Exploits/pl

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I have considered an appropriate punishment for the good-for-nothings responsible for this horrendous breach of conduct. Death, of course—but death is too good for disappointments such as these.
Administrator o exploitach

Exploity są błędami lub niezamierzonymi fukcjami rozgrywki które są celowo i świadomie wykorzystywane przez gracza do zdobycia przewagi. Jako przykład, jeśli błąd sprawia że gracz jet odporny na obrażenia i gracz świadomie to używa, to jest exploit. W przeciwieństwie, błędy lub problemy które nie wpływają na rozgrywkę albo takie które nie są celowo wykożystywane są klasyfikowane jako Glicze.

Główne Exploity

  • W pewnych okolicznościach gracz może wejść w pozę Cywila.
  • Czasami pociski, flary, i Zabójcze Drwiny, potrafią przejść przez bramę przygotowania na mapach typu Ładunek.
  • Jeśli Gracz ma możliwość odrodzenia po zmianie wyposażenia, zmiana wyposażenia/broni (bez bindowania) podczas stania wystarczająco blisko bramy odrodzenia na niektórych mapach teleportuje gracza z powrotem do jego strefy odrodzenia.
  • Jeśli gracz zainicjuje Partnerskią Drwinę, a następnie obróci się o 180 stopni zanim się zacznie drwina twój HitBox będzie odwrócony 180 stopni od Twojego rzeczywistego HitBoxa.

Nadpisywanie Plików

Exploity sv_pure

Gra posiada Zmienną Konsolową sv_pure kontrolującą które pliki klienci mogą nadpisać. Domyślnie, serwer używa sv_pure 0 chyba że administrator serwera postanowi inaczej. Może to zostać wykorzystane do wykorzystania sfałszowanych [[VDC:Material|materiałów] które renderują na ścianach i innych oszustwach.

Istnieją cztery tryby zmiennej:

-1
Nie stosuje żadnych reguł ani ograniczeń, jakie pliki może wczytać klient
0
Stosuje reguły tylko z cfg/pure_server_minimal.txt (wymuszając czystość tylko kilku ważnych plików, takich jak pliki wykonywalne)
1
Stosuje reguły z cfg/pure_server_full.txt i then następnie te z cfg/pure_server_whitelist.txt (zapewnienie czystości plików wybranych przez administratora serwera)
2
Stosuje reguły z cfg/pure_server_full.txt. (zmuszając wszystkie pliki do zachowania czystości)

Manipulowanie schematem przedmiotów

Używając tylko exploitu Daropulty, Gamemaster1379 był w stanie zmodyfikować pliki gry blokując sprawdzanie gry na serwerach Valve, pozwalając im na modyfikowanie/dawanie praktycznie wszystkiego co istniało w grze. Gamemaster1379 był w stanie zmienić każdy przedmiot w zbiorach[1] ale także możliwość nadawania im niestandardowych atrybutów takich jak Maksymalne Życie, Nietypowe efekty, Szybkość Poruszania się a nawet "przesiąknięcie starożytną energią"[2]. Gamemaster1379 był też w stanie zmienić kolor farby na dobolną wartość hex, tworząc nowe kolory farb jak ten this. To nie jest tylko client-strona, został uznany za legalny przedmiot na serwerach i pokazuje się jako jego własny unikalny przedmiot i najprawdopodobniej może być przedmiotem handlu[3].

Zostało to załatane w 2014.

Wersja na konsole

Exploity tutaj pokazane występują na konsolowej wersji Team Fortress 2.

By Class

Exploits that only work on specific classes.

Medic Exploits
  • "Needle Boosting" involves a player standing over a Medic, who then proceeds to shoot their Syringe Gun upward as the player jumps. Due to a physics error, the Medic's Syringe Gun needles propel the target upward.
Building and Engineer Exploits
  • An Engineer can constantly use their Teleporter to farm points, as they are awarded one half-point for every time they take their own Teleporter.
Spy Exploits

Map Specific

Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns. Exploits that are present in the Steam version work on console aswell.

