Difference between revisions of "October 13, 2023 Patch/zh-hans"

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m (Auto: EnforceCapitalization(Gas Passer), EnforceCapitalization(Dispenser), EnforceCapitalization(Recon), EnforceCapitalization(Scout), WordFilter((?<!I )Spy → Spy), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#3372510))
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** 微小的外观修复。
 
** 微小的外观修复。
 
* 更新地图{{code|[[Murky/zh-hans|zi_murky]]}}、{{code|[[Atoll/zh-hans|zi_atoll]]}}、{{code|[[Devastation/zh-hans|zi_devastation_final1]]}}和{{code|[[Sanitarium/zh-hans|zi_sanitarium]]}}<ref>{{code|zi_woods}}也被更新了,但没在更新日志中提到</ref>
 
* 更新地图{{code|[[Murky/zh-hans|zi_murky]]}}、{{code|[[Atoll/zh-hans|zi_atoll]]}}、{{code|[[Devastation/zh-hans|zi_devastation_final1]]}}和{{code|[[Sanitarium/zh-hans|zi_sanitarium]]}}<ref>{{code|zi_woods}}也被更新了,但没在更新日志中提到</ref>
** These changes are aimed to make playing as a Zombie more engaging, and to weaken the Human meta of bunkering without hurting their ability to roam and fight
+
** 这些更新主要目的是让游玩僵尸时更加的有趣,并且降低了人类扎堆防御的能力但并保留他们四处游走攻击的能力。
*** Zombie Spy is now passively cloaked, only losing his cloak for 3 seconds when attacking or using his &quot;Reveal&quot; ability
+
*** 间谍僵尸现在能够被动的隐身了,只有攻击后或使用“显敌”能力后才会失去隐身效果3秒。
**** This change will allow Zombie Spy to circumvent {{botignore|sentry guns}}{{sic}} that are watching large areas, and allow him to sneak into or around strongholds
+
**** 该更新能让间谍僵尸躲过放在宽阔位置的布哨枪,使其能够潜入人类扎堆的堡垒中。
*** Zombie Soldier's &quot;Pounce&quot; ability is now significantly higher, and has a 5 second cooldown (from 8)
+
*** 士兵僵尸的“飞扑”能力现在会跳的非常的高,并且冷却时间从8秒降低到了5秒。
**** These changes will bolster Zombie Soldier's role as a Recon pick and a roof buster, capable of launching through sentry fire
+
**** 该更新能让士兵僵尸变为侦查单挑以及屋顶攻击的好手,使其能够直接飞跃过布哨枪的火力。
*** Zombie Sniper's &quot;Spit&quot; ability now damages buildables
+
*** 狙击手僵尸的“吐酸”能力现在能够伤害建筑物了。
*** Zombie Sniper now drops a puddle of spit on death
+
*** 狙击手僵尸在死亡后会在地上留下一滩酸液。
**** Both of these changes will make you feel like you're contributing more with your spit, and if that's not enough, you at least get to drop one on death to cause a small area of denial
+
**** 这两个更新能让你感觉你的酸液更加的有用,至少你死了以后还能给附近的人类留下一团酸液。
*** Zombie Pyro no longer drops small health kits
+
*** 火焰兵僵尸现在不会掉落小型医疗包了。
*** Zombie Pyro's &quot;Hellspawn&quot; passive now releases a flaming explosion on death on top of the existing Gas Passer cloud
+
*** 火焰兵僵尸的“烈火恶灵”能力现在能够在死亡时在汽油效果之上再释放一个火焰爆炸效果。
**** These changes should strengthen their afterburn capability, and make them a scarier threat if you let them too close
+
