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TF2 update for 6/11/15 (6/12/15 UTC)
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Mann Co. Store summer sale is on!
- Updated dedicated server 'status' command to include sv_tags
- Enabled raw mouse input for Mac clients
- Added OWL 13 tournament medals
- Added TF2Connexion Season 15 tournament medals
- Fixed a client crash related to the HUD
- Updated the localization files
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Security/crash fixes (thanks to Nathaniel Theis for these reports)
- Fixed a remote code execution bug and a crash related to malformed custom spray files
- Added checks to the voice system that prevent loading codecs other than the files that ship with the game
- Updated the Maps Workshop Beta
- Workshop map names (e.g. workshop/cp_foo.ugc123456) can now be used in the map, changelevel, and nextlevel commands as well as the mapcycle config
- Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"
- Shorthand workshop map names of the form workshop/<id> (e.g. workshop/123456) will now auto-resolve to the full map name
- Running tf_workshop_map_sync is no longer necessary, maps will be fetched and updated on demand during level change
- tf_workshop_map_sync is no longer blocking, and can be used to precache maps in the background
- Workshop maps are no longer copied to tf/maps/workshop/ by default, instead using the single copy in the steamapps/workshop folder
- Fixed some cases of embedded resources in workshop maps, such as cubemaps, not being loaded properly
- Fixed an issue preventing game servers from properly receiving updates to workshop map files
- Fixed game servers using registered accounts via sv_setsteamaccount not being able to download workshop content
- Fixed syncing workshop maps prior to the first map load on a dedicated server
- Updated in-game workshop import tool
- Fixed not being able to select the class/other tags for cosmetic items
- Hide unused buttons when editing an existing workshop entry
- Fixed text getting truncated when editing items with long descriptions

Rumor has it:

- You'll get notified of the sale prominently when starting the game after this update:

Show Content

- Item schema update: https://github.com/SteamDatabase/SteamTracking/commit/17e57a3b77ac606dbb03327713ea96505e9ff912

- Both the OWL 13 and TF2Connexion season 15 medals are the same ones used for previous seasons, so nothing eventful there

- Size is ~20 MB

Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:

[quote=Valve]- Mann Co. Store summer sale is on!
- Updated dedicated server 'status' command to include sv_tags
- Enabled raw mouse input for Mac clients
- Added OWL 13 tournament medals
- Added TF2Connexion Season 15 tournament medals
- Fixed a client crash related to the HUD
- Updated the localization files
- Updated Mann Co. Store prices for foreign currencies to current USD equivalents
- Security/crash fixes (thanks to Nathaniel Theis for these reports)
- Fixed a remote code execution bug and a crash related to malformed custom spray files
- Added checks to the voice system that prevent loading codecs other than the files that ship with the game
- Updated the Maps Workshop Beta
- Workshop map names (e.g. workshop/cp_foo.ugc123456) can now be used in the map, changelevel, and nextlevel commands as well as the mapcycle config
- Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"
- Shorthand workshop map names of the form workshop/<id> (e.g. workshop/123456) will now auto-resolve to the full map name
- Running tf_workshop_map_sync is no longer necessary, maps will be fetched and updated on demand during level change
- tf_workshop_map_sync is no longer blocking, and can be used to precache maps in the background
- Workshop maps are no longer copied to tf/maps/workshop/ by default, instead using the single copy in the steamapps/workshop folder
- Fixed some cases of embedded resources in workshop maps, such as cubemaps, not being loaded properly
- Fixed an issue preventing game servers from properly receiving updates to workshop map files
- Fixed game servers using registered accounts via sv_setsteamaccount not being able to download workshop content
- Fixed syncing workshop maps prior to the first map load on a dedicated server
- Updated in-game workshop import tool
- Fixed not being able to select the class/other tags for cosmetic items
- Hide unused buttons when editing an existing workshop entry
- Fixed text getting truncated when editing items with long descriptions[/quote]

Rumor has it:

- You'll get notified of the sale prominently when starting the game after this update: [spoiler][img]http://i.imgur.com/6pnSLCM.png[/img][/spoiler]

- Item schema update: https://github.com/SteamDatabase/SteamTracking/commit/17e57a3b77ac606dbb03327713ea96505e9ff912

- Both the OWL 13 and TF2Connexion season 15 medals are the same ones used for previous seasons, so nothing eventful there

- Size is ~20 MB
2
#2
12 Frags +

- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long

- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long
3
#3
5 Frags +

nice to see valve supporting the map workshop

nice to see valve supporting the map workshop
4
#4
Patch Notes
6 Frags +
Knuckles_- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long

2015 literally the year of Mac gaming because this and Metal coming to El Capitan.