2Fort
  • Entering Enemy's Spawn In both bases, an Engineer can build a Teleporter using the hole which lets players leave the left spawn room. They must build a Sentry Gun under the hole and jump onto it, then crouch jump whilst repeatedly attempting to build a Teleporter Exit inside the spawn room, which enemy Spies can use to enter the base. This exploit works as there is no func_nobuild brush stopping Engineers from building from under the spawn.
  • Entering Enemy's Spawn 2 A hole in the lower, right side of the No Enter symbol for BLU's base (the one next to the haystacks) can be used by RED players to get into the BLU spawn room.
  • Pointless Room - There is a spot in each Intelligence room, where a player can get other players stuck. This is a dead-end, because players cannot escape, unless they suicide. By building a Dispenser on the left wall of the left corridor (the one facing the Intelligence) and then by using the "jump through roofs" exploits to build a Teleporter Exit, a player can trap other players on their team. Enemies cannot be damaged from here.
  • Roof Holes - A hole in the roof of the BLU team's 'upstairs' room (above and behind the balcony) allows arcing projectiles (grenades and needles) to be fired into the 'upstairs' room just outside the BLU team's main respawn room. It can be used for taking out Sentry Guns placed in the corner of the 'upstairs' room. This looks intentional; however the same cannot be used on the RED team's base as chicken wire covers the hole.
Gravel Pit
  • Spawn Building - RED Engineers can build inside their spawn area by crouching on the office chair and facing the computer panel to its right. Once the vertical position of the blueprint changes to match the visible height of the panel (which only occurs in a particular spot), the Engineer can place their construction at a specific mid-air point (this essentially means repeatedly jumping while spamming the keys bound to Crouch and Primary Fire). (Fixed in Steam version, present in 360 and PS3 versions)
Dustbowl
  • Hiding in barrels - By standing or running into a breakable barrel while shooting at it, the player will faze through the barrel and be partly hidden. You can run out of it at any point but it requires you to redo the process to get back in it. This can also block enemy attacks until the barrel breaks.

Steam Version

Exploits that are present in the Steam version of Team Fortress 2.

By Class

Exploits that only work on specific classes.

Scout Exploits
  • With the Flying Guillotine, if the player runs towards a thin wall and throws the projectile, the projectile can go through the wall.
  • With the Boston Basher, if the player initiates a melee attack facing an enemy within range, but does not hit the enemy after the swing has finished, the Scout will not receive any self damage.
Soldier Exploits
  • After gaining a full rage meter for any banner item (Buff Banner, Battalion's Backup, or Concheror), equipping a different banner and blowing the horn while touching a resupply locker will transfer the rage to that banner.
  • The Cow Mangler 5000 can be fired through thin walls. This is mostly noticeable in Thunder Mountain's spawn gates.
  • The Kamikaze taunt can be used to kill enemies on the other side of a closed setup gate or a thin wall without being killed.
  • The Beggar's Bazooka can be loaded to 3 rockets, and if you taunt, you store the rockets until that taunt is ended. Taunts that make a player interact (High Five!, Conga, etc.) will only let the rockets from the Beggar's Bazooka fire once someone interacts or the taunt is cancelled.
Pyro Exploits
  • Using any of the Flamethrowers and firing in a downwards position will sometimes cause flame particles to go through thin walls, such as setup gates, and ignite players on the other side of the gate.
    • This can also be done by being inside another friendly player while shooting, and allows for you to fire at any angle.
  • The Flare Gun, Detonator, and Scorch Shot projectiles may sometimes be able to launch itself through thin walls if aimed at the right place.
  • Taunting with the Balloonibouncer in front of a wall will cause the player to submerge into the wall, causing the Pyro to be not visible or to be visible on the other side of the wall if the wall is thin enough.
  • Using the Dragon's Fury you can shoot through any spawn gates.
Demoman Exploits
  • Performing a reverse Schrodinger's Crouch will render the player immune to Sentry Gun fire while crouching.
    • However at certain angles, it is still possible for a Sentry Gun to damage you.
Heavy Exploits
Building and Engineer Exploits
  • If an Engineer switches to a different Wrench while having the Gunslinger equipped, holding an undeployed Mini Sentry Gun toolbox inside of a spawn room, the player can still place down a Mini-Sentry Gun.
  • An Engineer can use a Payload cart to push himself inside his own buildings, allowing the Engineer to perform a Stucklaunch.
Spy Exploits
  • A player can get an infinite Killstreak without ending an enemy Spy's Killstreak if the Spy feigns death with the Dead Ringer.
  • If the Spy is near the enemy spawn, and changes his loadout, he can instantly respawn in his own spawn.

Map Specific

Exploits that are map specific, these can usually get players out of bounds or get into enemy spawns.

