· 6 years ago · Jul 11, 2019, 06:44 PM
1TF2 LIST of BUGS | last updated THURSDAY, 17 MAY 2018
2Bugs listed so far: 823 | 12 articles, 252 sections, 823 clauses
3
4This list is a collection of various bugs found throughout the Internet, mainly Reddit, GitHub, and the TF2 Wiki. Credit is given to their authors. Bugs, errors, inconsistencies, and other known issues found in the Microsoft Windows, macOS, and Linux platforms of Team Fortress 2 are found here. Bugs found in the Xbox 360 and PlayStation 3 platforms are not covered here.
5Please note that this list may not be 100% accurate or complete.
6Please contact me if you would like to add a bug.
7I can be reached via these media:
8http://steamcommunity.com/profiles/76561198255817810
9https://wiki.teamfortress.com/wiki/User:TeutonicTea
10https://www.reddit.com/user/TeutonicTea/
11https://pastebin.com/u/TeutonicTea
12
13[1] Weapon bugs:
14
15 [1.1] Shortstop bugs:
16
17 [1.1.1] If the player has their model detail set to medium or lower, the Scout will not break open the Shortstop to place bullets inside during each reload.
18
19 [1.1.2] If the player shoves an enemy to their death (via fall damage, suicide or environmental hazards) while dealing no other damage, it will not count as a finish off.
20
21 [1.1.3] If a player is killed via shove damage, it will count as a suicide.
22
23 [1.2] Soda Popper bugs:
24
25 [1.2.1] The 'Hype' meter can be charged and activated during Humiliation.
26
27 [1.2.2] On 4:3 resolutions, the 'Hype' meter will overlap the objective HUD.
28
29 [1.2.3] Equipping the Soda Popper along with the Atomizer will cause the multi-jump sound effect to play on a triple jump, even though 'Hype' is not activated.
30
31 [1.2.4] When viewed in the class selection screen, a shell can be seen behind the Crit-a-Cola portion of the Soda Popper.
32
33 [1.2.5] If the player opens a resupply locker to switch weapons while 'Hype' is activated, the Soda Popper's effects will be present on the swapped weapons.
34
35 [1.2.6] Activating the Soda Popper loops the sound to ear-splitting levels. This may not be limited to the Soda Popper only.
36
37 [1.3] Baby Face's Blaster bugs:
38
39 [1.3.1] On 4:3 resolutions, the 'Boost' meter will overlap the objective HUD.
40
41 [1.4] Lugermorph bugs:
42
43 [1.4.1] When "Details" is selected for a Lugermorph obtained from Poker Night at the Inventory, the Mann Co. Catalog will jump to the first item, the Kritzkrieg, likely due to its separate internal item ID from the original.
44
45 [1.4.2] No clip is removed or loaded when reloading.
46
47 [1.5] C.A.P.P.E.R bugs:
48
49 [1.5.1] The Killstreak sheens for the C.A.P.P.E.R travel upwards towards the top fin instead of towards the front like standard weapons.
50
51 [1.5.2] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
52
53 [1.6] Bonk! Atomic Punch bugs:
54
55 [1.6.1] On hit effects, such as the ones triggered by the Blutsauger, will trigger as any normal attack would.
56
57 [1.6.2] If the player commits suicide while under the effects of the Bonk! Atomic Punch, the kill will be awarded to the last player on the enemy team who dealt damage using a weapon against the original player, even if their character was temporarily invincible at the time the damage was taken.
58
59 [1.6.3] Despite being unable to capture a control point while under the effects of the Bonk! Atomic Punch, if a Scout is standing on one when it is captured, the Scout will still receive points for the capture.
60
61 [1.6.4] If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of the Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.
62
63 [1.6.5] If a Scout is knocked into the air while drinking, it will consume the Bonk! Atomic Punch, but no effect will be applied.
64
65 [1.7] Mutated Milk bugs:
66
67 [1.7.1] Taunting while holding the Mutated Milk will cause the bread monster inside the jar to stop moving. This can be fixed by switching to another weapon.
68
69 [1.8] Flying Guillotine bugs:
70
71 [1.8.1] The cleaver can pass through thin walls (less than 16 Hammer units thick) such as setup gates when thrown at the correct angle.
72
73 [1.8.2] Enemies killed and turned into ragdolls are sent flying at a strange angle sideways.
74
75 [1.8.3] Deflected cleavers do not deal mini-crit damage to enemies.
76
77 [1.8.4] When using the minimal HUD, the recharge meter may be labeled as "LEAVER".
78
79 [1.8.5] Holding down the secondary attack key while throwing the Flying Guillotine will stop the Scout's weapon from changing while the key is held. If the key is held down until the Flying Guillotine has recharged, it will be thrown again, but no animation will be played for it. Additionally, other players will still see the Scout holding the Flying Guillotine while the key is held down.
80
81 [1.9] Batsaber bugs:
82
83 [1.9.1] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
84
85 [1.9.2] If a Specialized or Professional Killstreak Kit is applied to the Batsaber, the white glowing center will turn transparent whenever the sheen appears.
86
87 [1.10] Sandman bugs:
88
89 [1.10.1] Rarely, if a player throws the baseball at a wall while the Scout is in close range and they pick it up off the ground, let it refill, or opens a resupply locker, the recharge bar will be full but the baseball will be missing resulting in it not being usable until the player dies.
90
91 [1.10.2] Sometimes, if an enemy Pyro uses their compression blast to send the baseball back and it hits a friendly player, the Scout may play a voice line implying the baseball had hit an enemy.
92
93 [1.10.3] In instances where the recharge meter is full, and the Scout holds the baseball ready, it cannot be launched.
94
95 [1.10.4] Slowing opponents while they are taunting will make them able to move at the reduced slow speed before the taunt's completion, unless a moonshot is achieved.
96
97 [1.10.5] If the player throws the baseball directly on their feet, they will immediately retrieve the baseball, leading to the Scout showing the animation, but not launching the baseball.
98
99 [1.11] Holy Mackerel and Unarmed Combat bugs:
100
101 [1.11.1] Assisted fish/arm kills with the Holy Mackerel or the Unarmed Combat are not highlighted in the kill feed like other kills and assists.
102
103 [1.12] Candy Cane bugs:
104
105 [1.12.1] If a Heavy equipped with the Sandvich picks up a small health kit dropped by the Candy Cane, it will not replenish his Sandvich.
106
107 [1.12.2] The textures lack a difference between low and medium texture detail settings.
108
109 [1.13] Wrap Assassin bugs:
110
111 [1.13.1] If a player is hit by a friendly Scout's ornament that was deflected by an enemy Pyro, that player will take no damage, even though the bleed icon appears on the HUD.
112
113 [1.13.2] The ornament is unable to pass through some entities, like open respawn area doors, much like a previously patched bug with the Righteous Bison.
114
115 [1.14] Rocket Launcher bugs:
116
117 [1.14.1] While reloading, the Rocket Launcher will occasionally appear to load an extra rocket.
118
119 [1.15] Direct Hit and Liberty Launcher bugs:
120
121 [1.15.1] The Direct Hit and the Liberty Launcher use player lightwarp textures instead of weapon lightwarp textures.
122
123 [1.16] Rocket Jumper bugs:
124
125 [1.16.1] When reloading, the Soldier's left hand clips through the front of the weapon.
126
127 [1.17] Cow Mangler 5000 bugs:
128
129 [1.17.1] This weapon does not glow when mini-crit boosted.
130
131 [1.17.2] The Cow Mangler 5000's projectile can pass through thin walls, such as setup gates when fired at the correct angle.
132
133 [1.17.3] The Cow Mangler 5000 will fire a charged shot even if the charging process is interrupted by getting stunned, or the Soldier's team losing.
134
135 [1.17.4] Deactivating an enemy Sentry Gun during Humiliation will cause them to reactivate afterward and shoot the winning team.
136
137 [1.17.5] The fire damage self-inflicted on the Soldier by the Cow Mangler 5000 is treated as an environmental hazard. As such, the last enemy to injure the player will be credited in the kill feed should the Soldier die from the afterburn damage.
138
139 [1.17.6] If the player changes from the Cow Mangler 5000 to another primary weapon using a resupply locker while charging a shot, they will be stuck with the slower moving speed until they change classes or finish firing the charged shot. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=UC8RKWcPLRY
140
141 [1.17.7] Rarely, after a moment of not firing, the Soldier will automatically reload the Cow Mangler 5000's clip, regardless of the player's automatic reload setting.
142
143 [1.17.8] When minimizing the game with the Cow Mangler 5000 equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.
144
145 [1.17.9] When killing a player going to destroy the payload cart on Hightower, the Soldier will be awarded a Kamikaze taunt kill.
146
147 [1.17.10] Killing a player with a charged shot may not display the crit death icon if it was a direct hit.
148
149 [1.17.11] The idle particle effects appear when the player is killed when having the Cow Mangler 5000 as the active weapon (such as spectating someone else).
150
151 [1.18] Original bugs:
152
153 [1.18.1] The reloading sound effect does not play. Instead, it defaults to the Rocket Launcher's reloading sound effect. However, other players can hear the reloading sound effect playing.
154
155 [1.19] Beggar's Bazooka bugs:
156
157 [1.19.1] Rockets will occasionally hang stationary in the air until a player runs into it.
158
159 [1.19.2] If a player on the losing team is loading rockets as the round ends, the sound will keep playing through Humiliation.
160
161 [1.19.3] If the player keeps holding the primary attack key after losing, the Soldier will keep loading, then will misfire and fire three rockets during Humiliation, potentially killing the other team.
162
163 [1.19.4] Taunting after loading a rocket will not release the rockets from the player's weapon clip. Additionally, partner or group taunts will store the rockets in the same way; they will be released if the taunt ends or if the taunt key is pressed again. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=3r-tlpdzAMM
164
165 [1.20] Buff Banner bugs:
166
167 [1.20.1] The Buff Banner's bugle is missing rimlights/phong shading/lightwarp textures.
168
169 [1.21] Concheror bugs:
170
171 [1.21.1] The health regeneration rate will reset if the player rocket jumps with the Rocket Jumper.
172
173 [1.21.2] If a player holds down the primary attack key after the end of activation to keep a buff ready for deployment, the Soldier will lower the Concheror. The other backpack weapons have the Soldier keep his bugle held until the key is released.
174
175 [1.21.3] The Strange Concheror can rank up during battles against bots and when sv_cheats is set to 1.
176
177 [1.22] Righteous Bison bugs:
178
179 [1.22.1] The attribute "-34% clip size" is missing.
