 2 months ago
#1 TF2 update for 11/14/24 in TF2 General Discussion

Via the Steam store:

Valve- Improved matchmaking performance
- Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.
- Improved matchmaker decision making for cross-region parties
- Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing
- Fixed the matchmaking settings dialog frequently failing to display any datacenters
- Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam
- Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions

- Updated cp_gravelpit_snowy
- Fixed a script issue
- Improved performance
- Improved clipping

Rumor has it:

- Size is ~20 MB

posted 3 months ago
#1 MAJOR CS2 update for 11/13/24 (Train Launched) in CS2 General Discussion

Via the Steam Community:

ValveDAMAGE PREDICTION
- Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
- Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
- Damage prediction is not active when you have high ping.

ANIMATION
- Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
- Fixed a case where legs weren't animating correctly while taking damage.

GRAPHICS
- Added ambient occlusion for first person legs to better ground them in the environment.
- Performance optimizations for molotov and incendiary effects.

GRENADES
- Added axis labels to the grenade line-up reticle tick marks.
- The grenade preview camera now shows the result of a jump throw while the jump button is held.

MAP GUIDES
- Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
- Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.

MISC
- New game settings for radar map blending and background opacity.
- Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
- Fixed a regression with Chinese input via the Microsoft Input Methods.
- CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
- Charm Template number is now available in Charm descriptions.

MAPS
Train
- Added Train to Competitive, Casual, and Deathmatch modes.

Community Maps
- Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
- Added Palais and Whistle to Wingman mode.
- Removed Thera, Mills, Assembly, and Memento from all game modes.

Ancient
- Fixed some lighting errors.
- Fixed some collision gaps.
- Fixed some bad wall bang spots.
- Fixed a stuck spot.

Italy
- Fixed some bad boost spots.

Mirage
- Fixed a pixel peek.

Overpass
- Visual updates to canals area and B-site.
- Rework of heaven drop down mechanics.
- Performance improvements, particularly in canals area and B-site.
- Added a sign that blocks a bad line of sight from long boost to CT spawn.
- Removed small fence at the edge of party/picnic that interfered with visibility to train station.
- Removed some geometry under wrecked truck that looked like player legs.
- Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
- Deleted a tree that interfered with a line of sight.
- Moved one of the crate lids on A-site to block a bad line of sight.
- Removed some lamps that could look like player heads at A-site.
- Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
- Removed a chain link fence in alley that made players hard to see.
- Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
- Made shelf in heaven look less like a player.
- Adjusted props and lights in heaven to reduce noise and make players brighter.
- Removed handcart behind barrels at B-site so players can back into the corner.
- Adjusted collision around barrels for better player movement.
- Added light behind barrels for better player visibility.
- Fixed weird collision on barrel that made for inconsistent wall bangs.
- Fixed bad graffiti rendering at B-site.
- Removed concrete block behind the cement bags at B-site for less awkward player movement.
- Set many smaller props to exclude player movement and grenade bounces.
- Fixed some pixel peeks.
- Small visual updates throughout the map.

Shoots
- Performance improvements in some areas.

Rumor has it:

- Size is an extreme close to 10 GB (with Workshop Tools installed) - DATA CAPPED USERS SHOULD TAKE ACTION NOW!

posted 3 months ago
#1 CS2 update for 11/6/24 (11/7/24 UTC, 1.40.4.6) in CS2 General Discussion

Via the Steam Community:

ValveGAMEPLAY
- Various adjustments to bullet hit feedback.
- Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
- Jumping in place on a sloped surface will no longer result in players sliding a short distance.
- Fixed a bug where C4 could be defused from any height.

ANIMATION
- Fixes for IK logic to improve third-person feet posing, especially on slopes.
- Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
- Reduced animation-related network bandwidth usage.

MATCHMAKING
- Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.

MISC
- Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP.

MAPS
Office
- Fixed geometry in the problematic jumping corner.

Ancient
- Reworked collision on the staircase to A-main for better player movement.
- Removed a tree that was creating a distracting shadow at A site.
- Adjusted collision to better match visible geometry so that players can hug the walls more closely.
- Fixed a few lighting bugs.
- Reduced shadows to increase perf in some areas.
- Fixed some spots in house where you could get stuck.
- Fixed collision gap at the bottom of B ramp.
- Fixed some disappearing mesh.

Nuke
- Fixed some lighting errors on lower graphics settings.

Anubis
- Fixed a gap in geometry.

