Team Fortress 2

Team Fortress 2

Hades
Showing 1-6 of 6 entries
Update: 19 Sep, 2021 @ 2:03pm

b5 changelog:

- measures to try and fix, or at least better diagnose, an uncommon and locally-unreproducable bug where players aren't being spooked when picking up the flag
- delayed stun trigger enable by 0.01s, in case some weird asynchronous behaviour was leading to this trigger linking to the player before they get marked as courier
- delayed stun immunity trigger enable by 0.04s to account for this (this trigger forces a flag drop if you escape the stun, eg quickfix uber)
- fixed a small displacement seam on red side of mid
- fixed some outdated ivy props
- fixed some z-fighting

Update: 17 Sep, 2021 @ 3:09pm

fixed red respawnroom volume

Update: 17 Sep, 2021 @ 2:37pm

b4 changelog:

a new tf2 patch has released! within it are several bugfixes we contacted valve about.
this patch fixed:
- heavy being able to crouch and jump while scared with his primary weapon out. this fixes a major exploit with heavy couriers being able to take the top route.
- tf_generic_bomb now has options to pass !activator. this means we no longer need to use func_breakable, so grenades, fire, and other projectiles will now break amphoras.
- the dragon's fury's projectiles now interact properly with tf_generic_bomb.
thanks, eric! :)

- added intel signs in tunnel route
- updated ivy props
- buffed fire amphora effects
-- fire amphoras deal far more fire damage for a longer duration
-- fire amphoras deal some damage immediately on detonation
- fixed amphoras not respawning if broken on the first tick after spawn
- added soundscape triggers to water
we have enough brushsides for this now! woo
- further optimisation
- fixed an issue where the flag could be dropped in the boathouse water exit behind the respawnroomvisualiser and not hit the deep water flag reset trigger
- fixed a broken ssbump
- fixed a perch on blu battlements
- fixed a logic error with the blu flag spawning skeletons
- added ambient sounds to generators in temple tunnel routes
- adjusted amphora break sound attenuation
- fixed mann brothers muffled flag lines being global
- added anti-spam delay to mann brothers muffled flag lines
- fixed wrong mann brother muffled flag lines
- fixed spectator cameras
- fixed some z-fighting
- fixed a sign in blu intel pointing the wrong way
- fixed a bunch of gravity-defying pebbles

Update: 13 Sep, 2021 @ 11:08am

b3 changelog:

- added amphoras to the far sides of mid beach
- added mann brothers lines on capture
- added muffled mann brothers lines from flags on pickup and drop
you're stealing their souls back, after all. go read the promotional material.
- added asphodel plants :)
- added menu photos
- added mission briefing text (en)
- updated goal strings
- greatly improved soundscapes
- adjusted props at back of intel to direct players better around an area they could get caught
- added resupply signs over ground level spawn door
- fixed culling (flickering) issies on water caustics
- replaced brushwork stairs with bespoke meshes
- replaced brushwork debris with bespoke meshes
- replaced brushwork portal brackets with bespoke meshes
- improved clipping
- fixed an exploit where the courier could cross mid high route
- fixed an exploit where players could build in areas of RED spawn
- further optimisation
- added prop fades
- fixed attenuation on amphora break sounds
- converted amphora break sounds from stereo wav to mono mp3
- fixed soundscapes on blu side
- fixed tall structure around lobby/connectors being buildable
- fixed skeletons not spawning after each flag's first capture
- fixed misaligned capture particles
- increased height on capture particles
- added nodecal to misc pot props
- fixed missing quad on pillar base mesh
- fixed some texture alignments
- fixed a small displacement issue in shore tunnels
- fixed 3d skybox transition issues
- fixed area portal seams around some shutter doors
- small detail adjustments across the map
- fixed funny guys

Update: 5 Sep, 2021 @ 6:07am



b2 changelog:

- optimisation pass
did you know we had no occluding geometry beneath the displacements at mid and connectors, and no areaportals? i'm shocked it ran as okay as it did.
- fixed amphora at mid coastline being partially clipped into rocks
- added missing soundscapes to boathouses
- nobuilt large braziers
it WAS funny, but trigger_ignite doesn't damage buildings and trigger_hurt would nobuild the area anyway. sorry :(
- improved clipping around ferries
oops! players couldn't climb out of the water.
- added hazard tape to flag capture zones
- added bubbling particles when skeletons spawn
- added particles for killing the losing team during humiliation
version control hiccup meant we actually didn't have these for b1. oops!
- added fluff particles to flag teleporting
- replaced clips over lobby structures with short push triggers
- improved team side recognition at mid
- added some nonsolid clutter physics props
- fixed missing sound files
- fixed missing albedotint and smoothing on flags
- fixed sorting issues on respawnroomvisualisers
- fixed issue with water damage triggers at symmetry line
- fixed issue with water damage triggers not being present near boathouses
- fixed water damage triggers slightly poking through the ground beneath battlements
- fixed issue with deep water flag return triggers on blu side
- fixed issue with deep water flag return triggers near boathouses
- fixed issues with skeletons spawning on blu side
- fixed flags being slightly misaligned
- fixed some displacement seams
- fixed seam at mid
- adjusted lighting across the whole map
- slightly brightened environment direct and ambient light
- improved clipping
- improved lighting on a few props
- fixed a few prop misalignments
- fixed some small z-fighting
- fixed some brazier particles going through thin floors
- improved displacement cost of water caustics
- added some funny guys

Update: 3 Sep, 2021 @ 5:09am