**** 这些改变能够大幅增强它的后续持续的伤害能力,让火焰兵僵尸在很近的距离时变得更加的吓人。
*** Zombie Heavy's &quot;Tank&quot; ability now adds the Battalion's Backup buff (immunity to critical hits, 35% resistance to regular damage, and a 50% resistance to Sentry Gun damage)
+
*** 机枪手僵尸的“坦克之躯”能力现在会增加{{item name|Battalion's Backup}}的效果(免疫暴击、增加对于普通伤害的35%的防御、增加对于布哨枪伤害50%的防御)。
*** Zombie Heavy deals 20% increased melee damage
+
*** 机枪手僵尸能够造成20%额外的近战伤害。
**** Sentry and crit resistance will bring Zombie Heavy's effective hp up much higher, buffing his role as a tank that you really oughta stay away from. His slower speed is unchanged, so you're still able to run. The changes will just make bunkering much more difficult with him around.
+
**** 布哨枪和暴击防御的能力能让机枪手僵尸的有效生命值变得非常的高,增强其作为坦克的能力。他的速度依然没有改变,所以人类应该仍然能够很轻易的躲开他。这些改变只是让有机枪手僵尸时在某个地方扎堆防御更加的困难。
*** Zombie Engineer's EMP no longer rolls on shallow surfaces, and now does 110 damage instead of fractional damage
+
*** 工程师僵尸的EMP现在不会在较为平整的表面滚动了,并且只会造成110点伤害,而不是之前的百分比计算的伤害。
**** This change will turn EMP grenades into a much more immediate threat, instantly breaking mini Sentry Guns, crippling level 1 Sentry Guns, and wounding other buildings
+
**** 该更新能让EMP炸弹变成一个更加危险的威胁,它能直接破坏小布哨枪,让1级布哨枪直接残血,并伤害其他建筑物。
*** Zombie Scout's &quot;Speed Demon&quot; passive now comes and additional 25% jump height boost
+
*** 侦察兵僵尸的“快步小鬼”被动能力现在还会增加25%的跳跃高度。
**** Zombie Scout already has a triple jump, but increasing jump height will make him even more of a pest buzzing around your head, and better at climbing onto roofs once a hold is destroyed
+
**** 侦察兵僵尸已经有了三段跳的能力,但增加跳跃高度能让他像烦人的苍蝇一样在你的头顶,难以对付。它也能够在人类的聚集地遭受伤害时更轻易爬上高处。
*** 1/5 of the server will be converted to zombies at the end of setup (from 1/6), and will also round up
+
*** 在准备时间结束后变为僵尸的玩家数量从1/6增加至1/5,并且还会向上取整。
**** It's become clear that there simply aren't enough zombies selected at the start of the round. Initial pushes should be easier to perform with a couple more units.
+
**** 实验已经证明游戏开始时的僵尸数量确实太少了。游戏一开始的攻击要是有更多的僵尸帮助将会变的更加的容易。
*** Sentry Guns deal 40% damage to zombies (from 60%)
+
*** 布哨枪队僵尸的伤害从60%降低为40%
**** Engineers are simply way too oppressive. The Dispenser is invaluable for the sake of ammo, and the sentry still has use as a knockback tool, but now should be significantly less frustrating to play against.
+
**** 工程师的防御能力实在是太高了。补给器能够补充弹药的能力非常的珍贵,而布哨枪依然能够作为很好的击退工具,这项更新能让僵尸攻击工程师时不再那么的困难。
*** Demoman shield items no longer halve the damage taken by zombies
+
*** 爆破手的盾类工具不会降低僵尸造成的伤害了。
**** He was just too strong and incredibly unfun to duel. The extended reach of swords is already amazing against melee-only characters. His strong maneuverability is unchanged.
+