Rumor has it:

- The matchmaking statistics mentioned by Valve above will be shown in a tooltip that states: "Only %players% players are searching in your region, long wait expected." ("%players%" being substituted for the actual number of players searching)
- This tooltip will first appear with a yellow exclamation mark beside it, but if there are a critically low amount of players (such as during a recovery from a Steam usual weekly server update), it will turn red

- Aside from a bit of Vulkan ray-tracing plumbing and another round of localization file updates (made possible in part by contributions from Translators Like You - Thank You), this update is that of a WYSIWYG nature

- Size is ~1.3 GB (with Workshop Tools installed) - data capped users should take action now

posted 3 months ago
#1 TF2 update for 11/4/24 (11/5/24 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed the Guano and Batbelt cosmetic items hiding the Scout's dog tags
- Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups
- Fixed the Quoth cosmetic item hiding the Scout's headphones
- Fixed some broken materials for some props_farm gib models
- Adding "Hat" style for the Fuel Injector
- Updated the Clue Hairdo to fix broken smoke effect

- Updated koth_synthetic_event
- Edited nav mesh to minimize the Toastmaster running diving into the grinder/death pit

- Updated pd_farmageddon
- Revoked scarecrow gym membership which lowered their health from 500 to 350

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Fixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team

Rumor has it:

- Reminder: Scream Fortress XVI ends later this week on 11/7/24. Time is running out to complete ConTracker contracts for free (untradable) spooky goodies!

- Size is close to 90 MB

posted 3 months ago
#1 Counter-Strike 2 update for 10/30/24 (1.40.4.5) in CS2 General Discussion

Via the Steam Community:

ValveMISC
- Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
- Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.

Rumor has it:

- Size is close to 20 MB (with Workshop Tools installed)

posted 3 months ago
#1 CS2 update for 10/28/24 (10/29/24 UTC, 1.40.4.3) in CS2 General Discussion

Via the Steam Community:

ValveJUMPING
- Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
- Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
- Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
- Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
- Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
- Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.

MISC
- Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
- Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit).
- HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.
- Stability improvements.

MAPS
Dust II
- Fixed a gap in geometry.

Rumor has it:

- Several older previous version branches from as old as 1.39.9.9 from March have been removed by Valve tonight. A couple of newer previous version branches have been put up in their place, including "1.40.3.7" (from the 10/15/24 update), "1.40.4.2" (from the 10/24/24 update), and "1.40.4.3" which is this update tonight
- The "1.40.3.0" branch from the 9/10/24 update also remains available for use
- If you were using any of the previous version branches which have been deleted, the Steam client will automatically return you to the default public branch with the latest version of the game. If you wish and/or need to use a previous version branch, you can select one from the Betas tab in the game's properties through your Steam library

- Size is close to 325 MB (with Workshop Tools installed)

posted 3 months ago
#1 TF2 update for 10/25/24 in TF2 General Discussion

Via the Steam Community:

Valve- Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
- Updated the Fleet Commander again to fix import problems from the previous update
- Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player

- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
- Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
- Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
- Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
- Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
- Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
- Fixed sniper and demo shields not having their upgrades cleared
- Fixed canteens not having their values cleared when refunding whilst not equipped
- Increased the height of the skybox
- Increased last point capture time from 6s to 7s
- Changed some clipping to stop giants from building on roofs
- Smoothed out a divot (Thanks Midnite!)

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods

- General
- Re-encoded all Zombie Infection sound effects as .WAV
- This fixes issues with sound effects not playing correctly and spewing errors in the console

- Bug fixes
- Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
- Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
- Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade

- Zombie Changes
- Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
- Zombie Heavy is no longer immune to Critical Hits
- Zombie Heavy's max health raised to 525 (from 450)
- Zombie Pyro's max health raised to 250 (from 175)
- Zombie Pyro now drops a medium health kit on death

- Survivor Changes
- Crossbow weapons no longer have a flat damage multiplier against Zombies
- The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
- Jumper Weapons can no longer store reserve ammunition

- Updated zi_murky (additional changes)
- Added more respawn room triggers around the new spawn zones

Rumor has it:

- Size is ~80 MB

posted 3 months ago
#3 TF2 update for 10/24/24 in TF2 General Discussion
maraudeRhttps://i.imgur.com/nTrvtlj.png

17 years

and 14 days

posted 3 months ago
#1 TF2 update for 10/24/24 in TF2 General Discussion

Via the Steam Community:

Valve- Added missing list of authors for arena_lumberyard_event
- Fixed the Crook Combatant hiding the Scout's dog tags
- Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
- Fixed BLU Scout using the incorrect team color pants
- Fixed some props_farm models using an incorrect surfaceprop setting
- Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
- Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
- Updated a couple of the community console images to fix missing nomip/nolod settings
- Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
- Updated the Fleet Commander and Delldozer to fix import problems from the previous update