Kappa

[quote=Knuckles_]- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long[/quote]
2015 literally the year of Mac gaming because this and Metal coming to El Capitan.

Kappa
5
#5
10 Frags +

i haven't played an esea match in 2 weeks because of these fucking update jesus laksjdflkasdjfklas

i haven't played an esea match in 2 weeks because of these fucking update jesus laksjdflkasdjfklas
6
#6
-1 Frags +

It is kinda crazy to see how much macs have come into the "tech world."

I grew up on a mac finding out that nothing was supported that I wanted to do but recently it's kinda come into the norm and more programs and stuff are supporting it

It is kinda crazy to see how much macs have come into the "tech world."

I grew up on a mac finding out that nothing was supported that I wanted to do but recently it's kinda come into the norm and more programs and stuff are supporting it
7
#7
0 Frags +

http://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

[img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?
8
#8
2 Frags +
Benroadshttp://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

No but I can't connect to any server; quickplay, direct connect through console or even a local listenserver. I've verified twice and keep getting this when I try to have a local server for badlands:

Show Content
] map cp_badlands
Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.)
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'cp_badlands.cfg' not present; not executing.

Team Fortress
Map: cp_badlands
Players: 1 / 24
Build: 2827522
Server Number: 1

The server is using sv_pure 0. (Enforcing consistency for select files only)
Attempting to get world model before it was loaded

Host_Error: CL_RegisterResources: host_state.worldmodel/cl.GetModel( 1 )==NULL

Dropped AG.couch from server (CL_RegisterResources: host_state.worldmodel/cl.GetModel( 1 )==NULL
)
Connection to game coordinator established.
Current item schema is up-to-date with version 3E562D08.
tf_server_identity_account_id not set; not logging into registered account

Any idea what CL_RegisterResources: host_state.worldmodel etc means? Google isnt getting anything done there for me

EDIT: it was the command -nopreload in my launch options that was fucking me over so try and get rid of that if you're using it I guess

[quote=Benroads][img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?[/quote]

No but I can't connect to any server; quickplay, direct connect through console or even a local listenserver. I've verified twice and keep getting this when I try to have a local server for badlands:

[spoiler]] map cp_badlands
Using map cycle file 'cfg/mapcycle_default.txt'. ('cfg/mapcycle.txt' was not found.)
Set motd from file 'cfg/motd_default.txt'. ('cfg/motd.txt' was not found.)
Set motd_text from file 'cfg/motd_text_default.txt'. ('cfg/motd_text.txt' was not found.)
'listenserver.cfg' not present; not executing.
'cp_badlands.cfg' not present; not executing.

Team Fortress
Map: cp_badlands
Players: 1 / 24
Build: 2827522
Server Number: 1

The server is using sv_pure 0. (Enforcing consistency for select files only)
Attempting to get world model before it was loaded

Host_Error: CL_RegisterResources: host_state.worldmodel/cl.GetModel( 1 )==NULL


Dropped AG.couch from server (CL_RegisterResources: host_state.worldmodel/cl.GetModel( 1 )==NULL
)
Connection to game coordinator established.
Current item schema is up-to-date with version 3E562D08.
tf_server_identity_account_id not set; not logging into registered account[/spoiler]

Any idea what CL_RegisterResources: host_state.worldmodel etc means? Google isnt getting anything done there for me

EDIT: it was the command [b]-nopreload[/b] in my [b]launch options[/b] that was fucking me over so try and get rid of that if you're using it I guess
9
#9
2 Frags +

Launching MvM still crashes the game about half the time for me. I know other people were having this problem, looks like this is not the crash they said they fixed.

