October 25, 2007 Patch/da

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Patchnoter

Team Fortress 2

  • Improved compatibility for direct sound
  • Deathcam screenshots now move the player id panel to the lower right, and hide other hud elements until the freezecam fades
  • Improved autobalance calculation code when determining who to switch
  • Improved networking compatibility for some routers
  • Fixed a crash during level init related to model loading
  • Fixed issues on Dustbowl and Hydro that could occur when a server emptied in the middle of a round
  • Fixed a bug in the clientside player avoidance code, and smoothed it a little more
  • Further crash fixes related to paged pool memory usage
  • Fixed scoreboard team scores label getting cut off
  • Engineer buildings now explode when the Engineer dies during sudden death
  • Fixed a Spy backstab exploit where you could stab a player who was not facing away from you
  • Fixed flailing at the low end of the cloak meter when the player gets uncloaked automatically
  • Fixed texture detail level setting "Very high" not being preserved
  • Improved various error messages, and added links to steampowered support pages
  • Fixed scoring problem where destroying a buildable added a phantom point, not attributed to any scoring bucket but still included in the total score
  • Fixed honeypot server problems
  • Fixed a rare crash caused by a Medi Gun losing its owner
  • Fixed an exploit that allowed disconnected Medics to continue Übercharging their target until they timed out
  • TeamMenu now disables the spectate button if mp_allowspectators is zero
  • Added a missing "cannot_be_spectator" localization string
  • Re-added class count numbers above class buttons for non-zero classes, in addition to the class images
  • Removed prefixes (tc_, ctf_, etc.) from map names in various places where they're printed
  • Fixed some edge cases where grenades could go through player or buildings
  • Fixed rocket/grenade explosions being able to impart damage through thin ceilings
  • The Engineer's "build X" commands will now behave properly when bound directly to keys