- Updated arena_lumberyard_event
- Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
- Added missing navigation mesh
- Fixed areaportal windows in spawn fading in too early
- Fixed cases where players would get stuck on the setup doors
- Adjusted prop fades

- Updated cp_darkmarsh
- Lowered spell spawn timer (from 180 seconds to 120 seconds)
- Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
- Added several more pumpkin bomb spawn points
- Fixed portcullis doors turning pitch black when opening
- Lowered RED respawn wave time for the last point (from 10 to 8)

- Updated tow_dynamite
- Fixed an ammo pick-up differ on BLU side
- Added a missing wagon wheel on BLU side
- Added Tug of War objective strings
- Made the jump pad's deathpits deeper
- A new critter has arrived

- Updated pd_circus
- Fixed spell books being prompted despite none spawning in the map
- Reduced points per player from 6 to 5
- Reduced distracting lighting and details around the inaccessible areas of the circus
- Fixed being able to place teleporters too close to spawn doors
- Fixed erroneous collisions
- Fixed small displacements cutting through walls
- Fixed some gaps in geometry

Rumor has it:

- Size is close to 110 MB

posted 3 months ago
#1 TF2 update for 10/18/24 in TF2 General Discussion

Via the Steam Community:

Valve- Fixed an issue with Blazehattan contracts
- Fixed an issue with Outburst contracts
- Fixed an invalid Soul Gargoyle location on Mann Manor
- Fixed players not being able to select a class and spawn after watching an intro video
- Recompiled props_farm\box_cluster03.mdl to fix a problem with the material
- Updated the Dusk Duster to adjust the rigging a bit to reduce distortion

- Updated the Triboniophorus Gentlemannus
- Fixed clipping
- Updated texture to fix mipmapping
- Added jigglebone
- Added attachment for genteel smoke effect

- Updated the Clue Hairdo to fix a rim mask problem with the 'Case Open' style

- Updated the Fleet Commander
- Fixed white seams when moving camera away from character
- Improved position of Style Selection camera by deleting unused bones

- Updated the Delldozer to fix a problem with the specular map for the Re-Mastered and Re-Engineered styles
- Updated The Witch Doctor to fix a problem with the diffuse textures and normal maps
- Updated Taunt: Commending Clap to fix some issues with sounds and timing

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Reduced Zombie Engineer's EMP Grenade Cooldown from 10 seconds to 9 seconds
- Adjusted Zombie Pyro's death explosion to briefly ignite players hit by the blast
- Fixed a bug that allowed Zombie Medic to spawn infinite dispenser entities (Thanks Psychicpie!)
- Fixed Zombie Heavy's ability appearing as an active instead of a passive on the HUD (Thanks NeoDement!)
- Fixed a bug that caused Zombie Heavy's knockback effect to trigger on afterburn damage when quickly swapping from Pyro to Heavy

- Updated zi_blazehattan (additional changes)
- Fixed top roof having no collisions, causing players to 'sink in'
- Made the brick decoration near the wooden ramp slightly lower to make jumping to the top roof easier
- Removed some redundant clip brushes
- Changed the round timer from 6 minutes to 3 minutes 30 seconds
- Fixed missing textures behind the windows of the warehouse building
- Fixed rendering issue in the A Gate zombie spawn (Thanks Midnite!)
- Fixed several instances where players could stand on top of clip brushes and in high places (Thanks Midnite!)
- Fixed floodlight stuck spot near B Gate (Thanks Midnite!)
- Fixed troll teleporter spots (Thanks Midnite!)
- Fixed telephone pole collision (Thanks Midnite!)
- Added no-build triggers on top of barrel clusters at the top of the containers for consistency
- Added barrel clusters and wood debri on top of the red container with the floodlight to make it more apparent engineers can't build there, as well as to provide cover for zombies
- Various small changes

- Updated tow_dynamite
- Doubled the chances of a Jump Spell drop
- Fixed the main gates killing players when touched on the side
- Fixed the main gates killing you prematurely before they are fully closed
- Fixed HUD textures going missing on occasion (Thanks Aar)
- Fixed the rooftop fire being too strong
- Fixed multiple locations that allowed players to build out of bounds
- Fixed an overly aggressive propfade in front of spawn
- Fixed edge bugs on multiple roofs that allowed players to remain alive

- Updated vsh_outburst
- Improved performance
- Fixed menu images
- Fixed a minor visual issue
- Fixed being able to stick to the invisible walls

