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Seite 2: Team Fortress 2 - Valve veröffentlicht ersten Patch

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Team Fortress 2 - Patch-Notes 25. Oktober

• 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 total score
• Fixed honeypot server problems
• Fixed a rare crash caused by a medigun losing its owner
• Fixed an exploit that allowed disconnected medics to continue ubercharging 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

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