Username: Password:  Remember me REGISTER LOST PASSWORD
Team Fortress 2 / Day of Defeat Source Update
Updates for both Team Fortress 2 and Day of Defeat: Source have been released. Those of you who also own Left 4 Dead will be pleased (or saddened) to note that some of the changes look similar.

The update features a few engine tweaks that apply to the Orange Box Engine, and some bullet spread changes for Team Fortress 2.

As always, the update will be automatically updated when your Steam client is restarted.

Orange Box Engine
  • Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system
  • Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server
  • Fixed a server crash caused by spoofing a client disconnect message
  • Fixed a server crash caused by sending malformed reliable subchannel data
  • Fixed a server crash related to unbounded settings on some convars
Team Fortress 2
  • Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
    • The first bullet of a s
    • pread weapon (except for rapid fire spread weapons like the minigun)
    • The first bullet of a non-spread weapon if it's been >1.25 seconds since firing
  • Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
  • Added "motdfile_text" convar to servers, which allows them to specify a text file that is shown instead of the HTML MOTD to clients who've turned on this option
  • Fixed radius damage not tracing out of enemies when the explosion occurs within them
  • Fixes rockets & grenades doing no splash damage when fired point blank into enemies
  • Added missing snowpuff particles for DX8 players (honest)
  • Restored LOD for the Demoman player model
  • Fixed being able to alt-fire with the fists while stunned as a Heavy
  • Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round
  • Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count
  • Fixed sv_pure not reloading the map's custom particle file
  • Custom particle effects contained within maps must now be placed in the particles directory
  • Fixed another case where items weren't being validated properly in class loadout slots
Community requests
  • Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
  • Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture
  • Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities
  • Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
  • Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin
+ 5 Digg it!