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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:

  • Improved matchmaking performance
  • Improved matchmaker behavior for users with less-than-ideal ping levels. The matchmaker should now be quicker to put you in the best available region.
  • Improved matchmaker decision making for cross-region parties
  • Added error messages when being ejected from the matchmaking queue due to connectivity or authentication failures, rather than the queue simply silently vanishing
  • Fixed the matchmaking settings dialog frequently failing to display any datacenters
  • Fixed multiple cases of in-progress casual matches abruptly terminating or failing to be assigned any new players if the game server ever loses connection to Steam
  • Updated the Mountebank's Masque, Courtier's Collar, and Harlequin's Hooves cosmetic items to fix issues with their paint regions
  • Updated cp_gravelpit_snowy
    • Fixed a script issue
    • Improved performance
    • Improved clipping

GTA The Trilogy – The Definitive Edition se actualiza en PC, PS5 y XS con las Mejoras de Mobile – Imágenes Comparativas

Las versiones remasterizadas de los juegos clásicos de GTA The Trilogy acaban de recibir una gran actualización (1.007) en PC, PlayStation 5 y Xbox Series S|X (según la página de soporte de Rockstar la actualización no estará disponible para PlayStation 4, Xbox One y Nintendo Switch).

[12 de noviembre de 2024] General: PlayStation 5, Xbox Series X|S, PC

  • Numerosas correcciones y mejoras.
  • Se agregó el modo de iluminación clásica que restaura la apariencia del cielo en los juegos originales.

Pasaron 3 años y 1 día después del lanzamiento, pero Rockstar Games ha finalmente publicado correcciones con un cambio muy solicitado y muchas otras mejoras varias que se detallan a continuación.

La actualización de GTA The Trilogy ya está disponible en Xbox Series S|X, PlayStation 5 y todas las tiendas de PC: Steam, Rockstar Games Launcher y Epic Games Store.

En términos de tamaño de descarga, la versión Rockstar Games Launcher tiene la actualización GTA San Andreas en 18.44 GB, GTA Vice City en 8.83 GB y GTA III en 4.15 GB. En PS5, la actualización de Vice City es de 1.657 GB. Estos números variarán según la tienda donde los haya adquirido.

Característica más solicitada

Cuando salió GTA The Trilogy hace 3 años, los fans se quejaron de la iluminación. Cuando GTA The Trilogy llegó se lanzó en dispositivos móviles el año pasado en asociación con Netflix, Rockstar Games anunció un modo de iluminación clásica.

El estudio dijo que activar este modo «restaura la apariencia del cielo en los juegos originales». Iluminación para las distintas áreas como por ejemplo Los Santos, San Andreas, Las Venturas, etc., ahora se muestran como eran en sus versiones original.

Desde que salieron estos ports para dispositivos móviles en diciembre del año pasado, los fans de estos juegos clásicos han estado pidiendo a Rockstar que incorpore esta función a las versiones de consola y PC.

Han pasado 11 meses pero finalmente está aquí. En el menú de pausa, haz clic en opciones y luego seleccione la pestaña de gráficos. Allí encontrará la configuración de Iluminación clásica con una opción de Encendido o Apagado. De forma predeterminada, está configurado en Activado.

A continuación se muestra una comparación lado a lado del modo activado y desactivado. Hagan clic en las imágenes para verlas en resolución completa. En estas imágenes, todas las configuraciones del juego están al máximo en PC.

Más cambios en animaciones, efectos y modelos

Rockstar Games/Video Game Deluxe también reintrodujo la neblina térmica y las nubes ambientales en lo alto del cielo y solucionó problemas con los jeans en esta nueva actualización de GTA The Trilogy. También se han realizado algunas mejoras en los personajes jugables.

Por ejemplo, los modelos son más naturales en su animación y se ha resuelto la velocidad del agua/natación. Estos fueron descubiertos por primera vez por el usuario de Twitter @MarioButoto99. A continuación se muestran algunas capturas de pantalla suyas que muestran mejoras.

