wickedplayer494
Account Details
SteamID64 76561198040048374
SteamID3 [U:1:79782646]
SteamID32 STEAM_0:0:39891323
Country Canada
Signed Up November 18, 2012
Last Posted May 7, 2024 at 7:53 PM
Posts 807 (0.2 per day)
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#18 [PSA] RGL Store refuses to remove low quality item in TF2 General Discussion
This photo was taken with a Pixel 7; a recent phone with a notably high quality camera.

The intelligence briefings I got on this statement are completely credible.

No but actually, yikes, that is pretty damn atrocious. You would think SOMEONE somewhere at the vendor would set their hands on that at some point and go "wait a minute this looks like total ass why are we even selling this to our client".

posted 6 months ago
#1 TF2 update for 10/19/23 (10/20/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed floating 'Bonus' label in the middle of the screen while working on certain contracts
- Updated the Clown's Cover-Up to fix some clipping issues, fix the LODs, and update the equip_region
- Updated the Celestial Summit Unusual effect to reduce the particle count
- Updated the Potion Explosion Unusual taunt effect to remove the delay when starting the effect
- Updated glowing eye materials on Voodoo-Cursed Souls and Übercharged players with community fixes from Liam Stone (boba)

- Updated the Carry-Van
- Fixed the rigging on the straps to avoid clipping when running
- Fixed misplaced ambient occlusion on the material
- Fixed rim mask being black in places it wasn't supposed to
- Fixed a hole in-between the window and top of the van
- Fixed LODs to represent above changes

- Updated the Dead Man's Party Unusual taunt effect
- Added fades to hand sprites
- Improved effect composition on fast-moving taunts
- Fixed some particle sorting issues

- Updated cp_lavapit_final
- Fixed a skybox exploit in the underworld

- Updated pl_spineyard
- Fixed an exploit that allowed players to get outside of the map
- Fixed missing cubemaps

- Updated pl_corruption
- Replaced some of the materials and models
- Adjusted collisions near some wooden beams by point A
- Adjusted prop fades
- Fixed some minor texture issues
- Fixed teleport trigger in one of the spawn rooms being too late to activate
- Minor adjustments to improve your sanity

- Updated cp_degrootkeep_rats
- Fixed players getting stuck in the door when entering the Rabbit Hole at the same time as an enemy player
- Fixed a hidden perch in the balcony overlooking C

- Updated arena_perks
- Replaced the Cloaking perk with the Patience perk (gain up to 7 health/sec)
- Fixed missing barricades in the voting area
- Fixed certain items having missing textures on the map
- Removed crumpkins (with help from LizardOfOz)
- Fixed stalemates causing extra rounds where no perks would appear
- Added a new HUD, with an alive player counter

- Updated zi_murky, zi_atoll, zi_devastation_final1, zi_woods, and zi_sanitarium
- If a game is in progress and there are no players on BLU team or RED team the game will now end
- Fixed a bug that allowed Dead Ringer spies to die without triggering a round loss
- Fixed a bug that caused Zombies to not see combat text correctly
- Fixed a bug that caused Rocket Launchers and Sticky Bomb Launchers to start with a low ammo
- Fixed a bug that caused changing player loadout to kill human players (particularly on Murky)
- Fixed an issue with missing particle effects for Medic's Heal ability
- Adjusted the number of Zombies selected at round start for low player counts
- Corrected unintended changes in the last update
- Changed the damage dealt by Zombie Soldier's Stomp
- In the previous update, Soldier would instantly kill his stomp target. This was not intended.
- The new damage calculation is (10 + fall damage x 3). This is the same as the Mantreads.
- Changed the Sentry Gun to deal 40% damage to Zombies
- In the previous update, this was 35%. This was not intended.
- Added a sound effect to Pyro's explosion of flames on death
- Removed some debug print statements
- Reworked Demoman's Blast Charge to fix several exploits and bugs
- These changes should also make Blast Charge more reliable and less frustrating to use
- Blast Charge is now triggered based on the player's velocity
- When player's speed drops below a threshold while charging, they explode
- Additionally, anything that would usually interrupt a shield charge will now trigger the explosion
- Fixed a bug that caused ÜberCharge applied by Blast Charge to persist longer than intended
- Fixed a bug that caused Blast Charge to fail to kill the player in situations where the player should be killed
- Fixed a bug that caused Blast Charge to briefly display the player's first person view before detonation
- Fixed a bug that caused the player to be unable to attack, jump or duck after surviving Blast Charge
- Fixed many bugs that caused Blast Charge to fail to detonate
- Fixed many bugs related to Blast Charge being cast at the same time as being converted to Zombie

