Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
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
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
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
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated vsh_outburst to fix a problem with sounds not playing correctly
Added missing strings for the new Strange Filters
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Scream Fortress XVI has arrived!
Featuring 7 new community maps: Toxic, Darkmarsh, Freaky Fair, Dynamite, Circus, Outburst, and Blazehattan
Added the Terrifying Trove Case
Contains 21 new community-created cosmetic items that make up the Terrifying Trove Collection
Has a chance to give a taunt Unusualifier as a bonus item
Added 4 new community-contributed taunts to the Mann Co. Store
Taunt: Crushing Defeat
Taunt: Peace Out
Taunt: Commending Clap
Taunt: The Punchline
Added 22 new community-created Unusual effects
12 new effects for Unusual hats
10 new effects for Unusual taunts
Added the Scream Fortress XVI War Paint Case
Contains 12 new community-created War Paints that make-up the Scream Fortress XVI War Paint Collection
Has a chance to give a taunt Unusualifier as a bonus item
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 Terrifying Trove 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 2024 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 XVI runs through November 7th, 2024
General
Added UI scaling based on resolution for better HiDPI support
Fixed the reload speed attribute in Mann vs. Machine not scaling projectile speed and gravity correctly for the Huntsman (community fix from Marxvee)
Fixed the damage bonus attribute in Mann vs. Machine not scaling correctly for the Huntsman (community fix from Marxvee)
Fixed not being able to pickup currency in MvM if it's on a teleporter
Fixed Keyless Winter 2016 Case not playing the special winter case sound
Recompiled some skybox models to fix UV issues
Updated the Scariest Mask EVER to fix some issues with clipping
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Added check to prevent copying a disguise target's action slot item when disguised as them
Exposed CTFBaseBoss::SetResolvePlayerCollisions() for VScript users
Updated/Added some tournament medals
Updated Sapped Unusual effect to fix the animation playing at the wrong speed
Updated several maps to fix localization issues
Updated zi_murky, zi_devastation_final1, zi_atoll, zi_woods, zi_sanitarium
General Changes
Zombies no longer spawn instantly- their respawn timer is now dependant on the map
Changed team names to "Survivors" and "Zombies" (Instead of "RED" and "BLU")
Note: this change is only visible in casual mode or servers with mp_tournament set to 1
Survivor Spy can now disguise as a Zombie and will be seen as a Zombie by the enemy team (Thanks Sprinkles!)
Note: disguised Survivor Spies will still be highlighted by Zombie Spy’s “Reveal” ability
The Pomson 6000 now puts Zombie abilities on cooldown on hit
Survivor Pyro can now destroy Zombie Engineer's EMP Grenade by hitting it with the Homewrecker
Walking in to Zombie Sniper's Spit now consumes the Spycicle and prevents initial damage
Standing in Zombie Sniper's Spit now emits additional sound effects and a burning green HUD overlay
Added new kill icons for every zombie attack
Zombie Changes
Removed the out-of-combat speed buff from all Zombies
Zombie Pyro
Zombie Pyro has a new ability - "Dragon's Breath"
Fires a Dragon's Fury fireball
The initial cast of the fireball can reflect projectiles and airblast enemies
Zombie Pyro now deals mini-crits to burning players on melee hit
Zombie Pyro now creates a small explosion on death, knocking back enemies in a 125 hu radius
Zombie Pyro no longer emits a Gas Passer cloud on death
Zombie Demoman
Added new sound effects to telegraph Zombie Demoman's Blast Charge ability
Zombie Heavy
Zombie Heavy's health reduced to 450 (from 600)
Zombie Heavy now drops a Medium Health Kit on death
Zombie Sniper
Zombie Sniper's Spit damage vs buildables is now reduced by half
Zombie Sniper's Spit now applies a screen overlay to players standing in the pool
Zombie Medic
Zombie Medic now emits health like a dispenser to nearby Zombies
Zombie Medic can no longer attack while using Heal
Added a new sound effect for Zombie Medic's Heal ability
Zombie Spy
Zombie Spy no longer emits particle effects while cloaked, making him fully invisible when not attacking. Jumpscare warning!
Zombie Scout
With other zombies getting slower, Zombie Scout's speed stands out more than ever before
Bug Fixes
Fixed a bug that allowed Zombie Demoman to survive his own Blast Charge (Thanks gasous nebule!)