Frontier
  • A Heavy wielding an all-class melee weapon can suicide on the cart, then another Heavy wielding any kind of Glove can pick up the dropped melee weapon, resulting in the heavy dropping the gloves into the world. The model for the various forms of gloves can be placed into the cart by repetitively switching between the two weapons, until the glove model is stuck into the train, separating the platform from the train, and the head of the train keeps moving while the platform is stopped. (so long as the BLU team stays on the disconnected platform.)
  • A RED Engineer can build a teleporter in the final spawnroom near the Resupply cabinet which makes it possible for BLU Spies to get into the RED spawn room.
  • Snipers can shoot through a window frame near the last control point.
  • Li'l Chew Chew can be glitched so that the platform will be far behind the actual engine. This lets the BLU team push the train without being near the engine.
  • When the final point is capped, any BLU players who were set to respawn at that time will appear in RED's final spawn room, instead of BLU's intended final spawn room.
  • Players can camp RED team's second spawn (BLU's 3rd) by using sticky bombs and firing at the top of a wall where the invisible walls cause the bombs to fall into the spawn area.
  • Engineers can place buildings in the pit at the end of the map, allowing players to teleport there.
2Fort
  • Holding Enemy Spawn Doors Open - Both teams can hold open the enemy's spawn door at the hay room by running into it while it is open. Should a member of the RED team attempt this, there is a chance for the player to get stuck in the door, unable to move, and end up getting dragged up and down with the door as the BLU team enters and leaves the spawn area.
Badwater Basin
  • BLU 1st Spawn
    • The tall pillar of rock in the middle of the respawn wall has a small place to stand on near the top. Soldiers and Demomen can camp up here.
    • The corner rock by the leftmost exit can have a sentry placed if the Engineer has the Wrangler and sentry jumps there.
  • Final Checkpoint
    • Right before the ramp down to the final checkpoint by the map room is a small roof. Sentry Guns and Teleporters can be built on this roof.
    • Between the 2 upper spawn doors in the corner above the lower spawn and health pack room is a small ledge. Sentry Guns and Teleporters can be built there.
    • The Pyro was able to suicide on the final point and his flamethrower would fall through the last point and it would detonate it. This has since been patched.
Steel
  • It is possible for a Pyro using any flamethrower to attack any enemies that are sitting on point A from behind the sliding steel door.
Well (Control Point) and Well (Capture the Flag)
  • Glitched Area - Backroom (Final Control points in cp_well and Intelligence room in ctf_well) - Allows Soldiers, Demomen, and Engineers to get into the roof area and on the beams. It is unconfirmed if this is an exploit or not as both teams can use it, higher areas are blocked by invisible walls and this hasn't been fixed by Valve, despite it having been in the game for a long time.
Suijin
  • Infinite Kamikaze Taunt - If a Soldier goes under one of the bridges in the middle he can repeatedly perform the Kamikaze taunt without dying. This can also be used by a Medic with the Meet the Medic (taunt), potentially crashing the server.
Upward
  • Taunt kill through floor - If a Soldier can get to the stairway, (the one under the health and ammo, second RED spawn) and rocket jump to a ledge, the Soldier and use the Equalizer or Escape Plan can kill players on the RED team. Standing in the right place won't kill you, despite the Kamikaze taunt doing so elsewhere.
  • Attacking first from last - On the path right outside the building housing the last point, it is possible to shoot over the wall into BLU's first spawn, as well as onto the path between the cart's initial position and the first point. However, this is extremely inefficient as only certain projectile weapons can achieve this alone.
Brickyard
  • Bonk Scout - If a Scout drinks bonk and intercepts, he can still carry the ball while under the influence of bonk.
Pipeline
  • Entering Enemy's Spawn - In the third map rotation, an Engineer can build a teleporter on the scale and let enemy Spies into the spawnroom.
Sawmill
  • There is a rock formation between the waterfall and the small health kit that has bugged collision. You can jump inside the rock, which can allow Snipers to easily kill enemies on the point, without being sniped themselves.
    • Keep in mind that bullets can still pass through the rock, so enemies can shoot you if they know you are there.

Patched Exploits in Steam Version

A list of some notable exploits patched within the Steam version of TF2.