- Updated zi_atoll (additional changes)
- Fixed the missing texture on the turbine building's roof
- Added areaportals and occluders in and around buildings
- Added extra nodraw brushes under the level and buildings to improve vis calculations
- Added prop fades on bushes and rocks
- Adjusted push triggers on trees
- Minor clipping adjustments
- Changed func_brush on roofs to func_movelinear so that corpses don't fall through
- Added soul gargoyle spawns
- Added a santa hat that spawns on the anchor when smissmas holiday is enabled
- Fixed cubemap reflection issues
- Fixed the seam between the 3D skybox and the playable level
- Aar fed the spinning cat

- Updated zi_devastation_final1 (additional changes)
- Replaced sewer exit to the 2nd floor with a ladder
- Changed sewer exits to no longer require crouching/prop jumps
- Fixed missing respawn trigger in the sewers
- Adjusted spawn positions of Zombies and Survivors
- Fire now ignites players
- Adjusted lighting in sewers to be slightly brighter
- Reduced round timer to 3 minutes
- Lit up 2nd floor car corner

Rumor has it:

- Size is close to 250 MB

posted 6 months ago
#1 TF2 update for 10/13/23 in TF2 General Discussion

Via the Steam Community:

Valve- Fixed the Clown's Cover-Up always showing the Red team skin
- Fixed hiding the Pyro's head when using the Friendly style for the Fiercesome Fluorescence
- Fixed the Grounded style of the Power Spike using an incorrect LOD model
- Fixed Celestial Summit and Stellar Ascent Unusual effects not following moving players
- Fixed missing prefix when the Strange Filter: Sandcastle (Community) item is applied to a weapon
- Fixed missing prefix when the Strange Filter: Lava Pit (Community) item is applied to a weapon
- Updated The Masked Fiend to fix a problem with the materials
- Updated the Dell Dynamic to fix issues with the materials, rigging, and LODs
- Updated the Sapped Unusual effect to fix visibility issues in bright environments
- Updated Blastphomet cosmetic to fix some a problem with the materials and some minor clipping
- Updated the Taunt: Borrowed Bones to add missing sounds
- Updated Taunt: Neck Snap animations to fix the MVM canteen flipping while taunting
- Updated the Nightmarish Storm, Acidic Climate, and Otherworldly Weather Unusual effects to fix a problem with the lock rotation
- Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix a problem with flickering
- Updated pd_farmageddon
- Updated .res file to work with custom huds (Thanks Aar)

- Updated cp_lavapit_final
- Updated the Underworld
- Spells now spawn one per point, in a random location
- Removed some exploits

- Updated pl_spineyard
- Replaced some of the materials and models
- Fixed a missing material
- Significantly improved skeleton navigation
- Reduced the health of skeletons to 130 HP
- Increased the weapon spread of skeletons to reduce their long range damage
- Increased the number of pumpkin bomb spawns
- Improved sound effects
- Various detail fixes
- Fixed being able to build in the first Blue spawn

- Updated pd_mannsylvania
- Added new custom voice lines of Merasmus Gargoyle Notifications
- Better player clip and fixed players stuck in some areas
- Placed more bat's models on entire map and randomised their animations
- Improved 3d skybox
- Disabled trigger_hurt in ending sequence after 15 second when game ends
- Minor cosmetic fixes

- Updated zi_murky, zi_atoll, zi_devastation_final1, and zi_sanitarium
- These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
- Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his "Reveal" ability
- This change will allow Zombie Spy to circumvent sentry guns that are watching large areas, and allow him to sneak into or around strongholds
- Zombie Soldier's "Pounce" ability is now significantly higher, and has a 5 second cooldown (from 8)
- These changes will bolster Zombie Soldier's role as a recon pick and a roof buster, capable of launching through sentry fire
- Zombie Sniper's "Spit" ability now damages buildables
- Zombie Sniper now drops a puddle of spit on death
- Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
- Zombie Pyro no longer drops small health kits
- Zombie Pyro's "Hellspawn" passive now releases a flaming explosion on death on top of the existing gas passer cloud
- These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
- Zombie Heavy's "Tank" ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
- Zombie Heavy deals 20% increased melee damage
- Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
- Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
- This change will turn EMP grenades into a much more immediate threat, instantly breaking mini sentries, crippling level 1 sentries, and wounding other buildings
- Zombie Scout's "Speed Demon" passive now comes and additional 25% jump height boost
- Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
- 1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
- It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.