Descubierto por el usuario de Twitter @BeskInfinity, ahora puedes disparar escopetas, rifles de asalto y lanzallamas mientras corres cuando juegas GTA III y Vice City. Esto fue eliminado previamente.

Además, las luces de la calle ahora son naranjas con un poco de brillo en lugar de blancas, lo cual es fiel a los juegos originales. Besk también notó que las animaciones de correr y apuntar han mejorado. Consulte la comparación lado a lado a continuación. La izquierda es como era antes, la derecha es como es ahora.

Además de esto, Rockstar ha eliminado todas las menciones a Grove Street Games, la compañía que originalmente estuvo detrás de esta colección remasterizada. Antes de esta actualización, podías ver su logotipo en el menú principal con el texto «Versión por» y su nombre en otra parte.

Acerca de GTA The Trilogy – The Definitive Edition

«GTA The Trilogy – The Definitive Edition llega con mejoras añadidas, como controles modernos inspirados en GTA V, actualizaciones gráficas y del entorno, entre las que se encuentran mayor resolución en texturas, iluminación y efectos del clima ampliamente mejorados, y mucho más, acercando las emblemáticas ciudades de Liberty City, Vice City y San Andreas a las plataformas modernas, de forma tal que rinden homenaje a la experiencia de los títulos originales a la vez que los mejoran para una nueva generación de fans.»

GTA The Trilogy – The Definitive Edition está disponible en formato digital para PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Nintendo Switch y PC a través de la Tienda de Rockstar por u$s 59.99 o precio regional.

Los tres títulos incluidos en GTA The Trilogy – The Definitive Edition fueron desarrollados originalmente por Rockstar Games y hoy son adaptados a las plataformas modernas por Grove Street Games, utilizando Unreal Engine para hacer estos clásicos aún más vivos e inmersivos.

Además, los juegos que forma parten de GTA The Trilogy – The Definitive Edition cuentan con mejoras específicas para cada plataforma, como el apuntado con giroscopio y la opción de acercar la cámara con la pantalla táctil en Nintendo Switch, compatibilidad con resolución 4K y un rendimiento de hasta 60 FPS en PlayStation 5 y Xbox Series X, y compatibilidad con NVIDIA DLSS para PC.

Grand Theft Auto III

Todo comienza en Liberty City. Este título se lanzó por primera vez el 22 de octubre de 2001 y fue el primer juego de Rockstar Games en crear mundos muy inmersivos y detallados en 3D, que ofrecen una libertad sin precedentes y una jugabilidad no lineal combinada con una rica trama cinematográfica, además de la introducción de las estaciones de radio tan características de la serie, cada una con una lista de canciones cuidadosamente seleccionada y un DJ como locutor.

«Grand Theft Auto III Todo empieza en Liberty City. Con la libertad revolucionaria de ir a cualquier lugar y asaltar a quien quieras, Grand Theft Auto III pone al alcance de tu mano el epicentro del mundo delictivo… si tienes agallas para tomarlo.
Grand Theft Auto III, que se lanzó por primera vez el 22 de octubre de 2001, fue el primer juego de Rockstar Games en crear mundos muy inmersivos y detallados en 3D, ofreciendo una libertad sin precedentes y una jugabilidad no lineal combinada con una rica trama cinematográfica.

Dentro del mundo repleto de vida de Liberty City, Grand Theft Auto III también elevó las estaciones de radio tan características de la serie, cada una con una lista de canciones cuidadosamente seleccionada y un DJ como locutor.
Grand Theft Auto III, el juego de PlayStation 2 mejor valorado de todos los tiempos, también fue el juego de consola más vendido el año de su lanzamiento, trayendo consigo una nueva era de los videojuegos y un ejército de fans que catapultaron la serie hasta el centro de la cultura.»

