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TF2 update for 7/28/16
1
#1
Patch Notes
0 Frags +

Via HLDS:

Valve- Matchmaking
- Competitive Mode
- Abandon penalty times are now longer for first-time abandoners with a low number of games played
- Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.
- Fixed an issue where players could drop and reconnect too many times before triggering an abandon
- Casual Mode
- Matches can now start with fewer than 24 players when there are not enough compatible players in queue
- The match will still add additional players (up to 24) as they become available
- This should improve queue times for low-population regions and game modes
- Added maps cp_gullywash, cp_snakewater, and koth_probed
- Fixed not being able to cycle between spectator modes
- Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view
- Removed custom animations from the sv_pure whitelist because it was being exploited
- Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)
- Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background
- Added the Prinny promo items to the Mann Co. Store
- Added the Florida LAN 2016 community medal
- PASS Time update
- Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy
- Tweaks and fixes for all maps
- Fix pack speed not being updated sometimes
- Aiming players will no longer receive pack speed bonus
- Some adjustments to reduce average round length
- Overtime will end immediately if the winning team touches the ball
- Overtime won't happen if it's impossible for the losing team to win
- Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time
- Fixed the pd_watergate HUD not drawing
- Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry
- Fixed getting a black screen if the chat window was open when the match stats were being shown
- Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier
- Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as
- Fixed a client crash related to the animation system
- Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server
- Fixed not seeing particle effects for Unusual versions of Baseball Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine
- Fixed hearing the "team wipe" Announcer audio at the incorrect times

Rumor has it:

- Heavy vs. Pyro will end on August 14 at 11:59 PM PDT, or 1:59 AM CDT (on the 15th), as announced in a new news entry

- Florida LAN 2016 medal, as well as a few other changes in the item schema: https://github.com/SteamDatabase/SteamTracking/commit/8a65d3520830c6f20d98c07d064d7e8290ca8908

- HUD updates, GC protobuf updates for developers, and a VPK contents diff oh my! https://github.com/SteamDatabase/GameTracking/commit/e31f32d0e320bb928e00be9183043b72a2bc298a

- Size is ~110 MB

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

[quote=Valve]- Matchmaking
- Competitive Mode
- Abandon penalty times are now longer for first-time abandoners with a low number of games played
- Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.
- Fixed an issue where players could drop and reconnect too many times before triggering an abandon
- Casual Mode
- Matches can now start with fewer than 24 players when there are not enough compatible players in queue
- The match will still add additional players (up to 24) as they become available
- This should improve queue times for low-population regions and game modes
- Added maps cp_gullywash, cp_snakewater, and koth_probed
- Fixed not being able to cycle between spectator modes
- Weapon viewmodels
- [b]The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)[/b]
- [b]This feature is now allowed in Competitive Mode[/b]
- Improved and fixed many animations when using a higher viewmodel field-of-view
- Removed custom animations from the sv_pure whitelist because it was being exploited
- Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)
- Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background
- Added the Prinny promo items to the Mann Co. Store
- Added the Florida LAN 2016 community medal
- PASS Time update
- Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy
- Tweaks and fixes for all maps
- Fix pack speed not being updated sometimes
- Aiming players will no longer receive pack speed bonus
- Some adjustments to reduce average round length
- Overtime will end immediately if the winning team touches the ball
- Overtime won't happen if it's impossible for the losing team to win
- Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time
- Fixed the pd_watergate HUD not drawing
- Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry
- Fixed getting a black screen if the chat window was open when the match stats were being shown
- Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier
- Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as
- Fixed a client crash related to the animation system
- Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server
- Fixed not seeing particle effects for Unusual versions of Baseball Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine
- Fixed hearing the "team wipe" Announcer audio at the incorrect times[/quote]

Rumor has it:

- Heavy vs. Pyro will end on August 14 at 11:59 PM PDT, or 1:59 AM CDT (on the 15th), as announced in a new news entry

- Florida LAN 2016 medal, as well as a few other changes in the item schema: https://github.com/SteamDatabase/SteamTracking/commit/8a65d3520830c6f20d98c07d064d7e8290ca8908

- HUD updates, GC protobuf updates for developers, and a VPK contents diff oh my! https://github.com/SteamDatabase/GameTracking/commit/e31f32d0e320bb928e00be9183043b72a2bc298a

- Size is ~110 MB
2
#2
58 Frags +

Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view

[b]Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view[/b]
3
#3
60 Frags +

- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?

- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?
4
#4
38 Frags +
Viper- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?

eeeeeeeeyup

[quote=Viper]- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?[/quote]

eeeeeeeeyup
5
#5
-16 Frags +

oh what the fuck valve..

oh what the fuck valve..
6
#6
54 Frags +

"Removed custom animations from the sv_pure whitelist because it was being exploited"

I'm not sure they appreciated yttrium's efforts...

