Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been
released. The updates will be applied automatically when your Steam client is restarted. The major changes
include:
Source Engine Changes (CS:S, DoD:S, TF2, HL2
M)
Day of Defeat: Source
Counter-Strike: Source
Team Fortress 2
Manniversary:
Maps:
Replay:
Items:
Response Rules:
Bots:
Other:
Source Engine Changes (CS:S, DoD:S, TF2, HL2

- Fixed an issue with the multi-threaded renderer which could cause a crash on map
change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show
KB/s instead of bytes/sec, added a connections column, and changed the users column to "Map changes"
- Fixed game
servers not being able to execute the retry command due to the dependence on the connect command (which is not
executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the
tickrate of the active Source mod, not the fps_max convar
- Server processing delays have been reduced, especially
for servers on modern Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage
on full servers
- Multi-threaded server code is now enabled by default under Linux (already enabled on
Windows)
- An exploit with non-printable characters causing lag on Windows servers has been fixed
- CPU is
fully yielded back to the system whenever the server is running faster than the tickrate
- Dramatic increase in
performance for low-level math libraries
Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization
files
Counter-Strike: Source
- Prevent AWP
cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby
players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it
always hits HITGROUP_GENERIC and takes into account armor for damage calculations
- Reduced standing and moving
accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3)
to cl_dynamiccrosshair
- Updated the localization files
Team Fortress 2
Manniversary:
- Experimenting with a new
store interface with a subset of players
- Added several dozen community items in celebration of the
Manniversary
- Added loadout presets -- each class can now store four complete loadouts, including weapons and
cosmetic items, and change between them with the press of a button.
- Added a new item type that can accept
user-applied decals. Take any image off your hard drive, put it on a stick, and then smash people with it! (See the
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active
loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game
abuse-reporting system (see "Capture abuse report data" under "Miscellaneous" controls)
- Non-newly-released
weapons in the store can now be tried out for free once per week! This will give you a fully-functional version of the
weapon to be used in-game for no cost. If you decide you like it, you can purchase it for a discount during the trial
period.
- All items purchased in the store can be used for crafting and can be traded after a few days
- Added
a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication
and management of community contributed content
Maps:
- Added new community control point map Gullywash. Stamps are available in the store to support
community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry
fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward spawn
areas
Replay:
- New camera shake
functionality added for replays that are not sufficiently dramatic
- New slow-motion functionality added for
replays where even camera shake does not provide sufficient drama
- Added support for recording voice chat into
replays
Items:
- Pocket Medic can now be
equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now
paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing
animations correctly for all classes in the loadout screen
- The Killer Exclusive is now paintable
- When
sorting the backpack, otherwise-equivalent items will sort by strange weapon rank and crate series number if
possible
- When selecting items from the loadout, weapons with different kill eater ranks will all show
up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several
older cosmetic items
Response Rules:
- Reduced the chance of many response lines occurring
- Responses related to cart progress no longer play when
disguised
- Players will now always call for a medic when low on health or when on fire when a medic is under the
crosshair, whereas previously the character would ask the medic to follow them
- Named base items will no longer
trigger responses that were supposed to be for new item variants
- Added additional Jarate hit
responses
- Demoman:
- Added achievement award
response
- Removed "I didn't need your help y'know" line if being healed by a Medic
- Saxxy kills will use the
same lines as kills from the frying pan
- Taunting with The Pain Train or the Saxxy now plays the same taunt as the
grenade launcher
- Added a taunt for The Ullapool Caber
- Added achievement award
response
- Engineer:
- Fixed a problem that caused him not to say thanks after exiting a teleporter
- Saxxy
kills will use the same lines as kills from The Golden Wrench
- Added a previously unused golden wrench kill
line
- Added an occasional response when swinging The Gunslinger
- Wrangler taunt now performs the pistol
taunt animation
- Fixed a problem that caused him not to say thanks after exiting a teleporter
- Heavy:
- Added a previously
unused fist swing line
- Added a previously
unused fist swing line
- Medic:
- Added a line to
the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon
- Taunting
with a Saxxy plays the medigun taunt
- Taunting with the Solemn Vow or the Crusader's Crossbow now plays the same
taunt as the syringe gun
- Added a line to
the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon
- Scout:
- Removed the
response when killing an enemy Scout or Pyro and moved the lines to the dominating Pyro/Scout response
- Added a
rare response to double jumping after getting a recent kill
- Removed the
response when killing an enemy Scout or Pyro and moved the lines to the dominating Pyro/Scout response
- Sniper:
- Reduced chattiness when getting many sequential kills
- Added a missing line to the
scoped revenge response
- Taunting with a Saxxy no longer play lines that reference a
knife
- Reduced chattiness when getting many sequential kills
- Soldier:
- Added a line to the getting
übercharged response
- Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now play the Buff
Banner taunt
- Added a line to the getting
übercharged response
Bots:
- TFBots have a
percentage chance of noticing weapon fire based on their difficulty level. Easy bots are fairly oblivious, and Expert
bots notice pretty much everything.
