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TF2 update for 10/5/26
1
#1
Patch Notes
0 Frags – +

Via the Steam store and HLDS:

Valve- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)
- Fixed view jitter that occurs and persists when playing for extended periods of time
- Fixed snd_mix_async from crashing the game
- Fixed sv_parallel_sendsnapshot
- Fixed Marshlands contract not activating
- Fixed the Skeleton Crew not hiding the Sniper bullets
- Fixed the Bone Chiller not hiding the correct bodygroup
- Fixed additional bodygroup settings for styles not being applied to disguised Spies
- Updated the Bounty Hunter's Brim to fix a problem with the materials

- Updated the Clowning Cowl
- Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses
- Fixed texture warping on the Tucked style

- Fixed the "Get a train, saw, or laser kill" objective on TrainSawLaser not counting kills
- Updated Marshlands to use mp_winlimit 2 like last year
- Updated the numbers required to complete the Scaredy-Cat bonus objectives
- Updated quest objectives for Outburst (VSH)
- Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon

- Custom Maps
- Increased various limits for new custom maps
- Added -notjuncsdetail option to VBSP
ValveMissed from the Halloween update:
- Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props

Rumor has it:

- Size is close to 50 MB

Via [url=https://store.steampowered.com/news/285564/]the Steam store[/url] and [url=https://list.valvesoftware.com/]HLDS[/url]:

[quote=Valve]- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)
- Fixed view jitter that occurs and persists when playing for extended periods of time
- Fixed snd_mix_async from crashing the game
- Fixed sv_parallel_sendsnapshot
- Fixed Marshlands contract not activating
- Fixed the Skeleton Crew not hiding the Sniper bullets
- Fixed the Bone Chiller not hiding the correct bodygroup
- Fixed additional bodygroup settings for styles not being applied to disguised Spies
- Updated the Bounty Hunter's Brim to fix a problem with the materials

- Updated the Clowning Cowl
- Fixed minor clipping issue on Pyro's right shoulder strap for the Untucked style in some standing poses
- Fixed texture warping on the Tucked style

- Fixed the "Get a train, saw, or laser kill" objective on TrainSawLaser not counting kills
- Updated Marshlands to use mp_winlimit 2 like last year
- Updated the numbers required to complete the Scaredy-Cat bonus objectives
- Updated quest objectives for Outburst (VSH)
- Updated zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods to fix out-of-bounds exploits using Zombie Engineer's Beacon

- Custom Maps
- Increased various limits for new custom maps
- Added -notjuncsdetail option to VBSP[/quote]
[quote=Valve]Missed from the Halloween update:
- Fixed a bug where players could have a chance to get stuck in certain oblique angles of walls and props[/quote]

Rumor has it:

- Size is close to 50 MB
2
#2
0 Frags – +

on the third fourth day he will stop us from falling, that we may jump before him.

on the [s]third[/s] fourth day he will stop us from falling, that we may jump before him.
3
#3
0 Frags – +
Valve- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)

wallbug fix intentional with a convar, good for the jump servers

me personally i don't think there's any value lost preventing people trivially hiding in the skybox in competitive games. i'd rather see soldiers learn to coordinate spam and bomb properly. the fact that you can still briefly halt your momentum and prevent a crater death seems to preserve the potentially most interesting/skillful part of the bug

[quote=Valve]- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)[/quote]

wallbug fix intentional with a convar, good for the jump servers

me personally i don't think there's any value lost preventing people trivially hiding in the skybox in competitive games. i'd rather see soldiers learn to coordinate spam and bomb properly. the fact that you can still briefly halt your momentum and prevent a crater death seems to preserve the potentially most interesting/skillful part of the bug
4
#4
0 Frags – +
BrimstoneValve- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)
wallbug fix intentional with a convar, good for the jump servers

me personally i don't think there's any value lost preventing people trivially hiding in the skybox in competitive games. i'd rather see soldiers learn to coordinate spam and bomb properly. the fact that you can still briefly halt your momentum and prevent a crater death seems to preserve the potentially most interesting/skillful part of the bug

from what i was seeing you can also sometimes take fall damage when wallbugging so its not even a certainty anymore

[quote=Brimstone][quote=Valve]- Added sv_wallbug convar to allow previous movement behavior on community servers (related to the missed note at the bottom)[/quote]

wallbug fix intentional with a convar, good for the jump servers

me personally i don't think there's any value lost preventing people trivially hiding in the skybox in competitive games. i'd rather see soldiers learn to coordinate spam and bomb properly. the fact that you can still briefly halt your momentum and prevent a crater death seems to preserve the potentially most interesting/skillful part of the bug[/quote]
from what i was seeing you can also sometimes take fall damage when wallbugging so its not even a certainty anymore
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