Launching MvM still crashes the game about half the time for me. I know other people were having this problem, looks like this is not the crash they said they fixed.
10
#10
4 Frags +

anyone else having trouble changing level?

anyone else having trouble changing level?
11
#11
5 Frags +

CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'

CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
12
#12
0 Frags +

obligatory broken update!
yay!

obligatory broken update!
yay!
13
#13
0 Frags +
Benroadshttp://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

did you download any maps from the workshop? I'm getting the same issue

[quote=Benroads][img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?[/quote]

did you download any maps from the workshop? I'm getting the same issue
14
#14
0 Frags +
collycatBenroadshttp://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

did you download any maps from the workshop? I'm getting the same issue

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?

[quote=collycat][quote=Benroads][img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?[/quote]

did you download any maps from the workshop? I'm getting the same issue[/quote]

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?
15
#15
0 Frags +
BenroadscollycatBenroadshttp://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

did you download any maps from the workshop? I'm getting the same issue

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?

did you find a fix because it just keeps going

[quote=Benroads][quote=collycat][quote=Benroads][img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?[/quote]

did you download any maps from the workshop? I'm getting the same issue[/quote]

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?[/quote]
did you find a fix because it just keeps going
16
#16
0 Frags +
collycatBenroadscollycatBenroadshttp://puu.sh/ilyqt/e925f1fb5e.jpg

My game has been validating for ~45 minutes now is anybody else having this problem?

did you download any maps from the workshop? I'm getting the same issue

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?
did you find a fix because it just keeps going

I'm trying to find/delete any workshop stuff that would have downloaded to see if that fixes it.

EDIT: I just unsubscribed from all the workshop stuff I was and it seems to be working now.

[quote=collycat][quote=Benroads][quote=collycat][quote=Benroads][img]http://puu.sh/ilyqt/e925f1fb5e.jpg[/img]

My game has been validating for ~45 minutes now is anybody else having this problem?[/quote]

did you download any maps from the workshop? I'm getting the same issue[/quote]

I downloaded the new version of Pro Viaduct around last week when it first came out. I had to do a bunch of annoying shit to get it to work?[/quote]
did you find a fix because it just keeps going[/quote]

I'm trying to find/delete any workshop stuff that would have downloaded to see if that fixes it.

EDIT: I just unsubscribed from all the workshop stuff I was and it seems to be working now.
17
#17
0 Frags +
BenroadsI'm trying to find/delete any workshop stuff that would have downloaded to see if that fixes it.

EDIT: I just unsubscribed from all the workshop stuff I was and it seems to be working now.

I've tried that already and it still keeps going. I'm about 40 minutes in on just validating

[quote=Benroads]I'm trying to find/delete any workshop stuff that would have downloaded to see if that fixes it.

EDIT: I just unsubscribed from all the workshop stuff I was and it seems to be working now.[/quote]
I've tried that already and it still keeps going. I'm about 40 minutes in on just validating
18
#18
2 Frags +

so how are esea servers getting fixed

so how are esea servers getting fixed
19
#19
1 Frags +
Knuckles_CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'

official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"

[quote=Knuckles_]CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'[/quote]
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"
20
#20
2 Frags +

Not sure how important this is to users here, but a friend mentioned that crafting metal caused tf2 to crash after this update. I've only tried it once, but it crashed for me as well.

Not sure how important this is to users here, but a friend mentioned that crafting metal caused tf2 to crash after this update. I've only tried it once, but it crashed for me as well.
21
#21
1 Frags +
kounterpartsKnuckles_CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.

[quote=kounterparts][quote=Knuckles_]CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'[/quote]
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"[/quote]

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.
22
#22
0 Frags +
saamkounterpartsKnuckles_CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.

wait your server does changelevel? Because I've talked to 3-4 people who have the same issue where they can't change it without restarting with the map in the autoexec

Did you do anything related to the new map system on the server?

[quote=saam][quote=kounterparts][quote=Knuckles_]CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'[/quote]
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"[/quote]

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.[/quote]

wait your server does changelevel? Because I've talked to 3-4 people who have the same issue where they can't change it without restarting with the map in the autoexec

Did you do anything related to the new map system on the server?
23
#23
0 Frags +

I haven't changed anything it worked fine all night.