- Sentry Guns deal 40% damage to zombies (from 60%)
- Engineers are simply way too oppressive. The dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
- Demoman shield items no longer halve the damage taken by zombies
- He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
- Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
- All Zombies except for scout, heavy, and spy, now have +25 HP (from +10)
- Fixed a bug where Zombie Demo could detonate himself before the charge had started
- Fixed a bug where Bonk! Atomic Punch could persist through Zombie conversion
- Fixed various issues caused by Zombie Demo surviving his own charge
- Fixed issues with the Zombie HUD not correctly displaying certain strings
- Fixed exploit related to adding additional time
- Added additional HIDEHUD bits to remove irrelevant HUD elements when playing Zombie
- Added an instructional video (Thanks Funicular!)

- Updated zi_murky (additional changes)
- All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
- Added more trees for cover
- Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
- Added a ramp leading to the yellow shack's roof
- Added occluders to central shack
- Improved fog
- Improved skybox
- Improved readability of chicken wire fences, and added more around the docks
- Adjusted prop fades
- Tweaked detailing
- Fixed erroneous clip brushes
- Fixed several stuck spots
- Fixed missing television model

- Updated zi_atoll (additional changes)
- Added an extension to the roof of the turbine building
- Added nobuild entities to debris that could potentially hide sneaky sentries
- Added a broken window on the turbine building
- Clipped the spiral stairs behind the lighthouse (thanks Aar!)
- Reduced performance impact of water
- Increased size of trigger_push entities on the tree tops
- Improved collision on the displacement on the beach near the fishing house
- The spinning cat has been fed

- Updated zi_devastation_final1 (additional changes)
- Added new route from second level zombie spawn to the top floor
- Adjusted some zombie spawns
- Made some zombie spawn exits easier to leave
- Clipped off bottom floor stairs
- Increased Round Timer to 3 minutes and 30 Seconds
- Increased Reports of Gators

- Updated zi_sanitarium (additional changes)
- Replaced some of the materials and models
- Fixed a missing material on a prop
- Fixed a pixel walk in the skybox

Rumor has it:

- Size is ~185 MB

posted 6 months ago
#7 MAJOR TF2 update for 10/9/23 (Scream Fortress XV) in TF2 General Discussion

TF2 update #3 for late 10/9/23 (10/10/23 UTC):

Via the Steam Community:

Valve- Updated zi_woods to add missing content

Rumor has it:

- Size is ~15 MB

posted 6 months ago
#1 CS2 update for 10/9/23 (10/10/23 UTC, 1.39.6.0) in CS2 General Discussion

Via the Steam Community:

Valve[ GRAPHICS ]
- Fixed a case where feet would appear black when looking down at them through a scope
- Fixed a memory leak due to particles

[ ANIMATION ]
- Fixed several hitbox alignment bugs
- Fixed knife spinning not feeling as fast as in CS:GO
- Fixed the bolt not moving during the M4A4 and M4A1-S deployment animations
- Fixed a bug where weapon inspect could interrupt the silencer toggle animation

[ MAPS ]
- Various bug fixes and tweaks to Mirage, Vertigo, and Nuke

[ MISC ]
- Fixed several bugs with "Looking to Play"
- Various bug fixes and tweaks to weapon finishes and stickers
- Fixed a bug where loadout changes weren't saved if the game was closed shortly after making changes
- Fixed a bug where Steam Friends' match status was delayed or missing
- CPU performance improvements for weapon tracers
- Added an official matchmaking datacenter in Chengdu, China

Rumor has it:

- Size is close to 700 MB (with Workshop Tools installed) - data capped users should be prepared to take action

posted 6 months ago
#6 MAJOR TF2 update for 10/9/23 (Scream Fortress XV) in TF2 General Discussion

TF2 update #2 for 10/9/23 (10/10/23 UTC):

Via the Steam Community:

Valve- Updated the Constructor's Cover to fix an issue with the materials
- Updated zi_woods to fix missing Zombie Infection assets
- Updated cp_degrootkeep_rats to fix an issue with the xylophone triggers

Rumor has it:

- Size is close to 50 MB

posted 6 months ago
#1 MAJOR TF2 update for 10/9/23 (Scream Fortress XV) in TF2 General Discussion

Via the Steam Community:

ValveScream Fortress XV has arrived!
- Featuring 12 new community maps: Perks, Slime, Lava Pit, Mannsylvania, Sandcastle, Spineyard, Corruption, Murky, Atoll, Woods, Sanitarium, and Devastation
- Added the Bone-Chilling Bonanza Case
- Contains 25 new community-created cosmetic items that make up the Bone-Chilling Bonanza Collection
- Has a chance to give one of 4 new community-created Halloween-restricted items as a bonus item
- Has a chance to give a taunt Unusualifier as a bonus item