**** 爆破手实在是非常的难对付,降低了游戏的乐趣。他近战武器加长的范围对于僵尸已经是一个很大的优势了。他强大的移动能力依然没有被改变。
*** Zombie Medic Heal cooldown reduced to 7 seconds (previously 11)
+
*** 医生僵尸的治疗冷却时间从11秒降低至7秒。
*** All Zombies except for Scout, heavy, and Spy, now have +25 HP (from +10)
+
*** 除了侦察兵、机枪手和间谍之外的其他所有僵尸现在的生命值都会增加25而不是原来的10。
** Fixed a bug where Zombie Demo could detonate himself before the charge had started
+
** 修复了爆破手僵尸在充能开始之前能够引爆自己的漏洞。
** Fixed a bug where [[Bonk! Atomic Punch]] could persist through Zombie conversion
+
** 修复了{{item link|Bonk! Atomic Punch}}的效果在变为僵尸后还会保留的漏洞。
** Fixed various issues caused by Zombie Demo surviving his own charge
+
** 修复了许多爆破手僵尸能够活过他自己的充能能力的漏洞。
** Fixed issues with the Zombie HUD not correctly displaying certain strings
+
** 修复了僵尸的游戏界面不会正确显示某些文本的问题。
** Fixed exploit related to adding additional time
+
** 修复了能够增加额外的时间的漏洞。
** Added additional {{cvar|HIDEHUD}} bits to remove irrelevant HUD elements when playing Zombie
+
** 添加了额外的{{cvar|HIDEHUD}}标记以在游玩僵尸时移除不必要的游戏界面。
** Added an instructional video (Thanks Funicular!)
+
** 添加了介绍视频(感谢Funicular!)
* Updated {{code|zi_murky}} (additional changes)
+
* 更新地图{{code|zi_murky}}(额外更新)
** All of the roofs have been covered in clutter such as vines and tires, and are no longer buildable
+
** 所有的屋顶现在都会被杂物-比如藤蔓或轮胎-遮挡住了,且无法在上方建筑。
** Added more trees for cover
+
** 添加了更多遮挡视线的树木。
** Added small fence to RED spawn to make it easier for zombies to approach up the wooden stairs
+
** 在红队出生点添加了一个小栅栏以让僵尸更加容易的接近木楼梯。
** Added a ramp leading to the yellow shack's roof
+
** 添加了一个通往黄色木屋屋顶的坡道。
** Added {{code|[[vdc:func_occluder|occluders]]}} to central shack
+
** 在中心木屋添加了{{code|[[vdc:func_occluder|occluders]]}}
** Improved fog
+
** 改善了雾。
** Improved skybox
+
** 改善了天空盒。
** Improved readability of chicken wire fences, and added more around the docks
+
** 改善了铁丝网栅栏的可见性,并在码头周围加了更多的栅栏。
** Adjusted prop fades
+
** 调整了物件的消失。
** Tweaked detailing
+
** 调整了细节。
** Fixed erroneous clip brushes
+
** 修复了一些错误的碰撞箱。
** Fixed several stuck spots
+
** 修复了几个会卡住的点。
** Fixed missing television model
+
** 修复了丢失的电视模型。
* Updated {{code|zi_atoll}} (additional changes)
+
* 更新地图{{code|zi_atoll}}(额外更新)
** Added an extension to the roof of the turbine building
+
** 延长了涡轮机建筑的屋顶。
** Added {{code|[[vdc:func_nobuild|nobuild]]}} entities to debris that could potentially hide sneaky Sentry Guns
+
** 在各种残骸处添加了{{code|[[vdc:func_nobuild|nobuild]]}}实体以放置隐藏很难找的布哨枪。
** Added a broken window on the turbine building
+
** 给涡轮机建筑添加了一个破碎的窗户。
** Clipped the spiral stairs behind the lighthouse (thanks Aar!)
+
** 给灯塔背后的环形楼梯增加了碰撞(感谢Aar!)。
** Reduced performance impact of water
+
** 降低了水的性能占用。
** Increased size of {{ent|trigger_push}} entities on the tree tops
+
** 增加了树顶的{{ent|trigger_push}}实体的尺寸。
 