Grand Theft Auto: Vice City

En Grand Theft Auto: Vice City se perfecciona este enfoque que ofrece mayores niveles de inmersión, detalle y humor al transportar a los jugadores a la década de los ochenta hacia una ciudad tropical rebosante de neones y excesos que conocemos a través de la historia de traición y venganza de Tommy Vercetti.

«Grand Theft Auto: Vice City Te damos la bienvenida a los 80. De la década de las grandes melenas, los excesos y los trajes de tonos pastel, llega la historia de un hombre que ascendió a lo más alto del mundo del crimen. Grand Theft Auto regresa con la historia de traición y venganza de Tommy Vercetti en una ciudad tropical rebosante de neones, exceso y posibilidades.

Grand Theft Auto: Vice City, una versión satírica de EE. UU. en los 80, ofrece mayores niveles de inmersión y humor. En ella debutaba un protagonista (Tommy Vercetti) interpretado por un actor de doblaje, la capacidad de crear tu imperio criminal mediante la compra de propiedades y negocios por toda la ciudad, y una de las bandas sonoras con licencia más emblemáticas de la historia de los videojuegos. Fue el juego más vendido en 2002, el año de su lanzamiento original.»

Grand Theft Auto: San Andreas

En Grand Theft Auto: San Andreas se profundizó aún más en estos conceptos con la introducción de tres ciudades distintas, incluida la primera Los Santos, así como también una serie de nuevas características, mientras vemos a Carl «CJ» Johnson hacer frente a las bandas y a los policías corruptos para salvar a su familia en un afectuoso homenaje a la década de los noventa.

«Grand Theft Auto: San Andreas Hace cinco años, Carl Johnson, alias CJ, huyó de la bruma de Los Santos, San Andreas… una ciudad destrozada por las bandas, las drogas y la corrupción. Estamos a principios de los 90. CJ tiene que volver a casa. Su madre fue asesinada, su familia está destrozada y sus amigos de la infancia están al borde del abismo. Al volver al barrio, un par de policías corruptos lo incriminan falsamente en un homicidio. CJ se ve arrastrado a un viaje que lo llevará a cruzar todo San Andreas para salvar a su familia y obtener el control de las calles en la siguiente entrega de la serie que lo cambió todo.

Grand Theft Auto: San Andreas es el juego más vendido de PlayStation 2 de todos los tiempos y fue elprimero de la trilogía en incluir tres ciudades distintas, cada una con un entorno natural y exuberante que separaba sus fronteras. Además de la perspectiva desde el volante tan característica de la serie, Grand Theft Auto: San Andreas mejoró en profundidad el sistema de progreso de personajes, haciendo posible que los jugadores influyeran en el aspecto y las habilidades de CJ al participar en ciertas actividades y misiones que le daban un nuevo sentido a su personaje.»

Características principales:

GTA The Trilogy – The Definitive Edition incluye mejoras en los tres títulos, como: Mejoras en la experiencia del jugador para que sea más fácil que nunca jugar a estos clásicos, como:

  • Un sistema de control al estilo de GTA V
  • Selectores de armas y de estaciones de radio actualizados para un cambio rápido
  • Minimapas actualizados con navegación mejorada que permite a los jugadores fijar una ruta hasta su destino
  • Controles de disparo y apuntado mejorados, además de controles de disparo desde el coche
    renovados en GTA: San Andreas
  • Capacidad para reiniciar inmediatamente misiones fallidas
  • Logros y trofeos actualizados
  • Nuevos logros del Social Club de Rockstar para miembros
  • Y nuevos idiomas disponibles, como portugués (Brasil), polaco, chino (simplificado y tradicional),
    ruso y coreano, además de inglés, español (España y México), italiano, japonés, francés y alemán

Mejoras visuales, con gráficos y fidelidad renovados en los tres juegos:

  • GTA The Trilogy cuenta con texturas con una mayor resolución en personajes, armas, vehículos, caminos y mucho más para ofrecer un nivel de detalle
    superior
  • Un sistema de iluminación totalmente rediseñado, con mejoras en las sombras, reflejos y
    más
  • Efectos ambientales mejorados, como efectos del agua y el clima, que incluyen lluvia y niebla, además de cambios distintivos para acentuar las diferentes horas en el cielo, sol, luna y estrellas
  • Mayor nivel de detalle en árboles y follaje, además de detalles tridimensionales agregados a los
    edificios y a las ventanas
  • Aumento de la distancia visual para ofrecer un nuevo nivel de profundidad y definición

Además de características específicas según la plataforma, como:

  • Compatibilidad con la resolución 4K y un rendimiento de hasta 60 FPS en PlayStation 5 y Xbox Series X
  • Compatibilidad con NVIDIA DLSS en PC
  • Posibilidad de acercar la cámara, hacer panorámicas y seleccionar opciones del menú con la pantalla táctil, así como apuntado con giroscopio para Nintendo Switch

La música

Desde los clásicos temas de Double Clef FM de GTA III hasta el intenso drum and bass de MSX; pasando por el melodrama de Emotion 98.3 de Vice City; la reina del pop de los 80 por excelencia, Wave 103; el rap de la costa oeste de Radio Los Santos; el house de Chicago de SF-UR y el debut de presentadores como Chuck D, Axl Rose y George Clinton en San Andreas, las estaciones de radio de GTA The Trilogy – The Definitive Edition ofrecen una amplia selección de joyas ocultas y éxitos cuidadosamente elegidos.

Además de una calidad mayor de audio a 44.1 kHz de 16 bits para las fuentes de música de las estaciones, así como efectos ambientales originales, los jugadores de GTA The Trilogy también podrán experimentar el juego en sonido surround 5.1.

Requisitos Mínimos:

  • SO: Windows 10
  • Procesador: Intel Core i5-6600K/AMD FX-6300
  • Memoria: 8 GB de RAM
  • Gráficos: Gráficos Nvidia GeForce GTX 760 de 2 GB/AMD Radeon R9 280 de 3 GB
  • Espacio en Disco: 45 GB

Requisitos Recomendados:

  • SO: Windows 10
  • Procesador: Intel Core i7-2700K /AMD Ryzen 5 2600
  • Memoria: 16 GB de RAM
  • Gráficos: Nvidia GeForce GTX 970 4GB / AMD Radeon RX 570 4GB
  • Espacio en Disco: 45 GB

La entrada GTA The Trilogy – The Definitive Edition se actualiza en PC, PS5 y XS con las Mejoras de Mobile – Imágenes Comparativas apareció primero en PC Master Race Latinoamérica.

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 Guano and Batbelt cosmetic items hiding the Scout's dog tags
  • Fixed The Beacon from Beyond incorrectly hiding a bunch of bodygroups
  • Fixed the Quoth cosmetic item hiding the Scout's headphones
  • Fixed some broken materials for some props_farm gib models
  • Adding "Hat" style for the Fuel Injector
  • Updated the Clue Hairdo to fix broken smoke effect
  • Updated koth_synthetic_event
    • Edited nav mesh to minimize the Toastmaster running diving into the grinder/death pit
  • Updated pd_farmageddon
    • Revoked scarecrow gym membership which lowered their health from 500 to 350
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Fixed an exploit allowing some players to respawn as a human or play as a human on the Zombie team

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:

  • Reverted BLU Scout pants fix because it conflicts with too many existing cosmetics
  • Updated the Fleet Commander again to fix import problems from the previous update
  • Updated the Phantom Plague and Haunting Haze Unusual effects to fix sometimes spawning away from the player
  • Updated cp_freaky_fair
    • Fixed issues related to the gamemode logic
      • Reapplied check that was mistakenly removed to check if the player is actively buying upgrades in a station or not
      • Implemented new custom system to refund upgrades to hopefully address inconsistencies both in-round and across rounds
      • Implemented logic to handle mismatches in recorded vs actual currency values when leaving the upgrade trigger and having not accepted de-bought upgrades
      • Reverted code to do with Ghosts and Sentry busters to fix bugs related to their effects not de-applying
      • Implemented a way to force kill players to address edge cases where you could survive as the sentry buster past their explosion (Thanks MilkMaster!)
      • Improved the logic which checks if you can apply a new potion effect to yourself to address bugs where effects can overlap
      • Fixed sniper and demo shields not having their upgrades cleared
      • Fixed canteens not having their values cleared when refunding whilst not equipped
    • Increased the height of the skybox
    • Increased last point capture time from 6s to 7s
    • Changed some clipping to stop giants from building on roofs
    • Smoothed out a divot (Thanks Midnite!)
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • General
      • Re-encoded all Zombie Infection sound effects as .WAV
        • This fixes issues with sound effects not playing correctly and spewing errors in the console
    • Bug fixes
      • Fixed a bug that caused Sniper's Spit Pool to deal much more damage than intended
      • Fixed a bug that caused team names to not display correctly when playing on mp_tournament mode
      • Fixed a bug where Engineer would sometimes scream like a charging Demoman while throwing an EMP Grenade
    • Zombie Changes
      • Sniper's Spit Pool damage vs Survivors no longer stacks when standing in multiple zones
      • Zombie Heavy is no longer immune to Critical Hits
      • Zombie Heavy's max health raised to 525 (from 450)
      • Zombie Pyro's max health raised to 250 (from 175)
      • Zombie Pyro now drops a medium health kit on death
    • Survivor Changes
      • Crossbow weapons no longer have a flat damage multiplier against Zombies
      • The B.A.S.E Jumper can no longer be deployed if you are one of the last three survivors
      • Jumper Weapons can no longer store reserve ammunition
  • Updated zi_murky (additional changes)
    • Added more respawn room triggers around the new spawn zones

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 missing list of authors for arena_lumberyard_event
  • Fixed the Crook Combatant hiding the Scout's dog tags
  • Fixed some sound script entries not playing because they were looking for .wav instead of .mp3
  • Fixed BLU Scout using the incorrect team color pants
  • Fixed some props_farm models using an incorrect surfaceprop setting
  • Updated the large version of the backpack image for The Fast Learner to be consistent with the small version
  • Updated the schema entries for The Hound's Hood and the Thrilling Tracksuit to remove unused settings
  • Updated a couple of the community console images to fix missing nomip/nolod settings
  • Updated Freaky Fair's expert contract to be "Win a round on Freaky Fair"
  • Updated the Fleet Commander and Delldozer to fix import problems from the previous update
  • Updated arena_lumberyard_event
    • Fixed mini-crits being removed from the last player standing if they used the Crit-a-Cola
    • Added missing navigation mesh
    • Fixed areaportal windows in spawn fading in too early
    • Fixed cases where players would get stuck on the setup doors
    • Adjusted prop fades
  • Updated cp_darkmarsh
    • Lowered spell spawn timer (from 180 seconds to 120 seconds)
    • Spells that spawn outside respawn rooms will disappear after 30 seconds of not being picked up
    • Added several more pumpkin bomb spawn points
    • Fixed portcullis doors turning pitch black when opening
    • Lowered RED respawn wave time for the last point (from 10 to 8)
  • Updated tow_dynamite
    • Fixed an ammo pick-up differ on BLU side
    • Added a missing wagon wheel on BLU side
    • Added Tug of War objective strings
    • Made the jump pad's deathpits deeper
    • A new critter has arrived
  • Updated pd_circus
    • Fixed spell books being prompted despite none spawning in the map
    • Reduced points per player from 6 to 5
    • Reduced distracting lighting and details around the inaccessible areas of the circus
    • Fixed being able to place teleporters too close to spawn doors
    • Fixed erroneous collisions
    • Fixed small displacements cutting through walls
    • Fixed some gaps in geometry