Fixed a bug that caused Zombie Demoman to not receive kill credit when killing players with Blast Charge
Fixed a bug that caused Zombies to not gib correctly
Fixed a bug that caused Zombie cosmetics to persist on RED players after the round restarts
Fixed a bug that caused Zombie Sniper's Spit Pool to nudge players slightly in certain circumstances
Fixed a bug that caused players to have the incorrect player skin when respawning at round start
Fixed a bug that would cause players to become stuck in spectate mode when attempting to join a game in progress
Fixed an issue with "game_text" entities not being correctly cleared after round reset
Updated zi_murky (additional changes)
Survivors now spawn across the map in multiple small groups instead of all at the sewage plant
Added a life preserver shop to connect to the lonely shack in the southern end of the map
Added a new dock network with a series of platforms leading to the roof of the central boathouse
Added a small ramp to the left-most sewer pipes
Removed some awkward ladder-ramps and replaced them with proper docks
De-cluttered the roofs across the map
Removed the floating large medkit
Removed expensive reflections from the water
Reduced color correction intensity
Clipping improvements
Updated zi_atoll (additional changes)
Set a culling distance to most props
Added occluders on the lighthouse to improve performance
Updated zi_woods (additional changes)
Fixed the announcer not being silenced when time is added
Updated zi_sanitarium (additional changes)
The roof is now accessible
Added several routes to the roof
Slightly reduced the intensity of the fog
Added more pumpkin bombs
Raised the skybox height
Updated cp_gravelpit_snowy
Improved performance by combining props
Improved clipping
Increased volume of laser gun finale
Miscellaneous improvements
Updated koth_sawmill_event
Fixed an overlay
Updated koth_undergrove_event
Fixed several out-of-bounds exploits in the Underworld (thanks MN!)
Adjusted overworld pumpkin bomb placement and increased maximum bomb count to 6
Fixed an incorrect texture on RED's side
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
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed regression with some .mp3 files not playing
Updated description for the Backpack Expander
Updated some tournament medals
Updated the Desk Engineer cosmetic item
Fixed clipping with the Gunslinger
Fixed clipping with Engineer's buckle
Fixed rotation in the paint preview
Fixed skin parts being tinted green from texture compression
Updated the Daring Dell cosmetic item
Fixed rotation in the paint preview
Fixed shading artifacts on the helmet
Updated The Big Star cosmetic item
Fixed rotation in the paint preview
Fixed various instances of clipping with the player model
Updated mismatched backpack icon
Fixed parts of the textures
Updated koth_cachoeira
Players can no longer shoot through the metal fence
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Increased the maximum number of backpack slots to 4000 (from 3000)
Fixed record/stop .dem file exploit that was used to reveal cloaked Spies
Fixed Robot Destruction death notice events not properly highlighting when the local player kills a robot
Fixed regressed self-illum setting for the Earbuds
Fixed hearing the deflection sound when deflecting arrows that are already stuck in something (community fix from Marxvee)
Fixed a problem with .mp3 sounds not playing if they were very short
Fixed arrows instantly breaking when being fired by an invulnerable player with the projectile penetration upgrade in Mann vs. Machine (community fix from Marxvee)
Updated tf_zombie_spawner entity to support setting team numbers for the zombies (defaults to the original behavior if no team is set)
Updated Taunt: Unleashed Rage to fix incorrect outro timing
Updated Taunt: Can It! to fix MvM bone
Updated koth_sawmill_event
Removed stray spell
Updated koth_megaton
Fixed rockets being able to quite literally crash the beach party (Thanks again, ficool2!)
Updated pl_cashworks
Updated menu photo to match map changes
Removed strange texture glitch at RED spawn 1
Added shutter for drop exit at RED spawn 1
RED spawn 2 big door can't be stickied anymore
Removed collision on some lamps
Added minor visual changes in BLU spawn and final cap side route
Fixed minor clipping issues
Updated koth_cachoeira
The sightline from the helicopter has been blocked off
Fixed missing door texture (Thanks Hoppkins!)
Various miscellaneous fixes (Thanks Midnite!)