Title Description Exists on Steam Exists on 360 Exists on PS3
Bunny Hopping A jumping technique that allowed players to move faster than they should by bypassing the velocity cap. No No Yes
Backstab no disguise break Whereby a Spy could backstab while retaining their disguise. No Yes Yes
Cloaked backstab Whereby a Spy could backstab while remaining Cloaked. No No Yes
Critical hit storing Whereby players are able to store Critical hits in their weapon. No No Yes
Crouch jump Whereby players are able to build Teleporters in places that they should not be able to, such as spawn rooms. No No No
config.cfg rebinding Whereby players could use an external program to rebind controls to console commands, could also be used to open the developer console on the console versions. Never Existed No Yes
Heavy Minigun Rev Whereby a Heavy was able to run and simultaneously rev up or fire their Minigun. No No Yes
Huntsman quick reload By switching to a different weapon and quickly switching back, it was possible to reload the Huntsman faster than intended. No Never Existed Never Existed
Item Schema manipulation An exploit that had been found by Gamemaster1379 on Reddit, he was able to edit the game files to change the data of the Giftapult to work as a Mann Co. Supply Crate Key, essentially allowing them to open any crate for 10c. it had been able to work since 2010 but was later patched in 2014. No Never Existed Never Existed
Infinite Sentry health Whereby a Spy and an Engineer working together can infinitely increase the health of a Sentry Gun by using the Red-Tape Recorder No Never Existed Never Existed
Infinite Heavy overheal Whereby a Heavy could use a Dalokohs Bar and the Gloves of Running Urgently to infinitely increase his overheal.[4] No Never Existed Never Existed
Infinite Frontier Justice crits An Engineer that had revenge Crits on the Frontier Justice could abuse a loadout-related glitch to gain infinite Crits for all weapons, including ones that don't normally Crit (such as the Southern Hospitality). No Never Existed Never Existed
Infinite Scout jump If a Scout enters the Civilian pose or "Reference pose", the Scout will be able to infinitely jump. No Never Existed Never Existed
Infinite Teleporter health Whereby an Engineer could infinitely increase the health of a Teleporter by moving and destroying the entrance. No No No
Invisible buildings Any Engineer picking up a building and immediately taunting would be able to use the weapon they taunted with whilst holding this building. If placed back down with the "build x" commands, these buildings would be invisible, leaving only the sentry shadow, Dispenser screen or teleporter effect. No Never Existed Never Existed
Invisible Sappers Spies can place Sappers on Buildings while being invisible. They can use the Red-Tape Recorder to make the sentry unbuild itself without having the Engineer being able to fix it. No Never Existed Never Existed
Level 3 Combat Mini-Sentry Whereby an Engineer could build a Combat Mini-Sentry that fires rockets by building a Level 3 Sentry Gun, switching to Gunslinger (either by respawning or using resupply lockers), then re-deploying the Sentry Gun. The resulted Sentry Gun would take only 2.5 seconds to build like a Combat Mini-Sentry, but fired rockets like a normal Sentry Gun. No Never Existed Never Existed
Melee damage stacking Whereby players could attack and then instantly switch to another weapon and back again, making the next attack with the melee weapon land instantly, and stack on the attack they were already making. No No Yes
Multiple buildings Several methods where the Engineer (or in some cases the Spy) could build multiple copies of all his buildings. No No No
Multiple buildings #2 An Engineer could pick up a building with the "Automatically respawn after loadout changes in respawn zones" option and change their loadout hereby glitching them into having a building being "carried" and allowing the Engineer to build multiple buildings using the "build x" commands. No Never Existed Never Existed
Multiple buildings #3 Whereby an Engineer can build an unlimited number of buildings by using the commands, "build 0 x", "build 1 x", and "build 2 x" (where x is the number of the building), and a Spy can build an unlimited number of Dispensers using "build 0 x" (where x is the number of the building). No Never Existed Never Existed
Needle Boosting Whereby players could be boosted by the Medic's Syringe Gun needles. No Yes Yes
Occlusion visualization cheat (cvar) Allowed players to make use of the built-in Performance UI to enable visible occluders which would let you then see through walls. No No No
Payload cart upgrading Where BLU Engineers could "upgrade" the Dispenser on the cart by hitting where the blue stream comes out of the pipe on the cart, allowing it to dispense health faster than normal.[5] No Never Existed Never Existed
Payload last point early explosion A player can continuously swap weapons on top of last point until weapon falls through hole and explodes with no Cart needed, causes the Cart to be invisible. No Never Existed Never Existed
Permanent ÜberCharge Whereby a disconnected Medic could continue to ÜberCharge his target indefinitely. No No Yes
Permanent ÜberCharge #2 Whereby a Medic is able to give himself an ever-lasting ÜberCharge for the rest of the round. It requires a player to have unlocked the Kritzkrieg, and is done by switching to the Kritzkrieg whilst deploying the Über in the team respawn room. This can also be done the opposite way around - by switching to the Medi Gun, giving the player infinite Critical hits for the rest of the round. Standing near a Dispenser (or Payload while attacking), healing a teammate, or being healed by a teammate will however end the charge. No Never Existed Never Existed
Permanent Atomic Punch Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item while moving into a supply cabinet. No Never Existed Never Existed
Permanent Atomic Punch #2 Where a Scout becomes permanently under the effect of Bonk! Atomic Punch by drinking the item and disconnecting from the internet. No Never Existed Never Existed
Permanent Regeneration By disconnecting from the server mid-taunt with the Amputator, the healing effect would stay on all in the healing radius (through death and class change), until they disconnected or the map changed. No Never Existed Never Existed
Powerjack afterburn heal A Pyro could switch to the Powerjack before an ignited enemy died from afterburn and still get the +75 health. No Never Existed Never Existed
Quantum crouch Where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations. No Yes Yes
Sapper wall sap Whereby a Spy could attach a Sapper to enemy buildings through thin walls. No No Yes
Surviving Kamikaze taunt Performing the Kamikaze taunt with the Rocket Jumper equipped to the primary slot will allow the Soldier to survive the taunt with no blast damage. This was removed and later re-implemented as a feature. No Never Existed Never Existed
Stuck PASS Time jack On Warehouse, if someone throws the ball between the crates and the wall, the ball can no longer be scored for either team. No Never Existed Never Existed
Spectator Halloween gift grab Briefly during the 2010 Halloween event, it was possible to pick up gifts whilst in spectator mode simply by running the free camera into them. No Never Existed Never Existed
Spectator earn achievements Whereby players could complete achievements by spectating other players who earned them. No Never Existed Never Existed
Teleporter door block Allowed Engineer players to block spawn doors with the help of Teleporters. No No Yes
Teleport Intelligence An exploit that allowed a player to teleport with the intelligence by dropping it next to the Teleporter, then picking it up as they were teleported. No Yes Yes
Teleporter point gain Whereby an Engineer could earn himself large amounts of points by using his own teleporter repeatedly. No Yes Yes
The Classic floating lasers A Sniper using The Classic can commit suicide after charging the shot, leaving the laser in midair. Doing this repeatedly could crash the server. No Never Existed Never Existed
Teleporter behind RED bamboo On Suijin, it is possible for an Engineer to build a teleporter exit behind the bamboo across from the front spawn door on the RED side of the map, trapping them. Does not happen to the BLU side. No Never Existed Never Existed