180
181 [1.22.2] The Righteous Bison's projectile can pass through thin walls, such as setup gates when fired at the correct angle.
182
183 [1.22.3] Rarely, after a moment of not firing, the Soldier will automatically reload the Righteous Bison's clip, regardless of the player's automatic reload setting.
184
185 [1.22.4] In the client view, while crouching, the projectile will appear to fire much higher than the weapon model.
186
187 [1.22.5] When minimizing the game with the Righteous Bison equipped, the ammo portion of the HUD may disappear. Looking at the scoreboard may fix this.
188
189 [1.23] B.A.S.E. Jumper bugs:
190
191 [1.23.1] One can craft the B.A.S.E. Jumper with incorrect slot and class tokens (i.e. Demoman class token with Secondary slot token).
192
193 [1.23.2] If a player dies with a deployed parachute, the parachute will stay open while the player's ragdoll falls at standard speed.
194
195 [1.23.3] The B.A.S.E Jumper's bag disappears when the parachute is deployed, instead of using the intended opened version.
196
197 [1.24] Panic Attack bugs:
198
199 [1.24.1] Due to this weapon being a primary weapon for the Engineer, it can be crafted using a Soldier, Pyro or a Heavy class token and a Primary slot token in place of Secondary slot.
200
201 [1.24.2] The quality of the backpack icon is affected depending on the texture quality of the game, which is not a normal behavior, as other backpack icons for other items are not affected depending on the texture quality that the player set.
202
203 [1.25] Pain Train bugs:
204
205 [1.25.1] Fire and projectile damage from the Huntsman may inadvertently be increased against the player.
206
207 [1.26] Half-Zatoichi bugs:
208
209 [1.26.1] The character loadout shows the Demoman wielding the Half-Zatoichi with one hand instead of with both hands. A Spy disguised as a Demoman wields the Half-Zatoichi one-handed as well.
210
211 [1.26.2] It is possible to get the Demoman achievement "Scotch Tap" twice with the Half-Zatoichi.
212
213 [1.26.3] In Mannpower, using the Grappling Hook via the action key when the player is below 50 health will kill the player instead of not letting them use the Grappling Hook.
214
215 [1.26.4] Performing the Shred Alert, Fresh Brewed Victory, Spent Well Spirits, or the Bad Pipes taunt while using the bloody Half-Zatoichi will taunt with the RED equipment regardless of the team.
216
217 [1.27] Disciplinary Action bugs:
218
219 [1.27.1] The extra range allows the player to hit enemies completely behind them from a point-blank range.
220
221 [1.28] Market Gardener bugs:
222
223 [1.28.1] The state of "launched by explosion" can be prolonged by bunny hopping, which allows the Market Gardener to crit after technical landing, and can theoretically be extended indefinitely.
224
225 [1.28.2] There is sometimes a glitch when playing the game with DirectX 8 that causes the model to flip backward.
226
227 [1.28.3] The Market Gardener uses player lightwarp textures instead of weapon lightwarp textures.
228
229 [1.29] Flame Thrower bugs. For more information, visit https://docs.google.com/document/d/1EqUMvk3dpO1gLQLmUaHn7DyLrK-dj3qnPzz8Mb21-vw/edit:
230
231 [1.29.1] Rarely, when the Flame Thrower is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
232
233 [1.29.2] Compression blast cooldown is increased after swapping weapons. This affects the Pyro’s ability to deflect continuous projectile fire. Swapping weapons does not increase the cooldown of any other weapon.
234
235 [1.29.3] The pilot light on the Botkiller variants does not appear.
236
237 [1.29.4] Using a voice command will cause the Flame Thrower to follow the Pyro's left hand.
238
239 [1.30] Backburner bugs:
240
241 [1.30.1] The attribute "No random critical hits" is missing.
242
243 [1.30.2] Rarely, when the Backburner is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
244
245 [1.30.3] Using a voice command will cause the Backburner to follow the Pyro's left hand.
246
247 [1.31] Degreaser bugs:
248
249 [1.31.1] Rarely, when the Degreaser is turned off during full crits, the flame effect can still be seen though the fix of the loophole, unlike a similar bug with the Minigun, the "flame" can only be seen by the player.
250
251 [1.32] Phlogistinator bugs:
252
253 [1.32.1] In some cases, when the player switches from Pyro to another class, they will have only 50 ammo.
254
255 [1.32.2] Occasionally after activating 'Mmmph', the charged particle effect may remain on the muzzle of the weapon. This can be easily fixed by switching to another weapon and then back again.
256
257 [1.32.3] After activating 'Mmmph' followed by switching classes, the 'Mmmph' glowing particle effect will be present when taunting.
258
259 [1.32.4] 'Mmmph' gained is not reduced to reflect damage resistance. For example, hitting a Spy protected by the Dead Ringer will enable the Pyro to fill his 'Mmmph' meter, despite the Spy not having enough health to do so normally.
260
261 [1.32.5] In some cases, fire particles still in the air while activating 'Mmmph' will also be crit boosted.
262
263 [1.32.6] If 'Mmmph' is activated and the round changes, the effect will continue until the 'Mmmph' meter is depleted.
264
265 [1.32.7] If the player is switched to the enemy team when the round ends with a full 'Mmmph', the charged particle effect in client view will still be the old team's color.
266
267 [1.32.8] Performing a taunt with a full 'Mmmph' will cause the charge particle effect to disappear. This bug can be fixed by switching weapons.
268
269 [1.32.9] If the player activates 'Mmmph', and then quickly picks up a different flame thrower from the ground, the new weapon will retain the remaining crit boost gained from 'Mmmph'.
270
271 [1.32.10] The Pyro's hands do not hold this weapon when inspecting it.
272
273 [1.33] Rainblower bugs:
274
275 [1.33.1] This weapon does not glow when crit boosted. Furthermore, when crit boosted, the sound it makes is of the Flame Thrower.
276
277 [1.33.2] While spectating a player with the Rainblower, the default particles from the Flame Thrower shoot out.
278
279 [1.33.3] As with most other taunts, performing the Armageddon taunt and being knocked into the air will cancel the taunt but not its animation. However, it will also leave the taunt's particle effects at the place the taunt was initially performed, though it will not damage enemies. This will also occur if the player is killed during the taunt animation.
280
281 [1.34] Dragon's Fury bugs:
282
283 [1.34.1] The projectile can go through thin walls such as setup gates when fired at a correct angle.
284
285 [1.34.2] This weapon deals 75 damage to buildings, despite the fact that they are not actually on fire at all times.
286
287 [1.35] Flare Gun bugs:
288
289 [1.35.1] The movement of the hammer seem to be reversed. When ready to fire, the hammer is uncocked. In the middle of firing, the hammer is cocked, and the Pyro's action of resetting the hammer does not line up.
290
291 [1.35.2] It is possible to damage yourself with the Flare Gun. It will only ever deal 25 damage and the kill icon is that of the Detonator. This also works with the Manmelter. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=GCGY2JTh-wI
292
293 [1.36] Detonator bugs:
294
295 [1.36.1] Being affected by the detonation explosion (even by self-damage) will remove the visual effects of Jarate and bleeding from the player's screen.
296
297 [1.36.2] When an enemy is hit with a detonated flare, the blood particles will come from where the flare was detonated, instead of the player.
298
299 [1.36.3] Firing the Detonator underwater will not fire any flares or waste any ammo, but will immediately play the sound of a flare impacting a surface with no effect.
300
301 [1.36.4] The Detonator's kill icon is cut off; the explosion is missing.
302
303 [1.36.5] The movement of the hammer seem to be reversed. When ready to fire, the hammer is uncocked. In the middle of firing, the hammer is cocked, and the Pyro's action of resetting the hammer does not line up.
304
305 [1.37] Manmelter bugs:
306
307 [1.37.1] When the Manmelter's projectile is deflected, it is deflected as a flare.
308
309 [1.37.2] The crits counter does not show when the active weapon is not the Manmelter.
310
311 [1.37.3] Holding down the secondary attack key while taunting will cause the weapon's ash-sucking visual effect to be stuck even if the Pyro switches to a different weapon.
312
313 [1.37.4] While holding down the secondary attack key after having saved up charges, trying to fire while still holding the secondary attack key plays the animation of firing a critical shot. Saved critical shots are rapidly lost during this sequence.
314
315 [1.37.5] Occasionally the ash-suck particle effect may not appear.
316
317 [1.37.6] When using the minimal HUD, the crits counter will overlap with the 'Mmmph' meter.
318
319 [1.38] Scorch Shot bugs:
320
321 [1.38.1] The flare can pass through thin walls, such as setup gates when fired at the correct angle.
322
323 [1.38.2] If the player taunts and is moved, the flare will still fire from the original place.
324
325 [1.38.3] If the player fires the last flare and taunts, the player is still able to perform the Execution taunt.
326
327 [1.38.4] If the player is crit boosted while taunting, the flare will instead deal critical damage rather than instantly killing the target.
328
329 [1.39] Gas Passer bugs:
330
331 [1.39.1] Being soaked by the Gas Passer, then explosive jumping with the Rocket Jumper or the Sticky Jumper will still light the user on fire, despite the fact that they deal no damage to the user.
332
333 [1.40] Thermal Thruster bugs:
334
335 [1.40.1] There is severe clipping on the undeployed Thermal Thruster model with itself.
336
337 [1.41] Axtinguisher bugs:
338
339 [1.41.1] The Festive variant does not glow when crit boosted.
340
341 [1.41.2] The Festive variant's viewmodel is not affected by minimized viewmodels.
342
343 [1.41.3] The ribbons on the Festive variant will occasionally deform.
344
345 [1.42] Lollichop bugs:
346
347 [1.42.1] This weapon does not glow when crit boosted.
348
349 [1.43] Hot Hand bugs:
350
351 [1.43.1] If the player assists a slap kill, the kill icon will not be highlighted in the kill feed like other kills and assists.
352
353 [1.43.2] The glove is always the RED version (grey color) in the client view.
354
355 [1.43.3] Taunt kills with the Hot Hand will announce two kills in the kill feed: one for the Hadouken kill and one for a slap kill.
356
357 [1.43.4] This weapon's viewmodel is not affected by minimized viewmodels.
358
359 [1.43.5] The weapon's damage penalty is actually 15%, not the 20% stated in the description.
360
361 [1.43.6] This weapon does not glow when crit-boosted.
362
363 [1.44] Loch-n-Load bugs:
364
365 [1.44.1] Grenades fired bounce off certain dynamic surfaces such as the moving walkways of Nucleus, as well as teammates.