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated Taunt: Can It! to fix missing flies particle effect
Updated the backpack image for the Impact Impaler
Updated Violent Viridian Unusual effect to fix a visual bug
Updated/Added some tournament medals
Updated cp_hadal
Fixed control point capture messages
Fixed door locking in RED spawn after C capture
Removed unintended buildable areas
Increased capture time on final point
Improved directions around the map
Updated pl_embargo
Reduced respawn time on Last for RED from 34 to 22 seconds
Asked Botlers to speak and explode more quietly
Minor visual fixes
Updated koth_megaton
Improved performance by up to 20%, with more significant improvements possible depending on system specs (Thanks ficool2!)
Fixed the grates around the capture zone allowing blast damage to pass through
Fixed a few cases of alpha painted displacement seams
Improved lighting on several models, especially on the rocks throughout the map
Fixed surfaceprop on BLU's metal plates
Fixed several pixelwalks along thatch roofing and exteriors of the team buildings
Improved clipping throughout
Fixed a support beam intersecting with spawn doors
Fixed a few instances of visible displacement holes in the perimeter dropoff
Added a unique kill icon for the end of the round
Fixed floating spawndoor motors
Plus... all you need for a beach party!
Updated pd_atom_smash
Fixed the Casual Administrator overriding the Scientist
Fixed some floating lights
Updated koth_sawmill_event
Removed the spells in the underworld since players could spawn camp with them too easily
Increased the time players get crits and health from the underworld after leaving
Added some additional effects to the secret exit from the underworld
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated pl_embargo to fix visual glitches
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated the Loyalist's Coronet Unusual effect to fix team BLU particles in the team RED effect
Updated the Rainbow Reverie, Warp Drive and Overdrive Unusual effects to work better with larger hats
Updated the Rainbow Reverie Unusual effect to add a fade in when spawning and make the refract more noticeable
Updated the Dragonflies' Embrace, Dragonflies' Nature, and Dragonflies' Lucent Unusual effects to fix trailing issues on the grass and ground particles
Updated the Distress Signal and Carioca's Call Unusual effects to fix some issues with overlapping sprites
Updated the Desert Wind and Monsoon Season Unusual effects
Fixed the wind flickering on moving taunts
Fixed the tumbleweed having incorrect physics
Updated the wind and dust to trail slightly on moving taunts
Updated the Control Patrol cosmetic item
Reduced the size of the glasses
Lowered the hat slightly on Soldier's head
Fixed UV map issue with LODs
Updated the Justice Johns cosmetic item
Slimmed down the legs and raised socks cuffs to reduce overall thickness of the legs
Fixed rigging issue with boot laces
Updated the Pathfinder cosmetic item
Slimmed down the arms slightly
Adjusted shoulder and armpit rigging to reduce stretching of the vest
Adjusted mesh transition from forearms to hands
Fixed some clipping issues around where the shirt collar meets the zipper
Raised the zipper pull tab for better compatibility with other Soldier cosmetics
Updated ctf_doublecross
Fixed an incorrect team-colored material in the BLU base for real this time
Updated pl_enclosure_final
Fixed a clip wall blocking a dropdown in stage 3
Updated pl_embargo
Minor visual and clipping improvements
Fixed the cart's missing outline
Added an extra Botler to the playable space
Fixed the paint splat overlay not applying to players within the explosion range
The ambient music inside the casino now respects the music volume settings
Improved player visibility against certain walls (Thanks Arthur)
Added the kill icon to the helicopter blades
Fixed an override of a TF2's base texture
Fixed being able to block the cart shortly after point A (Thanks Aar)
Fixed getting stuck in a door near C while it closes
Fixed indoors fog sometimes getting applied outside (Thanks Phe)
Increased respawn time for RED on the last point
Fixed the client crash related to custom models
Improved performance on the last point
Updated koth_cachoeira
Engineers can no longer build inside the cliffs
Fixed teleporter stuck spot under the control point
Adjusted respawn waves
Minor visual improvements
Various clipping fixes
Improved performance
Updated ctf_applejack
Improved clipping
Brought some stairs
Improved tree collision
Added more chickens
Improved detail
Fixed Ol'Betsy (Thanks Aar!)