Update history

Aktualizacja z 5 października 2007
  • Fixed teleporter/spawn doorway exploit.

Aktualizacja z 25 października 2007

  • Fixed a Spy backstab exploit where you could stab a player who was not facing away from you.

Aktualizacja z 31 października 2007

  • Added anti-bunny hopping code.
  • Fixed a weapon switching exploit that allowed Snipers to fire slightly faster than intended.

Aktualizacja z 7 listopada 2007

  • Fixed exploit that allowed players to teleport with the intelligence.
  • Fixed several melee weapon switching exploits.

Aktualizacja z 15 listopada 2007

  • Fixed exploit where spectators could spawn into the world without actually joining a team.
  • Fixed an exploit that would allow players to jump out of the map in Hydro.

Aktualizacja z 20 listopada 2007

  • Fixed jump/taunt exploit.

Aktualizacja z 21 listopada 2007

  • Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2.

Aktualizacja z 20 grudnia 2007

  • Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.

Aktualizacja z 31 grudnia 2007

  • Fixed Sniper quick-switch exploit allowing them to avoid zoom/unzoom times.
  • Fixed an exploit allowing players to spawn into the enemy territory at the start of a round.

Aktualizacja z 19 lutego 2008

  • Fixed Badlands exploits and missing textures.

Aktualizacja z 20 marca 2008

  • Plugged an exploit where the server could send executable code to the client.

Aktualizacja z 29 kwietnia 2008 (Gold Rush Update)

  • Fixed exploit where clients could start benchmark mode on servers.
  • Fixed drowning exploit that allowed players to regenerate health.
  • Fixed reload exploit that allowed plays to fire instantly after switching weapons.
  • Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements.
  • Fixed a clip brush exploit outside blue Sniper deck on 2Fort.