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

Hunt Showdown 1896 da inicia al Evento «Harvest of Ghosts» con el Modo Bounty Clash – Detalles y Video

Hoy, Crytek se enorgullece de lanzar un nuevo evento dentro del juego para Hunt Showdown 1896, ‘Harvest of Ghosts’, junto con un nuevo modo de juego, ‘Bounty Clash’, ya disponible para PC, PlayStation 5 y Xbox Series X| S.

Participa en un frenética lucha por el Bounty Token en los impresionantes complejos de Mammon’s Gulch y Stillwater Bayou para derrotar a otros equipos en el rápido y despiadado modo de juego Bounty Clash.

Mientras tanto, la malvada Cosecha de Fantasmas desciende sobre el barranco y el pantano, trayendo muchos cambios y equipos emocionantes para un nuevo evento de Halloween.

Harvest of Ghosts se desarrollará desde el 16 de octubre hasta el 25 de noviembre, con el modo de juego Bounty Clash disponible desde ahora hasta el 20 de octubre, y luego todos los fines de semana durante el evento.

Modo de juego Bounty Clash

Bounty Clash es un nuevo modo de juego experimental en el que los jugadores aparecerán en un complejo aleatorio con un jefe objetivo muerto esperando un destierro que generará una única ficha de recompensa para que los equipos peleen.

En una pelea rápida y despiadada, los equipos se enfrentarán entre sí, apurando el token de recompensa para extraerlo dentro del límite de tiempo de 15 minutos.

Aumentando las apuestas más que antes, Bounty Clash se lleva a cabo dentro de los impresionantes complejos de Mammon’s Gulch y Stillwater Bayou, que han sido adaptados exclusivamente para el modo. ¡Apresurarse – Luchar – Extraer – Repetir! Disfruta de la emoción de este nuevo modo de juego por tiempo limitado.

El modo de juego se ejecuta en las siguientes fechas:

  • 16 de octubre – 20 de octubre
  • 25 de octubre – 27 de octubre
  • 31 de octubre – 3 de noviembre
  • 8 de noviembre – 10 de noviembre
  • 15 de noviembre – 17 de noviembre
  • 22 de noviembre – 24 de noviembre

Evento Harvest of Ghosts

El evento más nuevo del juego Hunt: Showdown 1896, Harvest of Ghosts, trae muchos cambios emocionantes para los jugadores durante la temporada de Halloween.

Los rasgos del pacto como Blast Sight (que muestra el origen de los disparos y explosiones en Dark Sight) y Pain Sense (que muestra a los enemigos que han sido disparados, prendidos fuego o envenenados en Dark Sight) cambian la forma en que los jugadores abordarán sus peleas.

Además de tres Pactos y nuevas armas como el Lanzador de bombas y el Maynard Sniper, así como nuevas variantes como el Auto-4 Shorty, Centennial Pointman y Rival 78 Mace, el evento también trae el Dark Dynamite Satchel, que puede ser detonado de forma remota a través de Dark Sight, así como un Hand Crossbow Revive Bolt, entre muchos otros cambios, correcciones y ajustes.

Acerca de Hunt Showdown 1896

Hunt Showdown 1986 es una nueva era del juego competitivo de cazarrecompensas en primera persona Hunt Showdown que reúne la emoción de la supervivencia y la recompensa con un formato basado en el terror.

El juego está ambientado en Colorado en 1896 y ofrece una mezcla de elementos PvP y PvE que crean una experiencia única y tensa. La sensación de amenaza no solo procede de las criaturas sino también de los demás cazadores del mapa.