- Added 4 new community-contributed taunts to the Mann Co. Store
- Taunt: The Crypt Creeper
- Taunt: Roar O'War
- Taunt: Neck Snap
- Taunt: Borrowed Bones

- Added 20 new community-created Unusual effects
- 13 new effects for Unusual hats
- 7 new effects for Unusual taunts

- All players who launch the game will receive a Soul Gargoyle if they don't already have one
- Grants access to Merasmissions and Halloween item transmutations
- Tracks Merasmissions completed and souls collected

- All Halloween Contracts have been reset, allowing them to be completed again
- Added new Contracts for this year's featured community maps
- Completing a Halloween Contract will give players a classic Halloween item and the chance for a Bone-Chilling Bonanza Case
- Continue last year's event by collecting the souls of dead players for your Soul Gargoyle by killing enemies, doing map objectives, or collecting the Soul Gargoyles that spawn in the maps
- All cosmetic and taunt Cases will grant Halloween 2023 Unusual effects instead of their normal Unusual effects during the event. This does not include Crates.
- Join Halloween matches by using the Special Events category in Casual
- Scream Fortress XV runs through November 7th, 2023

General
- Changes to help improve load times
- Fixed ghost_pumpkin effect not playing correctly for the Horseless Headless Horsemann
- Updated the Horror Shawl's second style to fix a problem with the materials
- Fixed missing outro sequence for the Taunt: Surgeon's Squeezebox
- Updated pd_farmageddon to fix blood particles for the scarecrows
- Updated vsh_distillery and koth_cascade with localization fixes
- Updated arena_lumberyard_event and plr_hacksaw_event to fix problems with the materials

Rumor has it:

- Size is in excess of 700 MB - data capped users should be prepared to take action

-------------------

Valve will end its support of Steam on Windows 7 and Windows 8.1 in under 3 months, on 1/1/24, due in part to Chromium and its Embedded Framework also abandoning these platforms. Any future TF2 updates that moves the minimum Steam client version beyond the last one available for 7/8.1 will render it unplayable unless you upgrade Windows.

posted 6 months ago
#1 Counter-Strike 2 update for 10/2/23 (1.39.5.4) in CS2 General Discussion

Via the Steam Community:

Valve[ GAMEPLAY ]
- Removed movement penalty on mud surfaces

[ GRAPHICS ]
- Fixed a bug with shader compilation when connecting to a server that was causing hitches after connecting. Note that these hitches may still exist on AMD GPUs; we are working with AMD to address this

[ ANIMATION ]
- Fixed a bug where knife slashing couldn't be interrupted with an inspect

[ MISC ]
- Various bug fixes and tweaks to weapon finishes and gloves
- Fixed a case where molotov/incendiary grenades would create a fire ring in the air
- Improved performance of molotov/incendiary fire extinguishing
- Various improvements to weapon dropping and throwing
- Various crash fixes

Rumor has it:

- There's also a round of new and updated translations made possible in part by contributions from Translators Like You - Thank You

- Size is ~90 MB (with Workshop Tools installed)

posted 7 months ago
#1 Counter-Strike 2 update for 9/28/23 (9/29/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ SOUND ]
- Fixed missing win/loss/MVP music in Casual

[ GRAPHICS ]
- Put range clamps on r_fullscreen_gamma, r_texture_stream_max_resolution, and r_character_decal_resolution
- Fixed smokes not rendering correctly on AMD GPUs on Linux

[ ANIMATION ]
- Adjusted grenade throw animations to reduce view obstruction
- Fixed a case where players would float a few inches off the ground after spawning

[ MAPS ]
- Various bug fixes and tweaks to Mirage and Overpass

[ COSMETICS ]
- Various bug fixes and tweaks to weapon finishes and stickers
- Updated Phoenix Soldier balaclava from green to original red color
- Fixed missing pouches on certain SWAT agents

[ MISC ]
- Fixed a bug where loadout shuffle would never happen
- Increased clickable area of sellback buttons in buy menu
- Fixed a case where the death panel would stay on-screen after respawning quickly
- Disabled CSTV and demo recording temporarily to increase server availability so more people can play

Rumor has it:

- Size is ~550 MB (with Workshop Tools installed) - data capped users should be aware

posted 7 months ago
#1 CS2 Limited Test update for 9/15/23 (9/16/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Office
- Adjusted the weight of the vending machine
- Various fixes