Aktualizacja z 30 kwietnia 2008

  • Fixed potential "nuke" exploit in rcon subsystem.

Aktualizacja z 2 maja 2008

  • Fixed exploit where players could drop weapons onto the ground for other players to pickup.

Aktualizacja z 18 lutego 2009

  • Fixed loadout exploit.

Aktualizacja z 14 lipca 2009

  • Fixed setinfo exploit that allowed restricted convars to be set while connected to a server.
  • Fixed "jointeam unassigned" exploit.
  • Fixed being able to respawn during the chat time before a level change.
  • Prevented some exploits based on mat_dxlevel being changed in-game.

Aktualizacja z 13 sierpnia 2009

  • Fixed an exploit where the Huntsman could be reloaded faster than intended.

Aktualizacja z 7 grudnia 2009

  • Fixed Spies being able to disguise while performing a taunt.

Aktualizacja z 30 kwietnia 2010

  • Fixed the Engineer being able to build more than one of each type of building.

Aktualizacja z 9 lipca 2010

  • Fixed a bug that allowed sapped buildings to be picked up by the Engineer.

Aktualizacja z 13 lipca 2010

Aktualizacja z 19 lipca 2010

  • Fixed a bug where Teleporters could be given more than their normal amount of health.

Aktualizacja z 21 lipca 2010

  • Fixed a speed exploit related to benchmarks.

Aktualizacja z 18 października 2010

  • Fixed a Sentry Gun exploit that let Engineers build multiple sentries.
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler.

Aktualizacja z 19 października 2010

  • Fixed another Sentry Gun exploit that let Engineers build multiple sentries.
  • Fixed Engineers being able to build level 3 mini-sentries using The Wrangler for real this time.

Aktualizacja z 2 grudnia 2010

  • Fixed Engineers being able to destroy sapped buildings by issuing the command directly in the console.

Aktualizacja z 22 lutego 2011

  • Fixed a server crash exploit caused by malformed network packets.

Aktualizacja z 24 lutego 2011 (Community Map Pack Update)

  • Fixed another server crash exploit caused by malformed network packets.

Aktualizacja z 10 marca 2011 (Shogun Pack)

  • Fixed clients being able to use particle exploits on sv_pure servers.

Aktualizacja z 6 maja 2011

  • Removed ConVars "r_portalscloseall" and "r_flashlight_version2" to fix a wallhack exploit.

Aktualizacja z 23 czerwca 2011

  • [Nieudokumentowane] Fixed an exploit with the Chargin' Targe that allowed greater turning control than intended.

Aktualizacja z 1 lipca 2011 #2

Aktualizacja z 7 lipca 2011

  • Various clipping and exploit fixes on Barnblitz.

Aktualizacja z 23 sierpnia 2011

Aktualizacja z 2 września 2011

  • Fixed a server crash exploit caused by invalid player viewangles.

Aktualizacja z 15 września 2011

  • Fixed several exploit areas on Upward.

Aktualizacja z 13 października 2011

  • An exploit with non-printable characters causing lag on Windows servers has been fixed.
  • Various geometry fixes on Frontier.

Aktualizacja z 16 listopada 2011

  • Fixed an exploit that allowed untradable items to be traded with Steam trading.
  • Fixed a teleporter griefing position near control point B on Upward.

Aktualizacja z 16 grudnia 2011

Aktualizacja z 23 grudnia 2011

Aktualizacja z 2 lutego 2012

Aktualizacja z 23 lutego 2012

  • Adjusted Blue team's func_respawnroom in stage 1 to be flush against the door on Dustbowl.

Aktualizacja z 17 kwietnia 2012

  • Fixed being able to place buildings in nobuild zones.
  • Fixed Red team Pyros being able to grief teammates by attacking them with the flamethrower and then switching to team Spectator during the attack.

Aktualizacja z 10 maja 2012

  • Fixed a bug that allowed buildings to be built in nobuild/respawn volumes.

Aktualizacja z 28 czerwca 2012

  • Fixed exploit that allowed Beggar's Bazooka to indefinitely hold rockets in the chamber without misfiring.
  • Engineers can no longer build Teleporters behind the spawn on Doomsday.