** Improved collision on the displacement on the beach near the fishing house
 
** Improved collision on the displacement on the beach near the fishing house
 
** The spinning cat has been fed
 
** The spinning cat has been fed
* Updated {{code|zi_devastation_final1}} (additional changes)
+
* 更新地图{{code|zi_devastation_final1}}(额外更新)
** Added new route from second level zombie spawn to the top floor
+
** 添加了Added new route from second level zombie spawn to the top floor
** Adjusted some zombie spawns
+
** 调整了一些僵尸的出生点。
** Made some zombie spawn exits easier to leave
+
** 让僵尸的出生点出口更加简单的就能出去。
 
** Clipped off bottom floor stairs
 
** Clipped off bottom floor stairs
** Increased Round Timer to 3 minutes and 30 Seconds
+
** 将回合时间增加至3分30秒。
 
** Increased Reports of Gators
 
** Increased Reports of Gators
* Updated {{code|zi_sanitarium}} (additional changes)
+
* 更新地图{{code|zi_sanitarium}}(额外更新)
** Replaced some of the materials and models
+
** 替换了一些材质和模型。
** Fixed a missing material on a prop
+
** 修复了一些物件丢失的材质。
 
** Fixed a pixel walk in the skybox
 
** Fixed a pixel walk in the skybox
  

Revision as of 05:28, 14 October 2023

补丁说明

军团要塞2

  • 修复了Clown's Cover-Up总会显示红队皮肤的问题。
  • 修复了使用Friendly[[styles/zh-hans|式样}}的Fiercesome Fluorescence会隐藏火焰兵的]]头的问题。
  • 修复了Grounded式样的Power Spike使用了一个错误的LOD模型的问题。
  • 修复了Celestial Summit和Stellar Ascent稀有特效不会跟着移动的玩家的问题。
  • 修复了[[Strange Filter/zh-hans|Template:Dictionary/items/strange filter: sandcastle (community)]]物品在附加到武器后不会显示前缀的问题。
  • 修复了Template:Dictionary/items/strange filter: lava pit (community)物品在附加到武器后丢失的前缀的问题。
  • 更新了覆面小鬼以修复一个材质上的问题。
  • 更新了Dell Dynamic以修复材质、rigging和LODs的问题。
  • 更新了Sapped稀有特效以修复在较亮环境中的可见度问题。
  • 更新了Blastphomet以修复一个材质和穿模的问题。
  • 更新了Borrowed Bones以添加一些丢失的声音。
  • 更新了Neck Snap的动画以修复MVM水壶在嘲讽时会翻转的问题。
  • 更新了Nightmarish Storm、Acidic Climate和Otherworldly Weather稀有特效以修复被锁定的旋转的问题。
  • 更新了Eldritch Horror和Deep-sea Devourer稀有特效以修复一个闪烁的问题。
  • 更新地图pd_farmageddon
    • 更新了.res文件以更好地兼容自定义用户界面(感谢Aar)。
  • 更新地图cp_lavapit_final
    • 更新了地下世界。
    • 魔咒现在只在每得1分后在随机地点生成1个。
    • 移除了一些漏洞。
  • 更新地图pl_spineyard
    • 替换了一些材质和模型。
    • 修复了一些丢失的材质。
    • 显著改善了骷髅的导航能力。
    • 将骷髅的生命值降低到130点。
    • 提高了骷髅的子弹扩散以降低他们的长距离攻击力。
    • 提高了南瓜炸弹的生成数量。
    • 改善了一些音效。
    • 一些细节的修复。
    • 更新了能够在第一个蓝队出生点建筑的问题。
  • 更新地图pd_mannsylvania
    • 添加了一个关于Merasmus Gargoyle Notifications的新语音语句。
    • 改善了一些区域的玩家碰撞并修复了玩家会被卡住的问题。
    • 在整张地图中添加了更多的蝙蝠模型,并随机化它们的动画。
    • 改善了3D天空盒
    • 在游戏结束后15秒的结束动画禁用了trigger_hurt
    • 微小的外观修复。
  • 更新地图zi_murkyzi_atollzi_devastation_final1zi_sanitarium[1]