- TFBots now treat certain weapon attacks as "quiet" (Spy knife,
cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only be heard by TFBots when nearby, and their
chance of being noticed is halved if the environment is "noisy" (ie., lots of non-quiet gunfire going on in the area).
This greatly improves Spies ability to backstab TFBots without the entire team immediately turning on them.
- bot
improvements:
- Spy bots are much better about circling
around and backstabbing their victims now
- Improved Spy bot target selection in some situations (ie: clusters of
sentries and enemy players)
- Spy bots will give up on an attack and retreat if an enemy sentry gun aims at them
- Spy bots now avoid nearby enemies while disguised and/or cloaked so they don't bump into them and give
themselves away
- Spy bots now have a simple notion of when their cover is blown" now
- Spy bots lead
their target's position as they chase them down for a backstab now
- Spy bots don't go after victims until setup
time has elapsed
- Hard and Expert Spy bots avoid looking at their prey until they get close and go for the
stab
- Easy Spy bots don't avoid enemies, or try to get behind before stabbing
- Normal Spy bots don't avoid
enemies
- Fixed bug where Spy bots would jump against the enemy spawn gates during setup time
- Spy bots are much better about circling
around and backstabbing their victims now
- Medic bot
improvements:
- Medic bots stick much closer to running
patients now
- Medic bots stick much closer to their patient if they have an Ubercharge ready, or are deploying
their Uber
- Medic bots hide from Sentryguns now, too
- Medic bots stick much closer to running
patients now
- Pyro bot improvements:
- Pyro bots are less "pushy" with their compression blast, but will
use it against Ubers and to get enemies off of a capture point
- Pyro bots are less "pushy" with their compression blast, but will
use it against Ubers and to get enemies off of a capture point
Other:
- Razer Hydra support can be enabled via "sixense_enabled 1" in the
console. See http://sixense.com/tf2 for details.
- Added "tf_allow_taunt_switch". Set to 0 for disallowed (default
behavior), 1 for old bug behavior, or 2 to allow weapon switching any time during the taunt.
- Screenshots can now
be hooked up to the Steam Community automatically. There is a new option to control this under "Miscellaneous" in the
Advanced Options page.
- Fixed gold ragdolls playing custom death animations when they should be locked in a
pose
- Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is at full health.
- Fixed touching a
cabinet while under the effects of the Buffalo Steak Sandvich removing the mini-crits but not removing the melee weapon
restriction
- Fixed particle effects not showing up on spy disguise items
- Fixed spies never using genuine,
community, or self-made items as disguise weapons
- Fixed demoman weapons primary/secondary being backwards in the
loadout screen
- Fixed effects on Sticky Jumper grenades
- Fixed net_graph not updating server framerate when
FPS is greater than 1000
- Fixed game servers not being able to execute the retry command
- Renamed
tf_show_voice_icons to mp_show_voice_icons
- Updated the localization files