Aktualizacja z 2 lipca 2012

  • Fixed exploit where the Scorch Shot could fire its short range kill pellet at the very beginning of the taunt.

Aktualizacja z 10 sierpnia 2012

  • Fixed a Medi Gun exploit that could leave players indefinitely invulnerable.

Aktualizacja z 4 września 2012

  • Added nobuild to stairs on center building where Engineers could build out of reach of Sentry Busters.
  • Fixed an exploit on Mannworks to prevent players from getting to normally unreachable areas.

Aktualizacja z 16 listopada 2012

  • Fixed an Mann vs. Machine exploit that allowed permanent ubercharge/critboost effects on non-Mann-Up servers.

Aktualizacja z 20 grudnia 2012

  • Fixed an exploit that allowed players to be permanently invulnerable.

Aktualizacja z 1 lutego 2013

  • Fixed exploit where players could be pushed into enemy spawn rooms by the Payload cart.
  • Fixed a ConVar exploit that allowed malformed values to circumvent range checks.

Aktualizacja z 2 lipca 2013

  • Fixed a case where a Medic deploying Kritzkrieg on a Spy would sometimes result in permanent crit boost.

Aktualizacja z 16 września 2013

  • Fixed a noclip exploit related to dueling and coaching.

Aktualizacja z 11 czerwca 2014

Aktualizacja z 24 lipca 2014

  • Fixed a case where move speeds could be exploited using player angles.
  • Fixed an exploit related to Bonk! Atomic Punch and Crit-a-Cola.
  • Fixed a bug related to cancelling the Eureka Effect taunt and teleporting immediately.

Aktualizacja z 13 sierpnia 2014

  • Fixed an exploit where Engineers could build level 3 mini-Sentry Guns.

Aktualizacja z 15 września 2014

  • Fixed an exploit where players could circumvent successful kick votes.

Aktualizacja z 1 października 2014

  • Fixed an exploit that allowed item nametags to go beyond the 40 character limit.

Aktualizacja z 15 października 2014

  • Fixed an exploit related to clients uploading files to servers.

Aktualizacja z 20 października 2014

  • Fixed another exploit that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt.

Aktualizacja z 29 października 2014

  • Fixed an exploit that allowed players to remove the ghost condition.

Aktualizacja z 4 listopada 2014

  • Fixed players using the tiny-melee-only curse to get outside of the playable area of the map.

Aktualizacja z 5 listopada 2014

  • Fixed the Rescue Ranger being able pick-up buildings through walls.
  • Fixed Engineers being able to pick-up buildings during Merasmus's third-person curses.

Aktualizacja z 13 listopada 2014

  • Fixed an exploit that involved players killing teammates with the meteor spell by switching to Spectator.
  • Fixed a bug that allowed weapons to be equipped in invalid loadout slots.

Aktualizacja z 15 stycznia 2015 #1

  • Fixed an exploit related to the Sniper's scope HUD panel.

Aktualizacja z 11 lutego 2015 #1

  • Fixed an exploit related to the "connect" command allowing servers to redirect clients when they should not be able to.

Aktualizacja z 12 marca 2015

  • Fixed an exploit related to material .vmt files and playing on servers using sv_pure.
  • Fixed an exploit where clients could bypass the name change timer.
  • Fixed an exploit related to the Gunslinger and hitting teammates to generate a guaranteed third hit that is critical.

Aktualizacja z 2 czerwca 2015 (Gun Mettle Update)

  • Fixed a .wav file exploit
  • Fixed a .bsp file exploit

Aktualizacja z 14 września 2016

  • Fixed an exploit related to placing buildings outside of the playable space.

Aktualizacja z 15 września 2016

  • Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.

Aktualizacja z 20 kwietnia 2017

  • Fixed an exploit where players could remain Übercharged beyond the normal time period.

Aktualizacja z 29 marca 2018

  • Fixed an issue that made it possible for a Scout to Infinitely jump using the Civilian pose due to the 3/28/2018 Update.

Aktualizacja z 25 lipca 2019 (Summer 2019 Pack)

  • Fixed and(sic) exploit where stickybombs could not be destroyed or pushed by the enemy team.

Aktualizacja z 18 stycznia 2020

  • Fixed an exploit related to the Heavy being invisible.

Aktualizacja z 7 kwietnia 2020

  • Fixed a server crash exploit.

Aktualizacja z 27 kwietnia 2020

  • Fixed Heavy exploit related to infinite overheal.

See also

References