En el modo de juego clásico una partida de Hunt enfrenta a 12 jugadores que se enfrentan entre sí en solitario o en equipos de dos o tres en una competición por acabar con las horripilantes bestias a cambio de una recompensa que deben recoger y sacar del mapa.

El modo de juego rápido de Caza consiste en una partida más corta para que los jugadores busquen armas en solitario mientras compiten para conseguir un fondo de recompensa que se va reduciendo con el tiempo.

Cuanto mayor es el riesgo, mayor es la recompensa, pero un solo error puede suponer perderlo todo. Hunt Showdown 1896 llegará a PC vía Steam, PlayStation 5 y Series X|S el 15 de agosto de 2024. Para más información, visita www.huntshowdown.com.

Características principales de Hunt Showdown 1896:

  • Nueva era de caza: Hunt: Showdown 1896 lleva la lucha a un bioma completamente nuevo de Colorado con el mapa completamente nuevo, Mammon’s Gulch.
  • CRYENGINE 5.11: la última tecnología CRYENGINE marcará el comienzo de la Caza más inmersiva hasta el momento, con imágenes mejoradas, audio más rico y más.
  • Mundo Corrupto & Maldad Eterna: un shooter de extracción PvPvE que desafía a los cazadores a prosperar en un contexto de horrores sobrenaturales en un mundo oscuro y descarnado donde los jugadores construyen juntos recuerdos compartidos de desesperación, pérdida y triunfo.
  • Atmósfera intensa: con un diseño de audio galardonado, sumérgete en una experiencia de juego sensorial con sonidos ricos y entornos inmersivos.
  • En constante evolución: actualizaciones frecuentes para jugadores que siempre buscan nuevos desafíos, con nuevos eventos, armas, personajes, recompensas y más en el creciente mundo de Hunt.
  • Una comunidad que va creciendo – Únete a miles de otros cazadores de todo el mundo que constituyen una comunidad muy activa que está ayudando a dar forma al futuro de Hunt gracias a sus comentarios y la participación en las encuestas que sirven para definir cómo serán las siguientes actualizaciones.

Requisitos Mínimos:

  • Requiere un procesador y un sistema operativo de 64 bits
  • SO: Windows 10 64 bit
  • Procesador: Intel CPU 7ma Gen 7700 / AMD Ryzen 5 2600
  • Memoria: 8 GB de RAM
  • Gráficos: NVIDIA GTX 1650 Super o AMD Radeon RX 5500 XT, con un mínimo de 4GB de VRAM
  • DirectX: Versión 12
  • Red: Conexión de banda ancha a Internet
  • Almacenamiento: 60 GB de espacio disponible
  • Tarjeta de sonido: Compatible con DirectX
  • Notas adicionales: Mejor experiencia con auriculares

Requisitos Recomendados:

  • Requiere un procesador y un sistema operativo de 64 bits
  • SO: Windows 10 64 bit
  • Procesador: Intel CPU 8va Gen 8700 / AMD Ryzen 5 2700
  • Memoria: 12 GB de RAM
  • Gráficos: RTX 2060 Super / AMD 6600 XT (9 Tflops), con un mínimo de 8GB de VRAM
  • DirectX: Versión 12
  • Red: Conexión de banda ancha a Internet
  • Almacenamiento: 60 GB de espacio disponible
  • Tarjeta de sonido: Compatible con DirectX
  • Notas adicionales: Mejor experiencia con auriculares

La entrada Hunt Showdown 1896 da inicia al Evento «Harvest of Ghosts» con el Modo Bounty Clash – Detalles y Video apareció primero en PC Master Race Latinoamérica.

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 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: 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

Google Bard Receives Major Update

Google Bard, the ChatGPT alternative developed by Google, has received a major update, expanding its availability it’s interactivity and languages. In this post, we will go over some of the main changes and the updates to the LLM chatbot. Multi-Language Functionality Bard is now accessible in over 40 additional languages, including Arabic, Chinese (Simplified/Traditional), German, […]

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