366
367 [1.44.2] The Demoman achievement "Glasg0wned" cannot be earned with the Loch-n-Load.
368
369 [1.45] Ali Baba's Wee Booties and Bootlegger bugs:
370
371 [1.45.1] If a Spy changes their disguise from a different class to a Demoman wearing Ali Baba's Wee Booties or the Bootlegger, their disguise weapon will be that of the previous disguise. For example, if they were a Pyro wielding the Degreaser before changing to a Demoman wearing Ali Baba's Wee Booties or the Bootlegger, their disguise will still be wielding the Degreaser, but be a Demoman to enemy players.
372
373 [1.46] Loose Cannon bugs:
374
375 [1.46.1] Deflected cannonballs do not deal mini-crit damage.
376
377 [1.46.2] Since the cannonball impact is considered to be explosive damage, it will gib players on kill should their health be low enough.
378
379 [1.46.3] The Loose Cannon uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrel.
380
381 [1.47] Iron Bomber bugs:
382
383 [1.47.1] Due to how the model is rigged, the barrels do not spin during the firing animation.
384
385 [1.47.2] The Iron Bomber uses the same reload animation as the Grenade Launcher, resulting in it reloading downwards instead of in the barrels.
386
387 [1.48] Stickybomb Launcher bugs:
388
389 [1.48.1] The Demoman achievement "Sticky Thump" can sometimes be earned with the Stickybomb Launcher.
390
391 [1.48.2] Actions such as switching weapons and attacking using your melee weapon either blocks or delays your ability to detonate stickybombs. Further investigation reveals that this did not happen in earlier versions of Team Fortress 2. While part of this bug has been fixed in the December 13, 2017, patch, it still persists. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=AtPeAzYuXaE
392
393 [1.48.3] When changing the styles on the Festive variant, the preview does not show the light bulbs.
394
395 [1.48.4] Stickybombs fired at a moving target will be stuck in the air at the point where the stickybomb and the target met. This can also happen with targets that have the ability to move, but have yet to do so, such as the rocket on Doomsday.
396
397 [1.48.5] Stickybombs do not leave an explosion mark on the ground. Other projectiles, like rockets and grenades, do leave one.
398
399 [1.49] Chargin' Targe bugs:
400
401 [1.49.1] This weapon's worldmodel does not glow when crit boosted.
402
403 [1.49.2] The Festive variant does not glow when crit boosted.
404
405 [1.49.3] When active, after respawning after death while equipped with the Chargin' Targe, a non-interactive model can be seen through textures and players.
406
407 [1.50] Scottish Resistance bugs:
408
409 [1.50.1] Stickybombs that automatically detonate after the fifteenth one is fired will not destroy enemy stickybombs.
410
411 [1.50.2] If the player automatically reconnects to a server after they timeout, the stickybombs they have placed will lose their glows, but can still be detonated.
412
413 [1.50.3] Sometimes, under rare circumstances, the outline from placed stickybombs cannot be seen through walls, though they are still there and can still be detonated. It is related to where the Demoman is standing and looking from, and moving to stand in a different spot will usually make them reappear. This is a separate bug from the clause above, unrelated to connection issues. It may be related to visleaves, but that is just speculation.
414
415 [1.50.4] If the player disables Payload cart glow in Advanced multiplayer options running DirectX 9, the Scottish Resistance's stickybombs will also stop glowing.
416
417 [1.50.5] If the stickybombs are detonated while they are moving (i.e. immediately after they are pushed by compression blast, rockets, grenades, or while in mid-flight) the kill feed will show the Stickybomb Launcher's kill icon.
418
419 [1.51] Sticky Jumper bugs:
420
421 [1.51.1] The Demoman achievement "Second Eye" can sometimes be earned with the Sticky Jumper.
422
423 [1.52] Splendid Screen bugs:
424
425 [1.52.1] This weapon's worldmodel does not glow when crit boosted.
426
427 [1.53] Quickiebomb Launcher bugs:
428
429 [1.53.1] In Mannpower, the Quickiebomb Launcher is unaffected by the Precision powerup.
430
431 [1.54] Eyelander, Horseless Headless Horsemann's Headtaker, and Nessie's Nine Iron bugs:
432
433 [1.54.1] Killing someone and then switching to another melee weapon with the resupply locker will retain the eye effect on the Demoman.
434
435 [1.55] Ullapool Caber bugs:
436
437 [1.55.1] The Ullapool Caber may sometimes appear detonated when it is not. This can occur after hitting a friendly building, a pumpkin bomb, an enemy, or the resupply locker as it opens. It will sometimes not deliver the explosive damage to the enemy but will still deal full explosion damage to the player. Additionally, switching to another weapon after detonating the Ullapool Caber may result in it appearing undetonated.
438
439 [1.55.2] The Ullapool Caber does not mini-crit when used with the Chargin' Targe, Splendid Screen, or the Tide Turner.
440
441 [1.55.3] While stickybomb jumping with the Ullapool Caber as the active weapon, the Demoman will say voice lines which should normally be played when scoring an explosive hit.
442
443 [1.55.4] Taunting with any action taunts that use props (Shred Alert for example) while using the Ullapool Caber will taunt with the Ullapool Caber instead. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=HPZeZVnJPIQ
444
445 [1.56] Minigun bugs:
446
447 [1.56.1] Occasionally, when the Minigun is being fired as the player dies, the weapon firing effects and sound will still be shown/heard while the player is waiting to respawn. Once the player respawns, the Minigun will appear to be firing upwards; it will then stop "shooting", and move up and down several times, then continue in its normal state.
448
449 [1.56.2] If the Minigun is spun up with one bullet left, lightly tapping the primary attack key will cause the Minigun to appear to be firing without any ammo.
450
451 [1.57] Iron Curtain bugs:
452
453 [1.57.1] The muzzle flash is further out than the actual barrel.
454
455 [1.57.2] If a player's internet connection is lost then regained while the Iron Curtain is being wound up, the sound of the Iron Curtain being wound up is heard, but the barrel does not spin up. This can easily be corrected by winding up the Iron Curtain again.
456
457 [1.58] Natascha bugs:
458
459 [1.58.1] The damage resistance while spun up is not affected by critical hits, causing the Heavy to receive full damage instead.
460
461 [1.58.2] When empty, the dry fire sound does not loop properly and cuts out after 8 clicks.
462
463 [1.59] Brass Beast bugs:
464
465 [1.59.1] The damage resistance while spun up is not affected by critical hits, causing the Heavy to receive full damage instead.
466
467 [1.59.2] During deployment, the sound of the Brass Beast will pause for a brief second before resuming at a louder volume.
468
469 [1.59.3] While firing, the bullets will seem to originate from the right of the Brass Beast in client view.
470
471 [1.59.4] In some instances, it can appear as if the gun is shooting in a different direction to where it is. This can be encountered when a Heavy is shooting below him while on a ledge.
472
473 [1.60] Tomislav bugs:
474
475 [1.60.1] When firing, the muzzle flash may not be correctly displayed.
476
477 [1.60.2] The Tomislav's ambient occlusion bake is inconsistent with the model; the portion where the gun attaches to the barrel is inconsistent from where the ambient occlusion bake shows the attachment's shadow should be.
478
479 [1.61] Huo-Long Heater bugs:
480
481 [1.61.1] The fire ring can damage enemies while underwater.
482
483 [1.61.2] The ring still can have an afterburn effect on a Pyro, if the Pyro has been injured by another Huo-Long Heater.
484
485 [1.62] Sandvich bugs:
486
487 [1.62.1] If the Sandvich is the active weapon during Humiliation, it can still be thrown by using the secondary attack, and taunting will still restore the player to full health.
488
489 [1.62.2] When a player consumes the Sandvich with the FrankenHeavy item set equipped, the Sandvich's eating time is reduced to three seconds. However, the healing rate does not change, so the Heavy only heals up to 225 health.
490
491 [1.62.3] The Festive variant does not glow when crit boosted.
492
493 [1.63] Robo-Sandvich bugs:
494
495 [1.63.1] The attribute "Eat to regain up to 300 health. Alt-fire: Share a Sandvich with a friend (Medium Health Kit)" is missing.
496
497 [1.63.2] If the Robo-Sandvich is the active weapon during Humiliation, it can still be thrown by using the secondary attack.
498
499 [1.63.3] When a player consumes the Robo-Sandvich with the FrankenHeavy item set equipped, the Robo-Sandvich's eating time is reduced to three seconds. However, the healing rate does not change, so the Heavy only heals up to 225 health.
500
501 [1.63.4] The "bite" bodygroup does not remove the original model, causing the bite model to clip into the regular model and render it twice.
502
503 [1.64] Dalokohs Bar bugs:
504
505 [1.64.1] If the Dalokohs Bar is the active weapon during Humiliation, it can still be thrown by using the secondary attack, and eaten via taunting.
506
507 [1.65] Fishcake bugs:
508
509 [1.65.1] The player can use the restore option on the Fishcake to make it tradable.
510
511 [1.65.2] The BLU texture is missing the normal map.
512
513 [1.66] Buffalo Steak Sandvich bugs:
514
515 [1.66.1] The speed increase from the Buffalo Steak Sandvich overrides the speed increase from the Disciplinary Action and Concheror, so a Heavy hit with the Disciplinary Action or buffed with the Concheror will move faster than a Heavy who has eaten a Buffalo Steak Sandvich and also been hit with the Disciplinary Action or buffed with the Concheror.
516
517 [1.66.2] If the Buffalo Steak Sandvich is the active weapon during Humiliation, it can still be thrown around by using the secondary attack.
518
519 [1.67] Second Banana bugs:
520
521 [1.67.1] Two of the peels have their jigglebones reversed.
522
523 [1.68] Warrior's Spirit bugs:
524
525 [1.68.1] This weapon is missing rimlights/phong shading/lightwarp textures.
526
527 [1.69] Fists of Steel bugs:
528
529 [1.69.1] Damage from most taunts is reduced by the Fists of Steel as if they were ranged attacks. In fact, only the Decapitation, Dischord, and the Fencing taunt are not treated this way.
530
531 [1.70] Holiday Punch bugs:
532
533 [1.70.1] This weapon does not glow when crit boosted.
534
535 [1.70.2] If a player has performed the High Five! taunt, landing a critical hit on that player from the front with the Holiday Punch will cause the Heavy and his enemy to taunt. The same will happen for two enemies if the players crit the enemy facing the one who performed the taunt.