"Removed custom animations from the sv_pure whitelist because it was being exploited"

I'm not sure they appreciated yttrium's efforts...
7
#7
30 Frags +

FUCK

THEY WERE SO NICE TOO

WHY DOES VALVE KILL EVERYTHING I LOVE

FUCK

THEY WERE SO NICE TOO

WHY DOES VALVE KILL EVERYTHING I LOVE
8
#8
37 Frags +
flatlineWeapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view

thank fucking god

im glad theyre actually responding well to player demands

Show Content
even though they seem to be cemented in their stance against disabling viewmodels
[quote=flatline][b]Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view[/b][/quote]

thank fucking god

im glad theyre actually responding well to player demands
[spoiler]even though they seem to be cemented in their stance against disabling viewmodels[/spoiler]
9
#9
6 Frags +

fixed not being able to cycle through spectator modes :o

fixed not being able to cycle through spectator modes :o
10
#10
9 Frags +
Valve- Matchmaking
- Competitive Mode
- Abandon penalty times are now longer for first-time abandoners with a low number of games played
- Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.
- Fixed an issue where players could drop and reconnect too many times before triggering an abandon

does this still mean that if people abandon on the opposing team, the "winner", or people who didnt leave, still get no elo?

[quote=Valve]- Matchmaking
- Competitive Mode
- Abandon penalty times are now longer for first-time abandoners with a low number of games played
- Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.
- Fixed an issue where players could drop and reconnect too many times before triggering an abandon
[/quote]
does this still mean that if people abandon on the opposing team, the "winner", or people who didnt leave, still get no elo?
11
#11
-10 Frags +
fahrenheitflatlineWeapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view

thank fucking god

im glad theyre actually responding well to player demands

Does this mean weapon fov has been re-enabled?

[quote=fahrenheit][quote=flatline][b]Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view[/b][/quote]

thank fucking god

im glad theyre actually responding well to player demands[/quote]

Does this mean weapon fov has been re-enabled?
12
#12
13 Frags +

Seems like a solid update even if RIP yttriums viewmodel thing

Seems like a solid update even if RIP yttriums viewmodel thing
13
#13
-4 Frags +

If trade servers are still a thing im going to get a cow mangler :O

If trade servers are still a thing im going to get a cow mangler :O
14
#14
3 Frags +

per-weapon viewmodel settings were so nice though, they fixed crosshair switchers getting out of sync and let you have viewmodels on for original/off for stock, off for pistol/on for drinks

also

- Improved and fixed many animations when using a higher viewmodel field-of-view

no, they didnt fix the phat-ass hands on original/knife viewmodels at all, no idea what they fixed there

per-weapon viewmodel settings were so nice though, they fixed crosshair switchers getting out of sync and let you have viewmodels on for original/off for stock, off for pistol/on for drinks

also [quote]- Improved and fixed many animations when using a higher viewmodel field-of-view[/quote]

no, they didnt fix the phat-ass hands on original/knife viewmodels at all, no idea what they fixed there
15
#15
65 Frags +

the king is dead

long live the king

the king is dead

long live the king
16
#16
0 Frags +

yttriums mod still seems to work in matchmaking for me wtf

yttriums mod still seems to work in matchmaking for me wtf
17
#17
3 Frags +

Well so far the viewmodel fixes are turning out good, on 90 fov you can only barely see that the scouts right arm is floating during a reload, his left isnt see through anymore

Well so far the viewmodel fixes are turning out good, on 90 fov you can only barely see that the scouts right arm is floating during a reload, his left isnt see through anymore
18
#18
8 Frags +
Antaresyttriums mod still seems to work in matchmaking for me wtf

Technically it's a change to the server whitelists, not the client itself. I'm guessing they're currently updating the whitelists and it just hasn't hit some of the servers yet.

[quote=Antares]yttriums mod still seems to work in matchmaking for me wtf[/quote]

Technically it's a change to the server whitelists, not the client itself. I'm guessing they're currently updating the whitelists and it just hasn't hit some of the servers yet.
19
#19
7 Frags +
Antaresyttriums mod still seems to work in matchmaking for me wtf

it'll probably take a little while for the sv pure whitelists to be updated, but it will happen

edit: ninja'd by 8 seconds

[quote=Antares]yttriums mod still seems to work in matchmaking for me wtf[/quote]
it'll probably take a little while for the sv pure whitelists to be updated, but it will happen

edit: ninja'd by 8 seconds
20
#20
2 Frags +
BleghfuricAntaresyttriums mod still seems to work in matchmaking for me wtf
Technically it's a change to the server whitelists, not the client itself. I'm guessing they're currently updating the whitelists and it just hasn't hit some of the servers yet.