    • 这些更新主要目的是让游玩僵尸时更加的有趣,并且降低了人类扎堆防御的能力但并保留他们四处游走攻击的能力。
      • 间谍僵尸现在能够被动的隐身了,只有攻击后或使用“显敌”能力后才会失去隐身效果3秒。
        • 该更新能让间谍僵尸躲过放在宽阔位置的布哨枪,使其能够潜入人类扎堆的堡垒中。
      • 士兵僵尸的“飞扑”能力现在会跳的非常的高,并且冷却时间从8秒降低到了5秒。
        • 该更新能让士兵僵尸变为侦查单挑以及屋顶攻击的好手,使其能够直接飞跃过布哨枪的火力。
      • 狙击手僵尸的“吐酸”能力现在能够伤害建筑物了。
      • 狙击手僵尸在死亡后会在地上留下一滩酸液。
        • 这两个更新能让你感觉你的酸液更加的有用,至少你死了以后还能给附近的人类留下一团酸液。
      • 火焰兵僵尸现在不会掉落小型医疗包了。
      • 火焰兵僵尸的“烈火恶灵”能力现在能够在死亡时在汽油效果之上再释放一个火焰爆炸效果。
        • 这些改变能够大幅增强它的后续持续的伤害能力,让火焰兵僵尸在很近的距离时变得更加的吓人。
      • 机枪手僵尸的“坦克之躯”能力现在会增加军队的支援的效果(免疫暴击、增加对于普通伤害的35%的防御、增加对于布哨枪伤害50%的防御)。
      • 机枪手僵尸能够造成20%额外的近战伤害。
        • 布哨枪和暴击防御的能力能让机枪手僵尸的有效生命值变得非常的高,增强其作为坦克的能力。他的速度依然没有改变,所以人类应该仍然能够很轻易的躲开他。这些改变只是让有机枪手僵尸时在某个地方扎堆防御更加的困难。
      • 工程师僵尸的EMP现在不会在较为平整的表面滚动了,并且只会造成110点伤害,而不是之前的百分比计算的伤害。
        • 该更新能让EMP炸弹变成一个更加危险的威胁,它能直接破坏小布哨枪,让1级布哨枪直接残血,并伤害其他建筑物。
      • 侦察兵僵尸的“快步小鬼”被动能力现在还会增加25%的跳跃高度。
        • 侦察兵僵尸已经有了三段跳的能力,但增加跳跃高度能让他像烦人的苍蝇一样在你的头顶,难以对付。它也能够在人类的聚集地遭受伤害时更轻易爬上高处。
      • 在准备时间结束后变为僵尸的玩家数量从1/6增加至1/5,并且还会向上取整。
        • 实验已经证明游戏开始时的僵尸数量确实太少了。游戏一开始的攻击要是有更多的僵尸帮助将会变的更加的容易。
      • 布哨枪队僵尸的伤害从60%降低为40%。
        • 工程师的防御能力实在是太高了。补给器能够补充弹药的能力非常的珍贵,而布哨枪依然能够作为很好的击退工具,这项更新能让僵尸攻击工程师时不再那么的困难。
      • 爆破手的盾类工具不会降低僵尸造成的伤害了。
        • 爆破手实在是非常的难对付,降低了游戏的乐趣。他近战武器加长的范围对于僵尸已经是一个很大的优势了。他强大的移动能力依然没有被改变。
      • 医生僵尸的治疗冷却时间从11秒降低至7秒。
      • 除了侦察兵、机枪手和间谍之外的其他所有僵尸现在的生命值都会增加25而不是原来的10。
    • 修复了爆破手僵尸在充能开始之前能够引爆自己的漏洞。
    • 修复了原子能饮料的效果在变为僵尸后还会保留的漏洞。
    • 修复了许多爆破手僵尸能够活过他自己的充能能力的漏洞。
    • 修复了僵尸的游戏界面不会正确显示某些文本的问题。
    • 修复了能够增加额外的时间的漏洞。
    • 添加了额外的HIDEHUD标记以在游玩僵尸时移除不必要的游戏界面。
    • 添加了介绍视频(感谢Funicular!)
  • 更新地图zi_murky(额外更新)
    • 所有的屋顶现在都会被杂物-比如藤蔓或轮胎-遮挡住了,且无法在上方建筑。
    • 添加了更多遮挡视线的树木。
    • 在红队出生点添加了一个小栅栏以让僵尸更加容易的接近木楼梯。
    • 添加了一个通往黄色木屋屋顶的坡道。
    • 在中心木屋添加了occluders
    • 改善了雾。
    • 改善了天空盒。
    • 改善了铁丝网栅栏的可见性,并在码头周围加了更多的栅栏。
    • 调整了物件的消失。
    • 调整了细节。
    • 修复了一些错误的碰撞箱。
    • 修复了几个会卡住的点。
    • 修复了丢失的电视模型。
  • 更新地图zi_atoll(额外更新)
    • 延长了涡轮机建筑的屋顶。
    • 在各种残骸处添加了nobuild实体以放置隐藏很难找的布哨枪。
    • 给涡轮机建筑添加了一个破碎的窗户。
    • 给灯塔背后的环形楼梯增加了碰撞(感谢Aar!)。
    • 降低了水的性能占用。
    • 增加了树顶的trigger_push实体的尺寸。
    • Improved collision on the displacement on the beach near the fishing house
    • The spinning cat has been fed
  • 更新地图zi_devastation_final1(额外更新)
    • 添加了Added new route from second level zombie spawn to the top floor
    • 调整了一些僵尸的出生点。
    • 让僵尸的出生点出口更加简单的就能出去。
    • Clipped off bottom floor stairs
    • 将回合时间增加至3分30秒。
    • Increased Reports of Gators
  • 更新地图zi_sanitarium(额外更新)
    • 替换了一些材质和模型。
    • 修复了一些物件丢失的材质。
    • Fixed a pixel walk in the skybox