- Updated koth_sawmill_event
- Reduced the amount of skeletons that spawn
- Added a new pathway to the secret underworld exit
- Redid some detailing near Reds base
- Improved lighting near some shacks near mid
- Fixed clipping for a shack
- Reworked where Soul Gargoyles spawn, now favoring Mid more often
- Made some new greener water for Mids lumber place
- New spectator cams

- Updated cp_freaky_fair
- Fixed issues related to the gamemode logic
- Fixed players being able to retain upgrades on their weapons by putting them in their loadout before the round changes and then switching back to them
- Fixed some currency bugs related to players having upgrades pending but not accepted, and then leaving the upgrade trigger
- Fixed players being able to retain their upgrades when switching classes inside the upgrade trigger after having refunded
- Fixed character upgrades being occasionally set to incorrect quantities
- Changed uber and kritz potions so they use the equivalent lakeside conditions to allow Medics to switch weapons and maintain their effects
- Fixed players being able to put a class into a massive debt
- Several minor fixes
- Merasmus is very talkative, so we asked him to talk a bit differently
- Merasmus will only sometimes say something after he already talked about his financial problems during the first seconds of setup time
- Merasmus will no longer say something that is too long to say before he needs to announce something else, he will say something different now
- Merasmus now has more things to say
- Merasmus will now announce overtime, stalemate and last control point being captured instead of the Administrator
- Made changes to the upgrades
- Ghost Potion: ghost spooking radius reduced from 512 hu to 384 hu
- Ghost Potion: ghost spooking frequency increased from 5 to 7 secs (this is a nerf)
- Sentry Firing Speed: removed redundant 3rd level
- Disposable sentry: Maximum amount reduced from 4 to 3
- Crit boost on kill: Now disabled
- Shield Recharge Rate bonus: Maximum level reduced from 4 to 2
- Shield Recharge Rate bonus: Price increased from $150 to $250
- Rocket Specialist: Price increased from $300 to $450
- Rocket Specialist: Maximum level reduced from 4 to 3
- Crit damage resistance: Resist reduced from 30% to 25% per level (this is a nerf)
- Crit damage resistance: Maximum Resist reduced from 90% to 75% (this is a nerf)
- Thermal Thruster impact stun: Price increased from $600 to $750
- Explosive Headshot: Price increased from $350 to $450
- Mad Milk and Jarate speed on target debuff: Debuff reduced from 35% to 25%
- Mark For Death: Price reduced from $500 to $300
- Fixed several roof spots players were able to stand on (Thanks Midnite!)
- Fixed several teleporter stuck spots (Thanks Midnite!)
- Fixed floating pumpkins and planks (Thanks Midnite!)
- Fixed several spots that could be abused to spawncamp enemy team (Thanks Midnite!)
- Removed some visible dev textures (Thanks Midnite!)
- Removed stool from the arcade that was blocking the path previously
- Fixed being able to deal splash damage through metal grates
- Clipped the attic in respawn room to prevent players from getting and building there
- Clipped several beams in the lobby room
- Fixed missing wooden board near Red respawn room door
- Moved Merry-Go-Round sound source closer to make it louder
- Brightened several dark spots
- Closed the tree gap

Rumor has it:

- Size is ~130 MB

posted 3 months ago
#1 Counter-Strike 2 update for 10/15/24 (1.40.3.7) in CS2 General Discussion

Via the Steam Community:

ValveGRAPHICS
- Fixed mixed resolution rendering from erroneously resetting during map changes.
- Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools.
- Fixed detail normal UV scaling.
- Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode.
- Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction.
- Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size. These conditions may cause the game to be unstable or crash.
- Various stability improvements.

UI
- Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units.
- Fixed a regression with loading animated Steam avatars, the cows are mooooving again.

Rumor has it:

- Size is close to 300 MB (with Workshop Tools installed)

posted 4 months ago
#1 TF2 update for 10/11/24 (10/12/24 UTC) in TF2 General Discussion

Via HLDS:

Valve- Fixed broken path for community_maps_5 in the ConTracker
- Renamed Team Blackout war paint to Blackout
- Fixed the names of the Delightful Doves, Ravenous Ravens, and Vicious Vampires Unusual effects
- Updated Toxic's second objective to be 'Collect a Halloween Pumpkin on Toxic'
- Updated the School Nuisance to update the backpack icon and fix some clipping issues on the LODs
- Updated the Sear Seer to fix a paintability problem with the 'Dusk - No Lenses' style
- Updated the Heavy Rain Unusual taunt effect to improve visual quality of the effect in dark environments
- Updated cp_darkmarsh to reduce fog intensity

- Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
- Fixed missing overlay material for Sniper's Spit ability
- Fixed missing particle effects for Pyro's Dragon's Breath ability
- Fixed a bug that would cause players to get stuck in spectate mode when attempting to join a game in progress

Rumor has it:

- Size is ~100 MB

posted 4 months ago
#7 MAJOR TF2 update for 10/10/24 (ScreamFortress XVI) in TF2 General Discussion

TF2 update #2 for late 10/10/24 (10/11/24 UTC):

Via the Steam Community:

Valve- Updated vsh_outburst to fix a problem with sounds not playing correctly
- Added missing strings for the new Strange Filters

Rumor has it:

- Size is close to 20 MB

posted 4 months ago
#2 MAJOR TF2 update for 10/10/24 (ScreamFortress XVI) in TF2 General Discussion

Part two because character limit:

Valve- Updated koth_synthetic_event
- Moved spells away from mid
- Detail adjustments
- Clipping fixes
- Very minor lighting changes

- Updated pd_mannsylvania
- Added even more Bats!
- Added more spawnpoints for pumpkin-bombs
- Added new nag voiceline for if Dracula does not receive any blood donations
- Removed setup time, replaced it with a normal countdown instead
- Increased duration of the Vampire Powerup after leaving Dracula's Castle from 15 -> 20 seconds
- Decrease dropped blood bag timer from 15 -> 10 seconds
- Decreased respawn wave times for the losing team from 4 -> 2 seconds
- Decreased respawn wave times during a neutral gamestate from 4 -> 2 seconds
- Changed the main spawn doors to have windows
- Removed Rare Spell spawn by the graveyard area, replaced with Common Spell
- Health and ammo pickup adjustments
- Clipped stairs by the Castle's exit portal
- Minor visual updates

- Updated ctf_applejack
- Fixed the projectile weapons from not working inside the buildings
- Removed bullet collision from the intelligence room handrails
- Removed the prop jump up to the sniper balcony, to help snipers feel more comfortable there
- Removed the vents with missing textures
- Fixed the bug with being able to get stuck in the blue shed
- Fixed a stuck spot in mid shed (ty Midnite!)
- Fixed a texture being weird in the intel rooms
- Fixed a black displacement in the red intel yard
- Removed the collision from the food in the red spawn table

- Updated cp_ambush_event
- Fixed exploit where players were able to build into RED 1st base (Thanks MN!)
- Improved lighting at RED base in stage3
- Fixed lantern being clipped into cliff wall in cavern at stage1
- Fixed odd shadows cast by some props
- Fixed coffin from being non-solid in stage2
- Fixed spawncamping spot in stage2 at RED indoor exit
- Fixed few hovering lamp props
- Fixed some prop fading too soon
- Fixed rare issue where players fell of directly to lava on underworld teleportation
- Clipped few crates to make it easier to jump on them

- Updated arena_lumberyard_event
- Recreated the game mode in VScript
- Significantly increased server performance
- Instead of using the best-of-seven round system on top of casual's best-of-three system, the map will simply run 15 traditional game rounds like ZI and VSH
- Updated the healing ghost appearance for RED team
- Text pop-ups are now drawn in chat instead of in the middle of your screen
- Reduced volume of the incoming spell
- Removed the random Skeleton King and the Horseless Headless Horseman
- Removed the rare spell given to the last player standing
- Converted some medium health kits into small health kits
- Removed small health kits from the second story of both churches
- Fixed a pumpkin bomb that was stuck in the terrain

- Updated pl_embargo
- Fixed an exploit that allowed BLU to teleport to RED spawn (thanks Jameson)
- Fixed the lack of countdown at the end of the round

Rumor has it:

- Having trouble on high DPI displays? Adjust "vgui_ui_scale_factor" in console to dial in a good scale factor for your display setup
- Also, per misyltoad, many issues may originate from custom HUDs. If you use a custom HUD, you'll want to wait for its maintainer(s) to release an updated version

- Also, an obligatory Happy 17th Birthday to Team Fortress 2 and its Orange Box companions in Half-Life 2: Episode 2 and Portal!

- Size is ~1 GB - data capped users, especially those relying on limited cellular or satellite-based connectivity within disaster-stricken areas in the southeast US as a result of Hurricane Helene and/or Milton, should take action NOW!

posted 4 months ago
1 2 3 4 5 ⋅⋅ 58