surely sv_pure 2 doesn't use a whitelist, it just blocks all custom stuff? that should be updated if the server has updated tf2 version

[quote=Bleghfuric][quote=Antares]yttriums mod still seems to work in matchmaking for me wtf[/quote]

Technically it's a change to the server whitelists, not the client itself. I'm guessing they're currently updating the whitelists and it just hasn't hit some of the servers yet.[/quote]

surely sv_pure 2 doesn't use a whitelist, it just blocks all custom stuff? that should be updated if the server has updated tf2 version
21
#21
huds.tf
55 Frags +
flatline- Improved and fixed many animations when using a higher viewmodel field-of-view

The original still has the soldier's hand grabbing an invisible cock to the left of the screen, still shit.

[quote=flatline][b]- Improved and fixed many animations when using a higher viewmodel field-of-view[/b][/quote]

The original still has the soldier's hand grabbing an invisible cock to the left of the screen, still shit.
22
#22
36 Frags +
Fixed not seeing particle effects for Unusual versions of Baseball Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine

we esports

[quote ]Fixed not seeing particle effects for Unusual versions of Baseball Bill's Sports Shine, Ritzy Rick's Hair Fixative, and Texas Slim's Dome Shine [/quote]

we esports
23
#23
0 Frags +
jimfutsufahrenheitflatlineWeapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view

thank fucking god

im glad theyre actually responding well to player demands

Does this mean weapon fov has been re-enabled?

Yes

[quote=jimfutsu][quote=fahrenheit][quote=flatline][b]Weapon viewmodels
- The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)
- This feature is now allowed in Competitive Mode
- Improved and fixed many animations when using a higher viewmodel field-of-view[/b][/quote]

thank fucking god

im glad theyre actually responding well to player demands[/quote]

Does this mean weapon fov has been re-enabled?[/quote]

Yes
24
#24
16 Frags +
Viper- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?

brb changing my +frag on Jill's posts to a -frag

[quote=Viper]- Removed custom animations from the sv_pure whitelist because it was being exploited

does this mean yttrium's competitive viewmodels are dead?[/quote]

brb changing my +frag on Jill's posts to a -frag
25
#25
5 Frags +
Gemmellness
surely sv_pure 2 doesn't use a whitelist, it just blocks all custom stuff? that should be updated if the server has updated tf2 version

sv_pure uses a special "full" whitelist.

the only thing that doesn't use a whitelist is sv_pure 0. sv_pure 1 uses a "minimal" whitelist and 2 uses a "full" one.

[quote=Gemmellness]

surely sv_pure 2 doesn't use a whitelist, it just blocks all custom stuff? that should be updated if the server has updated tf2 version[/quote]
[url=https://developer.valvesoftware.com/wiki/Pure_Servers]sv_pure uses a special "full" whitelist.[/url]

the only thing that doesn't use a whitelist is sv_pure 0. sv_pure 1 uses a "minimal" whitelist and 2 uses a "full" one.
26
#26
16 Frags +

70 is a good compromise for viewmodel fov

70 is a good compromise for viewmodel fov
27
#27
1 Frags +

idk i just played a game and i didnt have viewmodels, but some weird grey texture was blinking on my screen all the time
also

omniflatline- Improved and fixed many animations when using a higher viewmodel field-of-view
The original still has the soldier's hand grabbing an invisible cock to the left of the screen, still shit.

you never fail to impress, omni

idk i just played a game and i didnt have viewmodels, but some weird grey texture was blinking on my screen all the time
also [quote=omni][quote=flatline][b]- Improved and fixed many animations when using a higher viewmodel field-of-view[/b][/quote]

The original still has the soldier's hand grabbing an invisible cock to the left of the screen, still shit.[/quote]
you never fail to impress, omni
28
#28
22 Frags +

"tf_viewmodels_offset_override" = ""
client cheat
-If set, this will override the position of all view models.
Usage 'x y z'

"tf_viewmodels_offset_override" = ""
client cheat
-If set, this will override the position of all view models.
Usage 'x y z'
29
#29
-10 Frags +

another thing i just noticed is that valve cant do anything right. i can change my viewmodel fov to whatever i want lol

another thing i just noticed is that valve cant do anything right. i can change my viewmodel fov to whatever i want lol
30
#30
4 Frags +
CitroMaindanother thing i just noticed is that valve cant do anything right. i can change my viewmodel fov to whatever i want lol

in competitive? the view model restriction is only in comp

[quote=CitroMaind]another thing i just noticed is that valve cant do anything right. i can change my viewmodel fov to whatever i want lol[/quote]
in competitive? the view model restriction is only in comp
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