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 a security issue related to the file system (thanks to Simon Pinfold for this report)
  • Fixed a client crash related to the material system
  • Fixed a crash when using medium or low texture quality on maps with static prop lighting
  • Fixed not seeing team names when using custom scoreboards
  • Fixed leaderboards occasionally not displaying when changing map
  • Improved bspzip tool stability when packing maps with large amounts of custom assets
  • Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co. Stockpile Crate
  • Updated the model/materials for the Crusader’s Getup and Arthropod’s Aspect
  • Updated The HazMat Headcase so it can be equipped by the Sniper
  • Updated The Mustachioed Mann so it can be equipped by all classes and added a second style
  • Updated The Special Eyes so it can be equipped by the Pyro and added a second style
  • Updated The Frenchman’s Formals to hide the Scout’s dog-tags
  • Updated the equip_region for the Cheater’s Lament and added a new style
  • Updated the Backburner to add the pilot light
  • Updated the Rainblower to remove the pilot light
  • Updated several materials to fix issues caused by mat_picmip
  • Updated the localization files
  • Updated pl_borneo
    • Fixed an exploit where players could get outside the map
  • Updated ctf_landfall
    • Fixed some material issues
  • Updated cp_vanguard
    • Added new path to the last point
    • New geometry to reduce sightlines on the middle point
    • Reorganized spawn points to better exit final spawns
    • Fixed Red forward spawn door blocking when held open
    • Fixed some material issues

First off, I have made a very detailed post on what is going on and why. You can find that post here: https://qwdsa.com/c/threads/fremont-san-jose-move.256/

Fremont Vs. Saxton Hale is moving to: 72.13.84.85:27015

Fremont Dodgeball is moving to: 72.13.84.85:27103

Fremont Freak Fortress is moving to: 168.235.75.246:27102

Please, Please, Please update your favorites and add the new servers. I won’t have the old servers up forever. In the next few weeks Fremont servers will cease to exist.

Also please begin playing on the new server and let me know if you run into any issues!

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 a client crash related to multicore rendering
  • Fixed the material for the Golden Wrench
  • Updated the model/materials for the Arthropod’s Aspect and the Crusader’s Getup
  • Updated the localization files

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 not seeing team names in the scoreboard on dedicated servers using tournament mode
  • Fixed the Nostromo Napalmer drawing the flamethrower pilot light by mistake
  • Fixed the Engineer’s Wrangler contract updating points while the player is not an Engineer
  • Updated the campaign stamp images in the scoreboard and win panel
  • Updated the model/materials for The Federal Casemaker
  • Updated the model/materials for The Dictator, which can now be equipped by all classes
  • Updated the localization files
  • Updated the Phlogistinator
    • No longer restores player to max health on MMMPH activate
    • Increased amount of damage required to fill MMMPH meter to 300 from 225
  • Updated koth_highpass
    • Removed unnecessary detail props
    • Revised fade-distances
    • Turned some brushwork into props
    • Revised hints and skips
    • Added nobuild entity on the ramps in front of spawn
    • Improved cliff displacements
    • Revised some details and textures

It seems a very recent exploit has been found that affects all source based games. This exploit allows an operator of a server to forcefully push a command or dll (from what I have gathered) to a client allowing them to compromise and possibly take over the clients computer. We highly suggest all players stay away from shady and new servers.

We are hoping for a patch from Valve shortly, but that could be out for a few days to a few weeks before it is fully patched.

As a word of caution I highly suggest staying away from all community servers that aren’t well managed. Another avenue for the attack to be done is utilizing a well known community server and taking it over via some method or another. Then installing the exploit without the servers owners knowledge. This would be a very effective and quick way to do lots of damage.

Further be careful of friends inviting you to servers. Most likely the more elite exploiters will try and compromise the steam client and invite everyone on that users friends list to the exploited server as a way to increase the number of effected computers.

Please be safe, and possibly enjoy other games.

You can find a full list of source engine based games here[en.wikipedia.org]

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 more postcards for the Tough Break contracts
  • Fixed some of the partner taunts not properly hiding the weapons
  • Fixed the scrollbar overlapping the ping column in the scoreboard when mouse input is enabled
  • Updated the model/materials for The Gaelic Garb and A Well Wrapped Hat

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 some random client crashes related to memory exhaustion for Mac clients
  • Significantly reduced memory usage on Mac and Linux clients
  • Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
  • Added the ability to restore festivized weapons via the context menu
  • Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
  • Fixed the Australium Minigun and Australium Scattergun materials
  • Fixed objective names in deathnotice HUD using white text when the local player was involved
  • Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
  • Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone’s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
  • Updated The Frenchman’s Formals so it can also be equipped by the Scout and added a new paint style
  • Updated the backpack image for the Taunt: Soldier’s Requiem
  • Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
  • Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
  • Updated the server log entry for kick votes to include the ID of the vote initiator
  • Updated cp_vanguard to fix an exploit related to spawn room doors
  • Updated pl_snowycoast
    • Fixed several unintended perches
    • Fixed being able to damage through the setup gates
    • Added some fences & cover inside BLU’s first spawn to reduce spam angles
    • Added an extra resupply in BLU’s first spawn and RED’s last spawn
    • Moved medium health kit at 1st point back towards BLU’s side of choke
    • Changed collision on large railings to allow projectiles
    • Added some cover to the sentry platform inside last
    • Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    • Quonset hut sniper deck raised
    • Spawn locations in RED’s first moved further from the door
    • Added windows to main entrance of RED’s first spawn
    • Adjusted the narrow fence near RED spawn
    • Prevented building teleporters at the edge of spawn doors
    • Fixed an exploit related to BLU’s 2nd forward spawn’s entrances
    • Added some logic to prevent players getting stuck when RED’s first spawn closes
    • Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    • Replaced dump truck in kennels with crates
    • Door near RED’s first spawn now opens as the cart approaches 2nd instead of after capture
    • Switched main exit and window on RED’s last spawn
    • Adjusted placement of health and ammo near RED’s last spawn
    • Fixed various floating props
    • Fixed some texture alignment issues in the tunnels
    • Fixed spot on last ramp that would keep the cart from rolling back
    • Fixed some smoothing/geometry problems on crates at last
    • Reduced size of kill zone on falling crates during finale
    • Added map menu photos