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Moved 64-bit Steam binaries to the correct folder
Updated the equip_region for the Free Mann's Fashion
Updated the Distant Drift Unusual effect to fix a visibility issue
Updated the Butterfly Season Unusual effect to fix problems with the scale and effect trails
Updated the Fiesta Royale and Grand Jubilee Unusual taunt effects with performance improvements
Updated the Botler 2000 to fix problems with its positioning
Updated koth_megaton
Fixed the finale being cut off by a round ending too early
Fixed players not being blown to smithereens during the finale
Fixed players being able to get stuck in the edges of the thatch rooftops
Improved optimization. Investigation into further improvements for lower-end and config users is ongoing.
Updated cp_canaveral_5cp
Fixed an out-of-bounds exploit
Fixed some stuck spots
Fixed some hovering props
Added some missing overlays
Updated cp_overgrown
Fixed being able to build in RED spawn
Adjusted clipping to fix a few perch points
Removed extra shadow_control entity (Thanks Lacry!)
Fixed a number of small visual and gameplay issues on the map (Thanks Midnite!)
Updated pl_odyssey
Fixed an exploit that allowed BLU players to enter RED spawn
Fixed lighting issues in BLU first spawn
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed the Distress Signal and Carioca's Call Unusual effects sometimes causing the game to crash
Moved ctf_haarp out of the CTF matchmaking category and into Attack/Defend
Updated the Treasure Trove Unusual taunt effect
Renamed to Bountiful Riches to fix a naming conflict
Updated the materials to fix a problem with the coins
Updated pd_atom_smash
Fixed missing UI elements for the capture zone
Increased rarity of The Scientist's idle chatter between capture zone availability
Updated koth_megaton
Fixed a missing material on the sandbags
Fixed clipping on an open crate
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Summer 2024!
Featuring 10 new community maps: Embargo, Odyssey, Megaton, Cachoeira, Overgrown, Hadal, Applejack, Atom Smash, Canaveral, and Burghausen
Added the Summer 2024 Cosmetic Case
Contains 23 new community-contributed items
Added 4 new community-contributed taunts to the Mann Co. Store
Taunt: Taunt: Can It!
Taunt: Cremator's Condolences
Taunt: Straight Shooter Tutor
Taunt: Unleashed Rage
Added 38 new community-created Unusual effects
18 new effects for Unusual hats
20 new effects for Unusual taunts
All cosmetic and taunt cases will grant Summer 2024 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
The Summer event runs through September 15th, 2024
General
Security and stability improvements
Fixed Workshop sv_cheats exploit
Disallow aliasing any existing convars that are not movement commands
Added language support for Spanish - Latin America
Added ConVar "tf_hide_custom_decals" to allow clients to disable viewing custom decals on items
Added "Hide Custom Decals" checkbox to the Advanced Options dialog in the Miscellaneous Options category
Added missing 64-bit Steam binaries for the dedicated server
Added missing 64-bit versions of HLMV and HLFaceposer
Added a check to prevent the "autoteam" client command for custom game modes like VSH after the player has already joined a team
Added missing menu_photos images for cp_powerhouse
Added missing default string for Player Destruction mode
Expanded VScript support
Added mp_tournament_redteamname, mp_tournament_blueteamname, and tf_mvm_max_connected_players to the list of whitelisted ConVars
Fixed vscript_convar_allowlist.cfg being overriden by being packed into a map
BaseEntity: AcceptInput, IsAlive
EconEntity: GetAttribute
TFPlayer: GetCustomAttribute, StunPlayer
TFBot: GetAllBotTags, SetMission, SetPrevMission, GetMission, GetPrevMission, HasMission, IsOnAnyMission, SetMissionTarget, GetMissionTarget, SetBehaviorFlag, ClearBehaviorFlag, IsBehaviorFlagSet, SetActionPoint, GetActionPoint
Moved some of the Christmas maps to the normal rotation
Moved ctf_2fort_invasion out of the Misc matchmaking category and into CTF
Moved koth_probed out of the Misc matchmaking category and into KOTH
Fixed Incinerator killstreak effect not scaling properly when viewed from a distance (community fix from SirDapper and CheesyPuff)
Fixed Gunslinger punch combo not being lag compensated (community fix from Marxvee)
Fixed third-person reload animation speeds not matching first-person speeds when using custom attributes (community fix from Marxvee)
Fixed CTF HUD being visible when no flags are present (Community fix from fellen)
Fixed broken LOD1 model for The B.A.S.E. Jumper backpack while deployed (community fix from Piogre)