536
537 [1.70.3] The Strange Holiday Punch counts tickles as times the player has hit an enemy with a critical hit, therefore even if the enemy is already laughing or taunting, the counter will still rise. This also means that other Heavies wearing the Holiday Punch that are forced to laugh will not increase the counter.
538
539 [1.71] Frontier Justice bugs:
540
541 [1.71.1] When dying while having revenge crits, occasionally the crit sound will continuously loop until the map changes or the player reconnects to the server.
542
543 [1.71.2] While performing the Thriller taunt, the guitar gibs still spawn in front of the Engineer.
544
545 [1.71.3] Revenge crits can be carried over from the warm-up stage to the beginning of the round in Competitive Mode.
546
547 [1.72] Widowmaker bugs:
548
549 [1.72.1] Due to rounding, sometimes the amount of metal gained by a shot will be slightly less than the damage value displayed.
550
551 [1.73] Pomson 6000 bugs:
552
553 [1.73.1] The attribute "-34% clip size" is missing.
554
555 [1.73.2] The projectiles fired by the Pomson 6000 are fired slightly below the reticule.
556
557 [1.73.3] Rarely, after a moment of not firing, the Engineer will automatically reload the Pomson 6000's clip, regardless of the player's automatic reload setting.
558
559 [1.73.4] While holding down the primary attack key, if you hold down the secondary attack key simultaneously the Pomson 6000 will be placed into a loop of the reloading animation until both keys have been released.
560
561 [1.74] Rescue Ranger bugs:
562
563 [1.74.1] Deflected bolts from Pyros do not heal buildings.
564
565 [1.74.2] When hauling a Level 3 Sentry Gun from a distance, the player may be unable to deploy it.
566
567 [1.74.3] Bolts appear to repair redeployed buildings even when they cannot yet be repaired due to not having finished reconstruction.
568
569 [1.74.4] If the Engineer hauls a building when a Spy just sapped it, the Engineer will successfully pack up, however, before redeploying the building, the Sapper model will appear on the blueprint and will constantly damage it, but since it is impossible to damage the building while hauled, the building health will keep regenerating as well. If the player deploys the building, the Sapper will not be able to be destroyed, but the building still works normally.
570
571 [1.74.5] Rescue Ranger kills count as Sentry Gun kills in Engineer contracts.
572
573 [1.74.6] When crouching, the bolts are fired from above the actual location.
574
575 [1.75] Wrangler bugs:
576
577 [1.75.1] The laser emitted from the Sentry Gun while using the Wrangler may travel through some walls and occasionally move back and forth very quickly.
578
579 [1.75.2] Picking up a wrangled Sentry Gun will leave the Wrangler shield visual effect in place for a short time. Also, upon deploying the Sentry Gun and wrangling it, the laser will emit from strange points, such as enemy Sentry Guns. This can be fixed by switching to another weapon then back to the Wrangler.
580
581 [1.75.3] Using a wrangled Sentry Gun while the Sentry Gun is placed on a moving platform will result in the shield being left behind when the platform and the Sentry Gun move.
582
583 [1.75.4] There is currently a glitch which causes the targeting laser of the Sentry Gun to be emitted from the eyes of allies when the player aims at them. This can make it somewhat harder to aim at enemies. The glitch is only present on the player's screen; no other players will see the effect.
584
585 [1.75.5] The Sentry Gun can retain the shield and laser effects even when the Wrangler is not the currently held weapon. It may still operate normally, without taking reduced damage, but may also retain the wrangled behavior, including a functional shield, if the player builds the Sentry Gun and then changes his character loadout to equip the Wrangler. The glitch persists upon the death of the Sentry Gun's owner and can be fixed by switching to the Wrangler then switching away to another weapon.
586
587 [1.75.6] Using the Wrangler to kill enemies with Sentry Gun rockets will produce the Level 3 Sentry Gun kill icon instead of that of the Wrangler.
588
589 [1.75.7] Once a Level 3 Sentry Gun is directed to fire rockets, it will not play the normal rocket reloading animation.
590
591 [1.75.8] If pointing the Sentry Gun at a far distance, the laser will appear to move rapidly away from the player's crosshair, but the Sentry Gun will still fire at the player's crosshair.
592
593 [1.75.9] The Engineer achievement "Pownd on the Range" can be earned if the Engineer kills himself with his wrangled Sentry Gun outside of the normal range.
594
595 [1.75.10] When attaching the "Buildings Destroyed" Strange part to a Strange Wrangler, it will not track buildings destroyed.
596
597 [1.75.11] A wrangled Sentry Gun will not reload the first three rockets fired, no matter how much metal the player has.
598
599 [1.75.12] The Level 1 Sentry Gun's kill icon is cut off; the bullet present in the three other Sentry Gun kill icons is not included.
600
601 [1.76] Giger Counter bugs:
602
603 [1.76.1] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
604
605 [1.76.2] The joystick does not move with the Engineer's hand.
606
607 [1.77] Short Circuit bugs:
608
609 [1.77.1] The secondary attack will haul buildings for approximately 2/3 of a second after weapon switch, instead of destroying projectiles.
610
611 [1.77.2] If the player picks up another dropped secondary weapon with the Short Circuit equipped, the Engineer's right hand will always remain invisible regardless of what weapon that player is using until the player re-equips the Short Circuit.
612
613 [1.77.3] The Short Circuit actually has part of the Engineer's hand in its actual texture. This can be seen when dropping a Short Circuit.
614
615 [1.78] Wrench bugs:
616
617 [1.78.1] With flipped viewmodels enabled, the Botkiller variants's robot head will have its normals inverted, making it appear to be see through.
618
619 [1.79] Golden Wrench bugs:
620
621 [1.79.1] This weapon's worldmodel does not glow when crit boosted.
622
623 [1.79.2] If a Spy's Dead Ringer is activated by the Golden Wrench, the Spy will see his death message in the kill feed even though he would normally not be able to see it.
624
625 [1.80] Gunslinger bugs:
626
627 [1.80.1] This weapon does not glow when crit boosted.
628
629 [1.80.2] There is currently an exploit that allows players to use a Mini-Sentry by changing from the Gunslinger, while holding a Mini-Sentry toolbox, to any other melee weapon outside of the respawn area.
630
631 [1.80.3] Weapon switching bugs can occur with the Gunslinger and any melee weapon, which creates a glitched client viewmodel of the Gunslinger holding the selected melee weapon at the same time (which should be impossible as they are both melee weapons and thus cannot be used together). It is also possible for the Gunslinger to appear as the Engineer's default glove.
632
633 [1.80.4] If the connection to the item server is lost while equipped with the Gunslinger, the Engineer's right arm will be invisible on all weapons.
634
635 [1.80.5] Occasionally, the Gunslinger will not load in-game, and the melee weapon slot goes missing. This glitch can be fixed by switching to a wrench of any kind.
636
637 [1.80.6] If the player has the Short Circuit and the Gunslinger it will tend to glitch and show a distorted Engineer hand when first deployed, also the Gunslinger uses the pistol animation instead of the Short Circuit's so the Engineer's hand is delayed than the Short Circuit's speed.
638
639 [1.81] Jag bugs:
640
641 [1.81.1] In some cases, the Jag will not remove the sapper at the other end of a Teleporter.
642
643 [1.82] Eureka Effect bugs:
644
645 [1.82.1] If the player builds a Teleporter with the Eureka Effect and then changes to another melee weapon, the Teleporter will still have the reduced upgrade cost and vice versa.
646
647 [1.82.2] If the player suffers knockback during the taunt, they will teleport before the animation completes since taunts are considered complete once interrupted.
648
649 [1.82.3] This weapon causes the Widowmaker to give less metal than damage dealt.
650
651 [1.83] Construction PDA and Destruction PDA bugs:
652
653 [1.83.1] If the player equips a Strange Construction PDA in Mann vs. Machine, the Engineer can lose upgrades and the credits spent on them if they are using the Upgrade Station at the same time as another player using the Engineer's Dispenser or Teleporter.
654
655 [1.84] Syringe Gun bugs:
656
657 [1.84.1] The glass cylinder is not entirely connected to the two red bases. This can be seen when inspecting the weapon.
658
659 [1.85] Crusader's Crossbow bugs:
660
661 [1.85.1] When crouching, the Crusader's Crossbow's bolts are fired from above the weapon's actual location.
662
663 [1.85.2] This weapon has a model smoothing bug.
664
665 [1.85.3] The Festive variant has a model smoothing bug.
666
667 [1.86] Medi Gun bugs:
668
669 [1.86.1] Sometimes, taking environmental damage can cause the player to lose the team-colored overlay when under the effects of an ÜberCharge.
670
671 [1.86.2] Sometimes, healing a player with any medi gun may result in the heal target getting 1 to 2 health over the maximum overheal for that target.
672
673 [1.87] Kritzkrieg bugs:
674
675 [1.87.1] In the character loadout, the Medic's model may sometimes still appear to be holding the Medi Gun even when the Kritzkrieg is equipped.
676
677 [1.87.2] Performing the Oktoberfest taunt sometimes may not render the healing effects that the Medic inhales.
678
679 [1.88] Quick-Fix bugs:
680
681 [1.88.1] Being set on fire will cause the player to lose the team-colored overlay when under the effects of the ÜberCharge.
682
683 [1.88.2] Dying during an ÜberCharge may cause its sound effect to play until the player disconnects, the map changes or "snd_restart" is entered into the console, much like a previously patched bug with the Kritzkrieg.
684
685 [1.88.3] Deploying an ÜberCharge on a disguised Spy will provide them with a healing aura of their team color instead of the disguised team's color.
686
687 [1.88.4] A Spy disguised as a Medic equipped with the Quick-Fix will have the regular Medic backpack.
688
689 [1.88.5] Despite stating otherwise, the ÜberCharge increases healing by 200% to 300% of normal, rather than raising it 300%.
690
691 [1.88.6] After the Tough Break Update, players under the effects of a Quick-Fix ÜberCharge can no longer block control points from being captured by enemies even while standing on one, nor can they physically block the payload cart's progress.
692
693 [1.88.7] The Quick-Fix's ÜberCharge does not allow the Pyro to self-detonate jump with the Detonator.
694
695 [1.89] Vaccinator bugs:
696
697 [1.89.1] The Vaccinator's monitor appears as RED regardless of which team the player is on.
698
699 [1.89.2] When automatically team balanced to the other team while possessing an ÜberCharge, it will continue to glow in the original team's color.
700
701 [1.89.3] If the player changes weapons while ÜberCharged, the resistance bubble will fade away and will not come back when the player changes back to the Vaccinator.