Tragic host.

I haven't changed anything it worked fine all night.

Tragic host.
24
#24
0 Frags +
Knuckles_saamkounterpartsKnuckles_CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.

wait your server does changelevel? Because I've talked to 3-4 people who have the same issue where they can't change it without restarting with the map in the autoexec

Did you do anything related to the new map system on the server?

i havent been able to use it the same as before, but if you can godspeed to you.

but, ya knuckles, just use changelevel snakewater, if it doesnt work let me know

[quote=Knuckles_][quote=saam][quote=kounterparts][quote=Knuckles_]CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'
CModelLoader::Map_IsValid: No such map 'cp_snakewater_final1'[/quote]
official maps no longer have suffixes or prefixes so, if you want to change to snakewater its "map snakewater"

If its a map like badlands with multiple versions, you still use the prefix, so it would be "map cp_badlands"[/quote]

I don't think so. The update says

Allow fuzzy name matching in the map, changelevel, and nextlevel commands as well as the mapcycle config -- e.g. "changelevel dustbowl"

'Allowed' not required. I can use changelevel the same as always.[/quote]

wait your server does changelevel? Because I've talked to 3-4 people who have the same issue where they can't change it without restarting with the map in the autoexec

Did you do anything related to the new map system on the server?[/quote]

i havent been able to use it the same as before, but if you can godspeed to you.

but, ya knuckles, just use changelevel snakewater, if it doesnt work let me know
25
#25
0 Frags +

Kounter from my exp that seems to put it on a random version of the map if you have more than one

Kounter from my exp that seems to put it on a random version of the map if you have more than one
26
#26
5 Frags +

http://puu.sh/ilNXG/a80fa4b1c3.png

http://puu.sh/ilOc0/d6b25ec125.png

[img]http://puu.sh/ilNXG/a80fa4b1c3.png[/img]

[img]http://puu.sh/ilOc0/d6b25ec125.png[/img]
27
#27
0 Frags +

No caption found for 'soldier.painsevere04'
] rcon changelevel cp_process_final
autokick is disabled for insomniac olympics
CModelLoader::Map_IsValid: No such map 'cp_process_final'
CModelLoader::Map_IsValid: No such map 'cp_process_final'

Team Fortress
Map: cp_process_final
Players: 2 / 21
Build: 2827522
Server Number: 3

So I got the same error in console but it worked anyways?

No caption found for 'soldier.painsevere04'
] rcon changelevel cp_process_final
autokick is disabled for insomniac olympics
CModelLoader::Map_IsValid: No such map 'cp_process_final'
CModelLoader::Map_IsValid: No such map 'cp_process_final'

Team Fortress
Map: cp_process_final
Players: 2 / 21
Build: 2827522
Server Number: 3

So I got the same error in console but it worked anyways?
28
#28
3 Frags +

Tftrue broke because of the last tf2 update. Disable tftrue for now until there is a new version. No logs.tf extended stats until tftrue is fixed :(

Edit: NVM apparently tftrue is updated now as of like 30 min ago.

Tftrue broke because of the last tf2 update. Disable tftrue for now until there is a new version. No logs.tf extended stats until tftrue is fixed :(

Edit: NVM apparently tftrue is updated now as of like 30 min ago.
29
#29
6 Frags +

atleast they're trying to fix stuff

atleast they're trying to fix stuff
30
#30
0 Frags +
wickedplayer494Knuckles_- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long
2015 literally the year of Mac gaming because this and Metal coming to El Capitan.

Kappa

I'm pretty sure macs have a really weird way of dealing with mouse input where they some odd neg accel by default so it's probably a lot harder to get decent raw input on them than pcs.

[quote=wickedplayer494][quote=Knuckles_]- Enabled raw mouse input for Mac clients

It was only like 4 years since macs were added. I can understand why this took so long[/quote]
2015 literally the year of Mac gaming because this and Metal coming to El Capitan.

Kappa[/quote]
I'm pretty sure macs have a really weird way of dealing with mouse input where they some odd neg accel by default so it's probably a lot harder to get decent raw input on them than pcs.
1 2
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