Fixed cosmetic items that use per-class bodygroups not using the correct bodygroup in the Loadout panel
Fixed dropped weapons with custom decals not showing the correct decals
Fixed some unusual effects using the wrong orientation for The Head Hedge
Fixed Halloween transmutations being completed outside of the Halloween event
Fixed incorrect BLU material for the CLTF2 bronze medal
Fixed missing Spy audio when using the Taunt: Kazotsky Kick
Fixed missing sound for the Taunt: The Skating Scorcher
Fixed the Neon Annihilator not getting crit-attacks when hitting players covered with gas
Fixed some clipping issues for the Mad Lad when using lod1 and lod2
Fixed missing polygons for the Stunt Suit when using the Roadworker style
Fixed seeing the wrong image in the Steam inventory for the Operation Firmware Frenzy Star of the Company 2023 medal
Fixed not being able to equip the Master's Yellow Belt and the Hillbilly Speed Bump at the same time
Fixed console warning about unknown command 'eureka_teleport'
Fixed Vaccinator heal sound continuing to play after Medic's death
Fixed a problem with the Tiny Timber not displaying paint after being painted
Updated zi_intro.webm media file
Updated the description of the Buffalo Steak Sandvich to display the increased damage vulnerability while active
Updated the Eldritch Horror and Deep-sea Devourer Unusual taunt effects to fix incorrect spawn locations
Updated the materials for Your Eternal Reward to fix incorrect lighting under certain conditions (community fix from Lindon)
Updated the material for The Buff Banner to add phong mask and missing material parameters (community fix from Lindon)
Updated the material for The Law to fix an issue when the hat has been painted
Updated the equip_region for the Cleaner's Cap
Updated/Added some tournament medals
Updated ctf_turbine_winter, plr_hacksaw, and pl_phoenix to fix localization issues
Updated ctf_doublecross
Fixed an incorrect team-colored material in the BLU base
Updated cp_brew
Fixed truck textures outside of BLU spawn
Fixed a few bumps in the road
Updated pd_selbyen
Fixed an exploit that would allow Engineer to trap players using a teleporter behind a door
Minor detailing changes
Updated pl_hoodoo_final
Added func_noclip to BLU spawn in the third stage
Updated pl_corruption
Fixed handrail collision near the last point
Fixed lamp near BLU spawn
Fixed missing string for last point
Updated plr_hacksaw_event
Fixed broken areaportals
Updated pl_enclosure_final
[Stage 1] - Moved A point within the gate building
[Stage 1] - Added stairs for access to the balcony overlooking the final point area
[Stage 1] - Added more cover along the initial aviary area
[Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area
[Stage 1] - Tweaked the layout of the tunnel section
[Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building
[Stage 1] - Reworked RED spawn so it now has two exit doors
[Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked
[Stage 2] - Airboats and their dock are now accessible
[Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead
[Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit
[Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit
[Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within
[Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building
[All Stages] - Allowed building inside initial BLU spawns
[All Stages] - Visual improvements to a lot of places, a few new assets
Updated pl_cashworks
Area 1 / Loading Dock
BLU Spawn 1:
Solved several clipping issues at doors and stairs
Mitigated line of sight into spawn room
Added alternative exit from spawn room to the right
RED Spawn 1:
Reworked to have two exits
Area Changes:
Changed terrain around bridge to be easier to maneuver and to prevent getting stuck
Changed munition pack at building 01 to large
Possible spots beneath bridge for teleporter-traps eliminated
Shuffled some big rocks to block off Sniper lanes
Cut center building Sniper lane, left alley visually blocked off from dock area
Cut center building top Sniper lane, less easy to get a good view
Changed out of bounds building left of BLU spawn, added spinning sawblade
Opened up a third passage to allow for an additional flanking option for BLU and RED
Area 2 / Serpentines
RED Spawn 2:
Reworked 2nd RED spawn entirely
New spawn has two exits, locks and teleports after B is capped
Area Changes:
Balconies blocked off visually and physically
Additional visual blocker at the top of the serpentines to allow for a more secure crossing
Long tunnel leading through the RED building to a staircase at the foot of the hill
Added deadly and moving sawblade for spicy danger, with sparks and fumes
Closed off BLU balcony at the end of the hill