702
703 [1.90] Ubersaw bugs:
704
705 [1.90.1] On rare occasions the Ubersaw will kill someone, but not charge up the ÜberCharge meter.
706
707 [1.91] Vita-Saw bugs:
708
709 [1.91.1] If a Medic with the Vita-Saw dies during an ÜberCharge, it is possible for the meter to read 19% upon respawning. This is likely a rounding error or the result of the charge being slightly depleted after it gets reduced to 20%.
710
711 [1.91.2] The Vita-Saw uses player lightwarp textures instead of weapon lightwarp textures.
712
713 [1.91.3] The Vita-Saw has a model smoothing error.
714
715 [1.92] Solemn Vow bugs:
716
717 [1.92.1] The Solemn Vow appears to have a glossy texture while playing in DirectX 8 due to DirectX 8 not rendering normal maps.
718
719 [1.92.2] The Solemn Vow does not have a lightwarp texture.
720
721 [1.92.3] The plinth is not entirely connected to the actual statue. This can be seen when inspecting the Solemn Vow.
722
723 [1.93] Sniper Rifle bugs:
724
725 [1.93.1] The Sniper Rifle headshot's kill icon is cut off; the bullet appears to have been cut in half. Interestingly enough, the headshot kill icon for the Ambassador is unaffected, despite being shared with the Sniper Rifle.
726
727 [1.94] Huntsman and Fortified Compound bugs:
728
729 [1.94.1] Although going underwater with a lit arrow will visibly extinguish it, it is still considered lit and capable of setting enemies on fire.
730
731 [1.95] Sydney Sleeper bugs:
732
733 [1.95.1] Unscoped Sydney Sleeper shots can extinguish burning teammates.
734
735 [1.95.2] The Sydney Sleeper and Classic cannot headshot in certain situations. However, if the weapon is crit boosted and kills an enemy via damage to the head, it will be registered as a headshot regardless.
736
737 [1.96] Bazaar Bargain bugs:
738
739 [1.96.1] When using the minimal HUD, the head counter will not show up unless the Jarate, Cleaner's Carbine, or the Self-Aware Beauty Mark is equipped.
740
741 [1.96.2] Upon reloading, the Sniper does not pull the bolt handle, but instead clips through it.
742
743 [1.97] Machina bugs:
744
745 [1.97.1] Occasionally, the tracer round will stop around an enemy target despite the shot not registering as a hit.
746
747 [1.97.2] When firing under the effects of damage recoil, the Machina may appear to fire two bullets: one firing towards the intended target, and the other firing a few degrees higher at a diagonal angle out of the barrel. This may be caused by the Machina's particle effect. The second shot deals no damage and costs no ammo. This also applies if the players are standing on a moving object such as the payload cart or a train.
748
749 [1.97.3] The unique sound effect for reloading the Machina currently does not work.
750
751 [1.97.4] In the event of a penetration kill killing more than two players at once, the fanfare sound effect will stack for each additional kill.
752
753 [1.97.5] Occasionally, the Machina will incorrectly register a penetration kill when killing only one player. The unique penetration kill icon is shown, and the sound effect is played for everyone on the server.
754
755 [1.98] Shooting Star bugs:
756
757 [1.98.1] The Killstreak sheens for the Shooting Star travel upwards towards the scope instead of towards the front like standard weapons.
758
759 [1.98.2] This weapon lacks the description "Team Colored Weapon", and their BLU team variants cannot be viewed in the backpack unless playing on BLU team.
760
761 [1.99] Classic bugs:
762
763 [1.99.1] The laser sight visual that is triggered upon charging a shot is an independent entity that is not entirely linked to the Classic. Therefore, if the player starts charging a shot while moving, the laser will be misplaced as if lagging behind the player's motion at the time.
764
765 [1.100] Jarate bugs:
766
767 [1.100.1] When thrown at a Sentry Buster, the "bomb" part of the model will not be tinted yellow; only the legs will be tinted.
768
769 [1.101] Self-Aware Beauty Mark bugs:
770
771 [1.101.1] Taunting while holding this weapon will cause the bread monster inside the jar to stop moving.
772
773 [1.101.2] Rarely, the bread monster will appear on the enemies head while not being coated in Jarate.
774
775 [1.101.3] This weapon does not render in the Sniper's hands in the character loadout.
776
777 [1.102] Razorback bugs:
778
779 [1.102.1] Dead players can be pinned to broken Razorback gibs by arrows. For example, if a Sniper is killed by the Huntsman quickly after having his Razorback broken, he will be pinned to where the gibs are at the time and end up dangling in midair.
780
781 [1.103] Cozy Camper bugs:
782
783 [1.103.1] In some cases, when in the character loadout, the Jarate attached to the Cozy Camper may become invisible when seen from an angle when rotated behind.
784
785 [1.104] Cleaner's Carbine bugs:
786
787 [1.104.1] Sometimes the 'Crikey' meter does not fill correctly when damaging enemies, even if the player deals enough damage to do so. It also cannot be filled by hitting disguised enemy Spies.
788
789 [1.104.2] When viewing the worldmodel, the muzzle flash appears to be misaligned with the barrel.
790
791 [1.104.3] The 'Crikey' meter will not play a "ding" sound when full.
792
793 [1.104.4] The 'Crikey' meter cannot be activated while reloading.
794
795 [1.105] Tribalman's Shiv bugs:
796
797 [1.105.1] The Tribalman's Shiv's kill icon is pictured upside down. The original kill icon creator has submitted a fix to Valve, but it has not been implemented.
798
799 [1.106] Big Kill, Ambassador, L’Etranger, Diamondback bugs:
800
801 [1.106.1] The Spy does not put any bullets into the cylinders while reloading the Big Kill, Ambassador, L'Etrangler, or the Diamondback.
802
803 [1.107] Enforcer bugs:
804
805 [1.107.1] The Enforcer does not deal additional damage to enemies equipped with the Pain Train.
806
807 [1.107.2] The speedloader uses the wrong texture, causing it to have an incorrect appearance. It uses the Enforcer's texture, instead of the Revolver's.
808
809 [1.108] Diamondback bugs:
810
811 [1.108.1] Players will not earn any critical hits for sapped buildings destroyed with regular Diamondback shots.
812
813 [1.108.2] If a Spy backstabs with a different primary weapon equipped, the crits will be retroactively awarded as soon as the Spy switches to the Diamondback.
814
815 [1.108.3] Destroying a building with the guaranteed crits from the Diamondback will earn another guaranteed crit; however, the counter will not increment to display this. Firing once will set the counter to the correct value.
816
817 [1.108.4] When using the minimal HUD, the crits counter will overlap with the cloak meter.
818
819 [1.108.5] The maximum number of crits the Diamondback can hold is 35, but its maximum ammo can only reach 30. This is most likely code borrowed over from the Frontier Justice, and was never changed to account for the Diammondback's ammo. For consistency, it should be changed to 30 maximum crits on the Diamondback.
820
821 [1.109] Sharp Dresser bugs:
822
823 [1.109.1] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.
824
825 [1.110] Black Rose bugs:
826
827 [1.110.1] The attribute "Attack an enemy from behind to Backstab them for a one hit kill." is missing.
828
829 [1.111] Your Eternal Reward and Wanga Prick bugs:
830
831 [1.111.1] Should the player die after switching the Your Eternal Reward or the Wanga Prick to the Knife, respawning may not be possible until they swap classes.
832
833 [1.111.2] Being automatically team balanced while holding the Your Eternal Reward or the Wanga Prick will cause the player to respawn with both the Disguise Kit and the Your Eternal Reward or the Wanga Prick equipped. Additionally, switching to the Knife after switching teams once dead will result in the Disguise Kit being unavailable. These problems can be fixed upon death or opening a resupply locker.
834
835 [1.111.3] Backstabbing an Engineer while he is hauling a building will result in the kill feed displaying the building's destruction to the enemy team.
836
837 [1.111.4] Backstabbing the person you are disguised as while they are holding their melee will occasionally cause your disguise's worldmodel to become the Your Eternal Reward or the Wanga Prick.
838
839 [1.111.5] If a Spy backstabs an enemy with the Your Eternal Reward or the Wanga Prick while undisguised and in the line of sight of a Sentry Gun, the Sentry Gun will continue to fire at the Spy until the line of sight is lost.
840
841 [1.111.6] Should the Your Eternal Reward or the Wanga Prick be used to backstab an enemy who is then automatically team balanced, the Spy will disguise as a friendly version of that class.
842
843 [1.111.7] When using DirectX 8, enemy bodies do not fade away when backstabbed.
844
845 [1.111.8] Backstabbing a disguised Spy using the Your Eternal Reward or the Wanga Prick will not give the Spy achievement "Counter Espionage".
846
847 [1.111.9] Carrying the intelligence while disguised can still be performed upon acquiring it and backstabbing at the same time. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=TA6KUImxX-Y
848
849 [1.111.10] Sometimes, backstabbing a robot in Mann vs. Machine will not disguise the player as the robot.
850
851 [1.111.11] The Your Eternal Reward has a model smoothing error.
852
853 [1.112] Spy-cicle bugs:
854
855 [1.112.1] In some cases, the frost effect that is supposed to surround the Spy-cicle is found at the Spy's feet.
856
857 [1.112.2] If a Spy gets hit by fire while stunned by the Razorback, the knife will not vanish but the knife bar will still recharge, and the fire resistance will not extend beyond 2 seconds.
858
859 [1.112.3] Backstabbing a cloaked Spy will lead to an invisible frozen corpse. This corpse will react exactly like a normal frozen enemy, but cannot be seen by anybody.
860
861 [1.112.4] In Mann vs. Machine, if a Spy has placed a sapper on a robot and then has their Spy-cicle melted while the sapper is on cooldown and was their previous weapon, the Spy-cicle will extinguish the Spy and enter cooldown period, however, the Spy-cicle will still be available for use.
862
863 [1.112.5] In Medieval Mode, if a Spy is ignited with the Spy-cicle equipped it will extinguish flames and appear to enter cooldown, though it will still be usable. In rare cases the same situation can lead to the Spy having no weapon at all, resulting in the Spy assuming a reference pose.
864
865 [1.112.6] The particles emitted by the Spy-cicle might still be visible when cloaked, even if it has been melted.
866
867 [1.113] Disguise Kit bugs:
868
869 [1.113.1] Switching classes in the respawn area while disguised hides some bodygroups of the player's model, such as the Pyro's gas mask, the Demoman's legs, and the Heavy's fists.
870
871 [1.113.2] The BLU Spy has white cigarettes inside his Disguise Kit, despite them being brown on the player model.