参考内容

  1. zi_woods也被更新了,但没在更新日志中提到

变更文件

注意:下列变更记录是从游戏的两个修订版本的diff生成的。该数据可能并不完整或准确。 该变更记录的大部分内容都是自动从来自SteamDB(英语)GameTracking(英语)数据生成的。
修订版变更
Modified: tf/steam.inf
Modified: bin/AdminServer.dll
Modified: bin/FileSystem_Stdio.dll
Modified: bin/GameUI.dll
Modified: bin/MakeScenesImage.exe
Modified: bin/MaterialSystem.dll
Modified: bin/ServerBrowser.dll
Modified: bin/StudioRender.dll
Modified: bin/bsppack.dll
Modified: bin/bspzip.exe
Modified: bin/captioncompiler.exe
Modified: bin/datacache.dll
Modified: bin/dmxconvert.exe
Modified: bin/dmxedit.exe
Modified: bin/elementviewer.exe
Modified: bin/engine.dll
Modified: bin/glview.exe
Modified: bin/hammer_dll.dll
Modified: bin/haptics.dll
Modified: bin/height2normal.exe
Modified: bin/height2ssbump.exe
Modified: bin/hlfaceposer.exe
Modified: bin/hlmv.exe
Modified: bin/inputsystem.dll
Modified: bin/itemtest.com
Modified: bin/launcher.dll
Modified: bin/mksheet.exe
Modified: bin/motionmapper.exe
Modified: bin/normal2ssbump.exe
Modified: bin/pfm2tgas.exe
Modified: bin/replay.dll
Modified: bin/serverplugin_empty.dll
Modified: bin/shaderapidx9.dll
Modified: bin/shadercompile_dll.dll
Modified: bin/soundsystem.dll
Modified: bin/sourcevr.dll
Modified: bin/splitskybox.exe
Modified: bin/stdshader_dbg.dll
Modified: bin/stdshader_dx6.dll
Modified: bin/stdshader_dx7.dll
Modified: bin/stdshader_dx8.dll
Modified: bin/stdshader_dx9.dll
Modified: bin/studiomdl.exe
Modified: bin/texturecompile_dll.dll
Modified: bin/tools/commedit.dll
Modified: bin/tools/pet.dll
Modified: bin/tools/vmt.dll
Modified: bin/vbsp.exe
Modified: bin/vbspinfo.exe
Modified: bin/vgui2.dll
Modified: bin/vguimatsurface.dll
Modified: bin/video_bink.dll
Modified: bin/video_quicktime.dll
Modified: bin/video_services.dll
Modified: bin/vphysics.dll
Modified: bin/vpk.exe
Modified: bin/vrad_dll.dll
Modified: bin/vtex.exe
Modified: bin/vtex_dll.dll
Modified: bin/vtf2tga.exe
Modified: bin/vvis_dll.dll
Modified: tf/bin/client.dll
Modified: tf/bin/client.dylib
Modified: tf/bin/client.so
Modified: tf/bin/server.dll
Modified: tf/bin/server.dylib
Modified: tf/bin/server.so
Modified: tf/maps/cp_lavapit_final.bsp
Modified: tf/maps/pd_farmageddon.bsp
Modified: tf/maps/pd_mannsylvania.bsp
Modified: tf/maps/pl_spineyard.bsp
Modified: tf/maps/zi_atoll.bsp
Modified: tf/maps/zi_devastation_final1.bsp
Modified: tf/maps/zi_murky.bsp
Modified: tf/maps/zi_sanitarium.bsp
Modified: tf/maps/zi_woods.bsp
Added: tf/media/zi_intro.bik
Modified: tf/scripts/items/items_game.txt.sig
Modified: tf/tf2_misc_000.vpk
Modified: tf/tf2_misc_007.vpk
Modified: tf/tf2_misc_013.vpk
Modified: tf/tf2_misc_014.vpk
Modified: tf/tf2_misc_015.vpk
Modified: tf/tf2_misc_017.vpk
Modified: tf/tf2_misc_020.vpk
Modified: tf/tf2_misc_021.vpk
Modified: tf/tf2_misc_dir.vpk
Added: tf/tf2_misc_dir.vpk/materials/effects/workshop/sapped/light1.vmt
Added: tf/tf2_misc_dir.vpk/materials/effects/workshop/sapped/light2.vmt
Modified: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.vmt
Modified: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.vmt
Added: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1.vmt
Added: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1_blue.vmt
Modified: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_blue.vmt
Modified: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.vmt
Added: tf/tf2_misc_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_1.vmt