Changed raised platform to be only accessible from RED side
Reroutes:
Deleted BLU gates at flanking route after B is capped
Flanking route has an additional exit towards C, leading through BLU building
BLU building interiors reworked and expanded
Balcony-drop doesn't injure the player any more
Area 3 / Construction Site
BLU Spawn 2:
New stairway leading to balcony
Wider exit from big building after CP3 capture
Area Changes:
Widened area at the generators and on the 2nd level
Changed the direction of the drop-in to C, leading into the hydroelectric building
Widened exit from BLU spawn into Area 3
Area 4 / Vault
Area Changes:
Added gates opening at the gatehouse after CP3 is captured
Alternative passageway through gatehouse while gates are closed pre CP3
Rebuild bridge to be convex, obscuring a long Sniper lane
Wonky bridge rewards with a branching access next to the vault building, allowing for BLU flanks
Global Changes
Solved a ton of clipping
Rebuilt and edited navmesh, with defined sentry and Sniper positions and varying gameplay
Adjusted func_doors at spawn to span to every solid
Changed clipping on cart, now jumpable
Increased fog distance and lowered density
Exchanged glass-textures from the green to the clear version
Stairs and hanging bridge are now bullet-blocked for more predictable projectile bounces
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a crash caused by using -dxlevel commands
Fixed some ABI compatibility regressions for server plugins/mods
Fixed a crash under 64-bit caused by some custom HUDs using Half-Life 2 HUD elements which assume the player is Gordon Freeman
Fixed a crash when opening options/going into game (mostly affecting Windows 7 users)
Fixed the snd_cull_duplicates command not working
Fixed a hang when importing cosmetics into the Workshop tools to upload
Fixed an issue selecting surround sound audio settings (Headphones, 4, 5.1, 7.1, etc.)
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed an issue where the game would be falsely detected as malware by some anti-viruses
Fixed a crash relating to using some Unicode characters on Linux
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Added 64-bit support for Windows/Linux client and server
Should include performance improvements for most users
Bugs can be reported here: https://github.com/ValveSoftware/Source-1-Games/issues
Fixed an exploit related to uploading invalid custom decals that would crash other clients
Now Available on Steam - The Universim

The Universim is Now Available on Steam!
Jump straight into managing your own planets as you guide a civilization through the ages. Build the ultimate empire in The Universim, a new breed of God Game in development by Crytivo.
Now Available on Steam - The Universim

The Universim is Now Available on Steam!
Jump straight into managing your own planets as you guide a civilization through the ages. Build the ultimate empire in The Universim, a new breed of God Game in development by Crytivo.
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Fixed a server crash related to PASS Time and the round timer at the end of a round
Fixed overlapping texture for the Panic Attack's kill icon
Updated the Winning Spirit Unusual effect to fix problems with clipping and the control points
Updated cp_brew
Fixed missing textures on a truck
Fixed unintended sentry spot on top of the HVAC pipes at the Brewery
Updated pl_camber
Fixed respawn room exploit
Updated plr_hacksaw
Fixed teleporters being able to be placed in spawn
Removed hint nodes from the hacking sequence
Updated plr_hacksaw_event
Fixed teleporters being able to be placed in spawn
Updated to match layout changes to plr_hacksaw
Updated ctf_pelican_peak
Removed skybox bridge for dx8 users
Adjusted cow
Miscellaneous fixes
Updated pl_corruption
Fixed an issue with the 3D skybox
Now Available on Steam - Cowbots and Aliens

Cowbots and Aliens is Now Available on Steam!
Cowbots and Aliens is a furious PvP Multiplayer VR brawl set in the Saloon-iverse! Free movement, laser precise gunplay, multiple competitive modes and a custom networked physics system that lets you use EVERYTHING as a weapon makes for an immensely satisfying VR ruckus!
Team Fortress 2 Update Released
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Updated cp_carrier
Fixed a clipping issue near the bell tower
Fixed the carrier being able to take teleporters
Fixed players dropping flags during waiting for players
Adjusted gravity and health formula for the carrier
Half-Zatoichi reverted back to restoring 50% of the carrier's health
The carrier is now able to use the Thermal Thruster, the Pain Train, as well as taunts
Decreased size of the frog