872
873 [1.113.3] Lag might sometimes cause the player to undisguise automatically.
874
875 [1.113.4] Despite being unable to capture a control point while disguised as an enemy, if a Spy disguised as an enemy is standing on a control point when it is captured, the Spy will still receive points for the capture.
876
877 [1.114] Enthusiast's Timepiece bugs:
878
879 [1.114.1] The Enthusiast's Timepiece's face does not properly represent the actual amount of cloak available, similar to the Dead Ringer.
880
881 [1.115] Quäckenbirdt bugs:
882
883 [1.115.1] The attribute "Alt-Fire: Turn invisible. Cannot attack while invisible. Bumping into enemies will make you slightly visible to enemies." is missing.
884
885 [1.116] Cloak and Dagger bugs:
886
887 [1.116.1] Cloaking with the Cloak and Dagger upon round start will sometimes cause the Spy to not hold up the Cloak and Dagger.
888
889 [1.117] Dead Ringer bugs:
890
891 [1.117.1] In medium to high lag situations, pulling out the Dead Ringer and attacking at the same time while disguised will keep the player disguised, leaving bullet wounds on the enemy. However, attacks done under this bug deal no damage to players or buildings.
892
893 [1.117.2] The Dead Ringer's face does not properly represent the actual amount of cloak available, similar to the Enthusiast's Timepiece.
894
895 [1.117.3] If the Dead Ringer is out during a taunt and the Spy takes damage after he is finished taunting, the Dead Ringer will not activate.
896
897 [1.117.4] Feigning death on circumstances that should trigger a unique death scream will sometimes issue a normal death scream.
898
899 [1.117.5] The damage reduction from the Dead Ringer applies to drowning damage as well. However, the Spy will recover the full amount of health that would have been lost without the Dead Ringer, allowing players to heal themselves by intentionally drowning.
900
901 [1.117.6] Activating the Dead Ringer upon round start will sometimes cause the Spy not to hold up the Dead Ringer. This can only be fixed by dying.
902
903 [1.117.7] Occasionally, once activated, the kill feed will report that the Spy's killer "got revenge" on him, even if they were not dominated or do not exist. When the Spy is killed by environmental hazards or fall damage, "ERRORNAME" will get revenge on the Spy. These messages are only broadcast to the other team, just like all faked mechanics of the Dead Ringer.
904
905 [1.117.8] Causing an enemy Spy to feign death with the Dead Ringer may trigger the domination sound cue and notification, even if said Spy was already being dominated by the player, or if they were not even close to dominating them.
906
907 [1.117.9] Some achievements that involve killing cloaked Spies can be achieved by attacking a Spy with his Dead Ringer ready.
908
909 [1.117.10] Often the fake body will slide on the ground without moving its actual limbs upon faking your death for enemies.
910
911 [1.117.11] When a player holding the Dead Ringer feigns death, a final hit sound does not play (if the player has final hit sounds enabled).
912
913 [1.118] Sapper bugs:
914
915 [1.118.1] An issue can occur when the Sapper is placed on a building that upgrades to the next level at the same time; the Sapper will be irremovable by both Engineers or Pyros equipped with the Homewrecker, Maul or the Neon Annihilator. Additionally, the sapped building will function as normal, albeit with draining health. Hauling the affected building corrects the problem.
916
917 [1.118.2] The idle animation does not play during a replay, causing the needle to remain still.
918
919 [1.118.3] Occasionally, if a Spy repeatedly saps one end of a Teleporter while an Engineer attempts to destroy the sapper on the other end, the sapper will be removed from the Engineer's end but not from the Spy's end.
920
921 [1.118.4] The Sappers and their placement outlines on robots currently do not render, though the bomb carrier's objective border still draws around the invisible model.
922
923 [1.119] Ap-Sap bugs:
924
925 [1.119.1] This weapon does not glow when crit boosted.
926
927 [1.119.2] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing.
928
929 [1.119.3] There are no gibs when the Ap-Sap is removed from a building.
930
931 [1.119.4] Upon a feigned death with the Dead Ringer, neither a model is dropped, nor a death response is heard by the player or other players.
932
933 [1.119.5] When an Engineer removes the Ap-Sap from a building, the Ap-Sap may respond as if the building was successfully sapped.
934
935 [1.119.6] In Mann vs. Machine, after sapping a robot, the Ap-Sap will repeatedly continue to say hacking voice lines, once it has recharged.
936
937 [1.120] Snack Attack bugs:
938
939 [1.120.1] The attribute "Place on enemy buildings to disable and slowly drain away its health. Placing a Sapper does not remove your disguise" is missing on the Snack Attack.
940
941 [1.121] Red-Tape Recorder bugs:
942
943 [1.121.1] This weapon does not glow when crit boosted.
944
945 [1.121.2] If a sapped building does not start with full health or is damaged during the deconstruction process, it will reach 0 health before the deconstruction animation completes, which will interrupt the animation and "snap" it into the toolbox state.
946
947 [1.121.3] If a Teleporter is sapped by the Red-Tape Recorder, and is removed in-between upgrade animations, the arrows pointing to the other end of the Teleporter will be removed.
948
949 [1.121.4] If the Red-Tape Recorder is placed on and removed from a building that is still under construction, it will deal some damage to the building.
950
951 [1.121.5] Occasionally the Red-Tape Recorder disappears in the first-person view. This gives a flashing effect. The length of the viewmodel disappearing can vary from a fraction of a second to several seconds.
952
953 [1.121.6] If removing the Red-Tape Recorder from constructed Dispensers or Teleporters, said buildings will still work even if they are playing their reconstructing animations.
954
955 [1.122] Saxxy bugs:
956
957 [1.122.1] This weapon does not glow when crit boosted.
958
959 [1.122.2] Switching from the Saxxy to another stock weapon and switching back to the Saxxy will cause the Saxxy to have the attributes of the stock weapon, even when changing classes.
960
961 [1.122.3] After being killed, the statue versions of models will still move their mouths while finishing their death lines.
962
963 [1.123] Conscientious Objector bugs:
964
965 [1.123.1] An applied decal may temporarily disappear. This can usually be fixed by restarting Team Fortress 2 a few times or simply waiting it out.
966
967 [1.124] Freedom Staff bugs:
968
969 [1.124.1] The golden eagle at the top of this weapon does not glow when crit boosted.
970
971 [1.125] Golden Frying Pan bugs:
972
973 [1.125.1] If the strange counter on this weapon is reset while playing, it will appear to be a Frying Pan until a resupply locker is used or the player respawns.
974
975 [1.126] Necro Smasher bugs:
976
977 [1.126.1] If Sentry Quad-Pumpkins is applied to this weapon and is equipped on the Soldier, the Halloween spell will also affect any of the Soldier's rocket launchers (excluding the Cow Mangler 5000) as if they had Squash Rockets applied.
978
979 [1.127] Prinny Machete bugs:
980
981 [1.127.1] This weapon does not glow when crit boosted.
982
983[2] Map bugs:
984
985 [2.1] General map bugs:
986
987 [2.1.1] The winch on respawn area doors are not animated on some maps.
988
989 [2.1.2] These mechanisms on respawn area doors are not attached to a surface sometimes.
990
991 [2.1.3] The wheels are not the same size on all maps.
992
993 [2.1.4] The team-colored signs (e.g. 'CONTROL POINT' or 'RESUPPLY') all have a tiny white dot on their right side.
994
995 [2.1.5] Angled walls (read: that do not follow the lines of the 3D world grid) will sometimes trigger collisions and nullify movement, sometimes for a short moment, sometimes for longer. This is supposedly caused by floating point approximation. No fall damage is applied, no matter how high the jump was. Forcing ::GetTickInterval() to return 0.0001 raises the randomness factor to practically one, and might even allow for wallbugs on straight walls.
996
997 [2.2] Byre (arena_byre) bugs:
998
999 [2.2.1] Players can sometimes get stuck in the gates to their respawn area when they open at the start of the round while touching them.
1000
1001 [2.2.2] Killing all enemy players after the match has already ended by capturing both control points will trigger the finale cinematic twice.
1002
1003 [2.3] Granary (arena_granary and cp_granary) bugs:
1004
1005 [2.3.1] There is a walkway near the central control point with a door which is not level with the ground. On the Control Points variant of this map, the door misalignment is even worse, as it is shifted to the right of the walkway.
1006
1007 [2.4] Nucleus (arena_nucleus and koth_nucleus) bugs:
1008
1009 [2.4.1] There are developer textures underneath the stairs near each teams' respawn areas.
1010
1011 [2.4.2] On the RED side of the access building, there are some chairs and consoles that are the wrong color.
1012
1013 [2.5] Sawmill (arena_sawmill, ctf_sawmill, and koth_sawmill) bugs:
1014
1015 [2.5.1] It is possible to clip onto several roofs' edges at each teams' resupply areas. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=beDwK_Sw0Gg
1016
1017 [2.6] DeGroot Keep (cp_degrootkeep) bugs:
1018
1019 [2.6.1] One of the gates in BLU's respawn area can become stuck and not open at the beginning of the round. It is also possible to block gates with the Sandman's baseball. A demonstration of the latter bug can be seen here: https://www.youtube.com/watch?v=vR3Liblb0Vo
1020
1021 [2.6.2] The keep gate may appear to be open or closed improperly. Players will still interact with it as they should, being unable to pass if it should be closed or passing through if it should be open.
1022
1023 [2.6.3] Players can stand on the ledge behind a tree on the cliffside.
1024
1025 [2.6.4] Scouts can get stuck in the ceiling of control point C by double jumping. However, the game will count the Scout as standing on the control point, so BLU and RED Scouts will still capture and defend it, respectively. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=CaAiG32YBqE
1026
1027 [2.6.5] If RED wins, the MVP list will say that they have captured all of the control points and will display the names of people who captured the last control point for BLU under "Winning capture".
1028
1029 [2.6.6] It is possible to land in a specific area inside the mountains across the valley. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=QSMdWDVoh-Q
1030
1031 [2.7] Dustbowl (cp_dustbowl) bugs:
1032
1033 [2.7.1] In stage 2, there is a gap in the wall near the first control point between the Jenkin Coal Co. tower and a wooden frame.
1034
1035 [2.7.2] In stage 3, when BLU's setup doors have not yet opened, the door on the far left cannot be seen when keeping to the wall.
1036
1037 [2.7.3] In stage 3, in RED's final right resupply area, a part of the ceiling near the door has an incorrect texture.