Ancient
- Various clipping adjustments

[ SOUND ]
- Tuned the vertical audio occlusion of grenade sounds in Nuke and Vertigo
- Adjusted ambient sounds in Office
- Adjusted silenced weapon falloff

[MISC]
- Fixed a case where an AK47 headshot would not deal lethal damage
- Adjusted nametag location for Shadow Daggers
posted 7 months ago
#1 CS2 Limited Test update for 9/8/23 in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Mirage
- Fixed a pixel boost on pillars in B bomb site
Nuke
- Fixed C4 falling out of the world in B bomb site
- Updated props
Italy
- Fixes to prevent players boosting out of playable space

[ MISC ]
- Added a C4 loadout slot for users who have C4 items with a name tag applied
- Audio mix tweaks and adjustments
- Fixed a case where roasted chickens fell through the floor
- hud_scaling is no longer imported from CS:GO. Note that players' hud_scaling will be reset to the default (1.0)
posted 7 months ago
#1 TF2 update for 8/31/23 (9/1/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
- Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
- Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
- Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
- Updated the Beaten and Bruised cosmetic item
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Reduced the clipping for Soldier and Sniper

- Updated Clubsy The Seal to be an assister in Pyrovision
- Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
- Updated/Added some tournament medals
- Updated Taunt: The Head Doctor
- Fixed skinning on lower LODs
- Fixed team coloring for both teams
- Adjusted animation to reduce prop clipping

- Updated Taunt: The Road Rager
- Fixed skinning on lower LODs
- Adjusted animation on wheels to better match character movement

- Updated pd_selbyen
- Fixed door stuck exploit
- Major optimization improvements (thanks yrrzy!)
- Added/moved some func_occluders
- Hinting adjustments
- Added skyboxes and func_areaportals to separate areas better
- Added func_areaportalwindows to unload spawn building interiors
- Turned some small brushes into func_details
- Adjusted some prop fades
- Fixed slight misalignment of the yellow center buildings roof structure
- Better lighting under the docks
- Minor detailing changes

- Updated cp_steel
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

- Updated koth_synthetic_event
- Brightened and evened out lighting in play space
- Fixed missing soundscape
- Fixed missing detail sprites
- Minor detail changes

- Updated pl_venice
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes

- Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.

- Updated vsh_skirmish (additional changes)
- Fixed an out of bounds exploit
- Fixed not being able to wall climb certain trees in the main arena

Rumor has it:

- Size is close to 175 MB

posted 8 months ago
#1 TF2 update for 7/27/23 (7/28/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players

- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated VSH to use maxrounds instead of winlimit

- Updated pl_venice

- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo

- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces

- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes
posted 9 months ago
#9 TF2 update for 7/25/23 in TF2 General Discussion

A previous version branch was put up earlier in the evening named "pre_07-25-23_demos" for those who need it. Currently holding off on mentioning it on Twitter/X/whatever the hell the Muskrat wants to call it right now due to tornado-capable severe thunderstorms, but I figure I might as well mention it here sooner rather than later since you guys are most impacted by POV demo breakage.
https://steamdb.info/app/440/history/?changeid=19676660

This does come at the cost of the "pre_smissmas_2022_demos" previous version branch, however, and it also appears that the "pre_jungleinferno_demos" branch was deleted and then re-made, so there's a sliiight chance if you were on that branch you may have been kicked off of it and may need to go opt in to it again. https://steamdb.info/app/440/history/?changeid=19676640

Edit: correction, the pre_jungleinferno_demos is in fact gone too. It was re-made, and then removed a bit under 45 seconds later. You'll have to resort to using DepotDownloader and throwing period-correct manifest IDs at it for those two if you still need access to those builds.

posted 9 months ago
#1 TF2 update for 7/25/23 in TF2 General Discussion

Via the Steam Community:

Valve- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals

- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments

- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions

- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor

- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes

- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate

- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas

Rumor has it:

- Playback of POV demos created before this update is broken. A previous version branch named "pre_07-25-23_demos" was put up by Valve early in the evening on 7/26/23 for those who want or need to view a demo recorded before this update
- To opt in, right-click on TF2 in your Steam library, then click Properties, then go to the Betas tab, and select pre_07-25-23_demos from the dropdown. (size when opting in is a bit over 225 MB)
- This does come at the cost of losing both the pre_jungleinferno_demos and the pre_smissmas_2022_demos branches however - the former was re-made for a very short while before being removed again. If you need either of these builds, you'll have to resort to using DepotDownloader and feeding it period-correct manifest IDs

- Size is ~210 MB

posted 9 months ago
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