Added: tf/tf2_misc_dir.vpk/media/zi_intro.res
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/animations/engineer_workshop_animations.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/animations/soldier_workshop_animations.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.dx80.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.dx90.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.sw.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet.vvd
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.dx80.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.dx90.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.sw.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic.vvd
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/medic/hwn2023_power_spike_style1/hwn2023_power_spike_style1.dx80.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/medic/hwn2023_power_spike_style1/hwn2023_power_spike_style1.dx90.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/medic/hwn2023_power_spike_style1/hwn2023_power_spike_style1.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/medic/hwn2023_power_spike_style1/hwn2023_power_spike_style1.sw.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/medic/hwn2023_power_spike_style1/hwn2023_power_spike_style1.vvd
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.dx80.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.dx90.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.mdl
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.sw.vtx
Modified: tf/tf2_misc_dir.vpk/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend.vvd
Modified: tf/tf2_misc_dir.vpk/particles/halloween2023_unusuals.pcf
Modified: tf/tf2_misc_dir.vpk/scenes/scenes.image
Modified: tf/tf2_misc_dir.vpk/scripts/game_sounds_taunt_workshop.txt
Modified: tf/tf2_sound_misc.vpk.sound.cache
Modified: tf/tf2_sound_misc_003.vpk
Modified: tf/tf2_sound_misc_dir.vpk
Added: tf/tf2_sound_misc_dir.vpk/sound/items/taunts/borrowed_bones/borrowed_bones_end.wav
Added: tf/tf2_sound_misc_dir.vpk/sound/items/taunts/borrowed_bones/borrowed_bones_mid.wav
Added: tf/tf2_sound_misc_dir.vpk/sound/items/taunts/borrowed_bones/borrowed_bones_start.wav
Modified: tf/tf2_textures_052.vpk
Modified: tf/tf2_textures_057.vpk
Modified: tf/tf2_textures_dir.vpk
Added: tf/tf2_textures_dir.vpk/materials/effects/workshop/sapped/light1.vtf
Added: tf/tf2_textures_dir.vpk/materials/effects/workshop/sapped/light2.vtf
Modified: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/demo/hwn2023_blastphomet/hwn2023_blastphomet_normal.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1_blue_color.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1_color.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1_normal.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_1_phongexponent.vtf
Modified: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/engineer/hwn2023_dell_dynamic/hwn2023_dell_dynamic_normal.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_1_color.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_1_normal.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_1_phongexponent.vtf
Modified: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_color.vtf
Added: tf/tf2_textures_dir.vpk/materials/models/workshop/player/items/scout/hwn2022_masked_fiend/hwn2022_masked_fiend_illum.vtf