1038
1039 [2.7.4] In stage 2, BLU's far left exit tunnel has a hole in the top right corner.
1040
1041 [2.7.5] In stage 1, there is a displacement seam in BLU's respawn area.
1042
1043 [2.7.6] In stage 1, there is a displacement seam near the top of BLU's middle entrance.
1044
1045 [2.7.7] In stage 1, it is possible to look through a gap near the Jenkin Coal Co. tower to see props not displaying correctly.
1046
1047 [2.7.8] In stage 1, looking at the rocket while standing on the bridge near the first control point will allow you to see part of it not rendered.
1048
1049 [2.7.9] In stage 1, the ladder propped up to the small shack clips slightly into the roof.
1050
1051 [2.7.10] In stage 3, there is a vent near the second control point that is not attached to the wall.
1052
1053 [2.8] Fastlane (cp_fastlane) bugs:
1054
1055 [2.8.1] Due to the improper construction of the map's skybox, Fastlane appears to be floating.
1056
1057 [2.9] Gorge (cp_gorge) bugs:
1058
1059 [2.9.1] After the first control point is captured, BLU bots will not leave their first respawn area.
1060
1061 [2.9.2] RED Engineers are still able to build on the forward respawn ledge if they stand on an outcropping below the ledge while doing so.
1062
1063 [2.9.3] If a Teleporter is placed on the balcony to the right and down the hallway from RED's respawn area, BLU bots will use said Teleporter and be unable to escape it as their pathfinding AI directs them all into a corner.
1064
1065 [2.10] Gravel Pit (cp_gravelpit) bugs:
1066
1067 [2.10.1] If a BLU Engineer builds a Teleporter Exit in the BLU-only area outside the main respawn area, it is possible for a RED Spy to teleport into the BLU-only area.
1068
1069 [2.10.2] In BLU's main respawn area, it is possible to get stuck behind the utility pole to the left of the exit toward control point A. This happens because the ground is uneven, and the area behind the pole is lower than the rest. Players can still escape as certain classes using methods like explosive jumping, but others may have to commit suicide to escape.
1070
1071 [2.10.3] When in Pyrovision, the sky is unaffected.
1072
1073 [2.10.4] The lighting on this map does not display correctly in some places. For example, there is corrugated metal in BLU's respawn area that is black.
1074
1075 [2.11] Junction (cp_junction_final) bugs:
1076
1077 [2.11.1] Players can walk through a computer console in the area outside BLU's respawn area.
1078
1079 [2.11.2] Teleporter Exits can be constructed in BLU's respawn area, letting RED Spies into it.
1080
1081 [2.11.3] RED Scouts with Wingers can effectively bring the game to a halt by jumping onto a lamp in control points A or B until they move or are killed. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=TzFx8psOkbA
1082
1083 [2.12] Mercenary Park (cp_mercenarypark) bugs:
1084
1085 [2.12.1] It is possible for Pyros to shoot flames through BLU's first respawn area's right door.
1086
1087 [2.12.2] Sentry Guns can be placed in BLU's third respawn area.
1088
1089 [2.12.3] There are developer textures in several spots throughout the map.
1090
1091 [2.13] Mossrock (cp_mossrock) bugs:
1092
1093 [2.13.1] Near the second control point, there are invisible clippings that do not correspond to the shape of the ground.
1094
1095 [2.13.2] There is a tray cart in RED's respawn area that can be walked through.
1096
1097 [2.13.3] BLU's left func_respawnroomvisualizer does not block materials behind it properly.
1098
1099 [2.13.4] Your view can glitch out on a sign near control point A.
1100
1101 [2.14] Mountain Lab (cp_mountainlab) bugs:
1102
1103 [2.14.1] Players can be killed through the respawn area gates during Setup time next to the exit on the front left by either explosives or fire when standing right next to the left exit door.
1104
1105 [2.14.2] Players may become stuck on the ladder on the path to the walkway above the archway after control point A.
1106
1107 [2.14.3] Due to the positioning of the truck near control point A, it is possible to get stuck behind it. Classes like the Scout and those with explosive jumping can still escape, though.
1108
1109 [2.15] Powerhouse (cp_powerhouse) bugs:
1110
1111 [2.15.1] A developer texture exists near the drainage pipe platform. It can be seen on the last concrete indentation to the wall on BLU's side.
1112
1113 [2.15.2] It is possible to get enemies into the player team's respawn area through the use of Teleporters.
1114
1115 [2.16] Snowplow (cp_snowplow) bugs:
1116
1117 [2.16.1] It is possible to get stuck on a control point trap by simply jumping on it, though, the player will automatically escape after few seconds. However, when the traps starts to elevate with the player on it, the player is stuck there until killed or until the trap starts going all the way down again.
1118
1119 [2.16.2] It is also possible to get trapped on the train by jumping onto the back with the bomb; while the train is moving, the player is not allowed to leave the bomb.
1120
1121 [2.16.3] Sometimes, parts of a trap will disappear; the parts are still there, but are invisible.
1122
1123 [2.16.4] The music that plays at the beginning of a round is not affected by lowering the music volume in the settings.
1124
1125 [2.17] Standin (cp_standin_final) bugs:
1126
1127 [2.17.1] There is a paint can near control point A that clips into the left side of the building.
1128
1129 [2.18] Steel (cp_steel) bugs:
1130
1131 [2.18.1] In RED's first resupply area, any class that can jump onto the suspended wooden beams above the area with the exits to control points B and E can avoid being transferred to the other respawn area after BLU captures control point B. Touching the ground again will immediately teleport them.
1132
1133 [2.18.2] Before the metal doors on the Dock open, a Pyro on the opposite side of the doors can harm players with their flame thrower.
1134
1135 [2.18.3] If an Engineer builds a Dispenser in front of the resupply lockers in BLU's resupply area, and any class switches their character loadouts with completely different weapons, the player will assume a reference pose. Additionally, if a Heavy changes his melee weapon while standing inside a Dispenser while equipping the Buffalo Steak Sandvich, they will be left with no melee weapon. If the Buffalo Steak Sandvich is eaten, the mini-crits will be granted to the Heavy's minigun instead.
1136
1137 [2.18.4] If a player attempts to go on the launch pad while one of the bridges is extending, they may be caught between the bridge and the control point, resulting in them being pushed inside it. Being inside the control point will count as defending it on RED, and counts as capturing it on BLU. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=SvmHMCFM0gA
1138
1139 [2.18.5] There is no blockbullet brush over the building that houses BLU's first respawn area, so Demomen can fire stickybombs directly into there.
1140
1141 [2.18.6] Players standing on top of the metal net above the large health kit near control point C can be killed with explosives or fire under it.
1142
1143 [2.19] Sinshine (cp_sunshine_event) bugs:
1144
1145 [2.19.1] There are two pumpkins near the central control point that are non-solid.
1146
1147 [2.20] Vanguard (cp_vanguard) bugs:
1148
1149 [2.20.1] There is a displacement seam near each teams' side entrance to the center control point.
1150
1151 [2.21] Well (cp_well) bugs:
1152
1153 [2.21.1] Near each teams' second to last control point, there is a sign that says 'INTELLIGENCE', despite cp_well being a Control Points map.
1154
1155 [2.22] 2Fort (ctf_2fort) bugs:
1156
1157 [2.22.1] If both teams are carrying the others' intelligence and one scores the winning capture, the other carrier will drop the intelligence as Humiliation begins. During subsequent rounds, the intelligence's team-colored silhouette will remain on the map.
1158
1159 [2.22.2] The resupply area doors may remain open even when no player is passing through them.
1160
1161 [2.22.3] The vents on this map are not simple props, but instead have an indent in the wall behind them. This is not consistent compared to other maps, which are just a simple overlay. This bug is also present in 2Fort Invasion.
1162
1163 [2.23] Double Cross (ctf_doublecross) bugs:
1164
1165 [2.23.1] There is a developer texture on the bottom of BLU's stairs coming up from the train tracks.
1166
1167 [2.24] Thunder Mountain (ctf_thundermountain) bugs:
1168
1169 [2.24.1] The forest skyline is missing beyond RED's intelligence platform.
1170
1171 [2.25] Turbine (ctf_turbine) bugs:
1172
1173 [2.25.1] Certain props on the map are not solid and can be walked through.
1174
1175 [2.26] Itemtest (itemtest) bugs:
1176
1177 [2.26.1] It is possible to equip items on classes they are not intended for by spawning a bot of the class that can equip the item, equipping the item on them, and then using the Itemtest menu to change the bot's class.
1178
1179 [2.26.2] Some weapons do not show up in the item selection menus, which means they cannot be equipped. These include the:
1180
1181 Festive Scattergun
1182 Winger
1183 Atomizer
1184 Batsaber
1185 Festive Rocket Launcher
1186 Festive Flame Thrower
1187 Festive Grenade Launcher
1188 Festive Stickybomb Launcher
1189 Festive Minigun
1190 Festive Wrench
1191 Crusader's Crossbow
1192 Festive Medi Gun
1193 Festive Sniper Rifle
1194 Machina
1195 Shooting Star
1196 Festive Knife
1197
1198 [2.26.3] If the player has tf_use_min_viewmodels set to 1, using a weapon from Itemtest sets the value to 0.
1199
1200 [2.27] Harvest and Harvest Event (koth_harvest_final and koth_harvest_event) bugs:
1201
1202 [2.27.1] Projectiles can be fired through the boarded-up window at the top of the front of each respawn area's exterior.
1203 [2.28] Ghost Fort (koth_lakeside_event) bugs:
1204
1205 [2.28.1] If the Wheel of Fate is spun and a card chosen while the player is respawning, the effect will be bestowed upon the player, though the icon will be missing from the bottom left side of the HUD.
1206
1207 [2.28.2] If the Whammy fate is selected and players are set on fire, the Pyro will take damage from the initial attack, but will remain visually on fire for the duration of the afterburn. The afterburn deals no damage; however, the Pyro is susceptible to damage increases from the Flare Gun and Axtingusher.
1208
1209 [2.28.3] Rolling the Big Head or the Small Head fate can cause some cosmetic items, such as the MONOCULUS! or various pocket buddies, to flicker very quickly between the scaled size and their normal size.
1210
1211 [2.28.4] Bots do not react to the Dance Off fate properly. They are unable to fire their weapons and still play the taunt animation, but they can still move around during the fate.
1212
1213 [2.28.5] If several players fall through the bottomless pit at the same time, players may get stuck.
1214
1215 [2.28.6] The player can avoid being killed in Skull Island by deploying an ÜberCharge or being the recipient of one as the time-limited explosion occurs. The same can be done by drinking the Bonk! Atomic Punch or having a deployed Dead Ringer.
1216
1217 [2.28.7] Backing far enough into each teams' respawn area will cause the right resupply locker to disappear until you move forward again.
1218
1219 [2.28.8] During a truce, Spies can sap buildings but Engineers cannot remove them.
1220
1221 [2.29] Maple Ridge Event (koth_maple_ridge_event) bugs:
1222
1223 [2.29.1] Players can capture and block the control point by being on the other sides of the walls surrounding it.
1224
1225 [2.30] Probed (koth_probed) bugs:
1226
1227 [2.30.1] As spawning inside the UFO counts as being freshly respawned, any dropped weapons picked up by the player will instantly become discarded once they enter it.
1228
1229 [2.31] Viaduct and Eyeaduct (koth_viaduct and koth_viaduct_event) bugs:
1230
1231 [2.31.1] Near the middle pathway in each teams' yard, there is a wooden beam that has an invisible face.
1232
1233 [2.32] Bigrock (mvm_bigrock) bugs:
1234
1235 [2.32.1] Climbing to the top of the large rocks scattered throughout the map will make Spy robots unable to reach their target. More information about this bug can be seen here: https://www.youtube.com/watch?v=s3agSQAUgxs
1236
1237 [2.32.2] Players can rocket or stickybomb jump on the two pillars beside the respawn area and the Mann Co. Store sign.
1238
1239 [2.32.3] Rarely, near the last third of the sixth wave, if one or more players leave and are matched back onto the server, the spawn rate of the robots will drastically decrease, and many robots will not spawn at all. If a special class (Spies, Snipers) is active when this occurs, they will spawn in groups of two at a speed of about once per thirty seconds. When this occurs, friendly Sentry Guns will attempt to target players, though they will not do any damage. The only known method to overcome this bug is to restart the game entirely.
1240
1241 [2.33] Decoy (mvm_decoy) bugs:
1242
1243 [2.33.1] Robots can get stuck on the bomb if it is dropped on the right side of the house in the middle.
1244
1245 [2.34] Ghost Town (mvm_ghost_town) bugs:
1246
1247 [2.34.1] When using the minimal HUD, the bar on the top will not display correctly.
1248
1249 [2.34.2] Some of the zombie reskins encountered on this map do not have an animation for jumping into the bomb hatch; as a result, they appear to simply vanish when the wave is failed.
1250
1251 [2.34.3] Sentry Busters will spawn with Demoman upper arms levitating at their sides, and Spine-Chilling Skulls on their invisible heads when Eternaween is activated.
1252
1253 [2.35] Mannhattan (mvm_mannhattan) bugs:
1254
1255 [2.35.1] macOS users currently have a bug which times out the player before and during the wave.
1256
1257 [2.35.2] Rarely, it is possible for there to be no bomb, regardless of spawning bots. It is likely this is caused by the bomb being trapped behind the spawn gate. This can be fixed by killing all the robots that are outside of their spawn area.
1258
1259 [2.35.3] Rarely, stray radio waves will appear in midair, even if no robots are under them when robots successfully capture a gate.
1260
1261 [2.35.4] Rarely, the gate before gate A will appear to be still open, even though the gate closing sound plays and there are no robots passing through it before it closes. The same situation may apply to gate A when gate B is captured.
1262
1263 [2.36] Mannworks (mvm_mannworks) bugs:
1264
1265 [2.36.1] The player can build on the rocks near the left side of the robots' spawn area.
1266
1267 [2.37] Rottenburg (mvm_rottenburg) bugs:
1268
1269 [2.37.1] It is possible to get stuck on the wooden spike barricade in front of the town by responding to a partner taunt.
1270
1271 [2.37.2] When restarting the map during gameplay, a glitch may occur which makes the front (near the robots' spawn area) upgrade station unusable.
1272
1273 [2.37.3] When getting stuck on the wooden spike barricade as a Soldier, shooting yourself with any rocket launcher will consider you airborne, which makes the Air Strike have an increased firing speed and makes the Market Gardener always deal critical hits.
1274
1275 [2.37.4] If a player suicides or is killed on top of the wooden spike barricade, the reanimator will disappear underneath it and cannot be used by a Medic, regardless if the barrier is destroyed or not.
1276
1277 [2.38] Watergate (pd_watergate) bugs:
1278
1279 [2.38.1] Occasionally when loading the map, certain roof textures and the beer symbol on the HUD will not load.
1280
1281 [2.38.2] Beer pickups do not become invisible when Spies are cloaked.
1282
1283 [2.39] Hightower (plr_hightower) bugs:
1284
1285 [2.39.1] There is a glitch that disables one of the teams' ability to push the payload cart, while the other team can still push theirs.
1286
1287 [2.39.2] When killing people about to deploy the payload cart with the Cow Mangler 5000, the Soldier is credited with a Kamikaze taunt kill.
1288
1289 [2.39.3] On the final lifts of each tower, if the payload cart is abandoned and then quickly rejoined while it falls, the payload cart will continue moving down briefly after the platform stops. If this action is repeated, the payload cart can eventually appear to be completely separate and further down from the platform. Players can also appear to be stuck inside the platform in this manner.
1290
1291 [2.40] Helltower (plr_hightower_event) bugs:
1292
1293 [2.40.1] It is possible to go outside the map in certain spots.
1294
1295 [2.40.2] When the speed boost from exiting the clock tower runs out, any speed boost from the Disciplinary Action will also be removed.
1296
1297 [2.40.3] Players do not drop ammo boxes upon death in Hell.
1298
1299 [2.40.4] Killing players with the Half-Zatoichi will not restore your health in Hell.
1300
1301 [2.40.5] It is possible for pumpkin bombs and skeletons to spawn directly on the exit gates of a team's base, preventing them from opening.
1302
1303 [2.40.6] Environmental deaths in Hell will be shown in the kill feed as bumper cars rather than the usual skull and bones, regardless of being finished off or falling into the lava.
1304
1305 [2.41] Nightfall (plr_nightfall_final) bugs:
1306
1307 [2.41.1] In stage 2, the RED payload cart can become stuck at the last slope. It then flips upside down multiple times.
1308
1309 [2.41.2] There are heavy visibility issues near the RED A resupply. When exiting the resupply area (setpos 2513 -8270 257;setang -18 178 0), the building where the payload bridge starts (above the Binksi Logging sign) can be seen with multiple parts being invisible, and completely disappears when the player walks or turns left. If the player walks on the bridge along the rocks and trees, a window of the building with loudspeakers disappears (setpos 2309 -8550 257;setang -17 156 0).
1310
1311 [2.41.3] In stage 2, there is a visible nodraw above a doorway near the center of the map.
1312
1313 [2.41.4] In stage 2, there is a seam in the displacements in the tunnels on both teams' sides.
1314
1315 [2.41.5] In stage 3, there are clip brushes where fences used to be.
1316
1317 [2.41.6] In stage 2, there is a gap in the space between the wall and a deck where the payload carts open the doors.
1318
1319 [2.42] Pipeline (plr_pipeline) bugs:
1320
1321 [2.42.1] In stage A, explosions or fire by the gated wall at the starting gate can harm or kill players standing close enough on the other side.
1322
1323 [2.42.2] In stage C, there is a way to construct buildings on the scale in the back of both teams' respawn area.
1324
1325 [2.43] Badwater Basin (pl_badwater) bugs:
1326
1327 [2.43.1] The door at BLU's second respawn area occasionally fail to open, and will remain shut until the end of the match, guaranteeing victory for RED.
1328
1329 [2.43.2] Teleporter Exits constructed very close to the white pipe near checkpoint A will clip players into the wall.
1330
1331 [2.43.3] Players can get stuck in the signs that pop up on the capture of checkpoint C.
1332
1333 [2.43.4] In BLU's first respawn area, there are chairs in the wrong color behind the glass wall.
1334
1335 [2.43.5] There is a misaligned window before checkpoint C.
1336
1337 [2.43.6] There is a pipe that is not connected to the wall just after checkpoint B.
1338
1339 [2.44] Cactus Canyon (pl_cactuscanyon) bugs:
1340
1341 [2.44.1] If a member of RED stays on the payload cart at checkpoint 2 of stage 2, while in Overtime, the game will count this as the payload cart being pushed forward and will not allow the game to end until any player has been away from it for the usual 5 seconds.
1342
1343 [2.44.2] In stage 1, there are three areas under the map that are accessible and players that are in these areas can still fire onto enemies walking above them but cannot be fired upon.
1344
1345 [2.44.3] In stage 2, the two checkpoints will not be included, but the holographic logos will still appear.
1346
1347 [2.45] Frontier (pl_frontier_final) bugs:
1348
1349 [2.45.1] After Li'l Chew Chew has been delivered and the round has ended, the timer on Li'l Chew Chew will still continue to drop.
1350
1351 [2.45.2] If a RED player is standing in the open door of BLU's second respawn area when the round ends, they will be instantly teleported across the map into the third respawn area.
1352
1353 [2.45.3] If a BLU player pushes Li'l Chew Chew, but not enough to get it out of the BLU-only area, and Li'l Chew Chew retreats, the platform will stop when it gets to the beginning, but Li'l Chew Chew will keep going until it reached the same stopping point as the platform, resulting in Li'l Chew Chew clipping through over half of the platform. It will return to normal when a new round starts.
1354
1355 [2.45.4] Snipers can fire through a window frame near checkpoint 4.
1356
1357 [2.45.5] Li'l Chew Chew may have a model glitch, getting inside the ground and preventing RED players from seeing the engine, which still has a functioning trigger_hurt entity.
1358
1359 [2.45.6] Engineer buildings can be constructed at the bottom of the final pit. If a Teleporter Exit is constructed here, anyone teleported to the bottom of the pit will instantly die from being inside a trigger_hurt entity.
1360
1361 [2.45.7] RED Engineers can build a Teleporter Exit on the border of the entrance to BLU's first respawn area, allowing RED entry if a BLU team member performs a partner or group taunt.
1362
1363 [2.45.8] When checkpoint 4 is captured, any BLU team members who were set to respawn at that time will appear in RED's final respawn area, instead of BLU's intended final respawn area.
1364
1365 [2.45.9] Players can camp RED's second respawn area (BLU's third respawn area) by firing stickybombs at the top of a wall where the invisible walls cause them to fall into the respawn area.
1366
1367 [2.45.10] If an Engineer builds a Dispenser in front of the resupply locker in the back of RED's final left respawn area, and any class switches their character loadouts with completely different weapons, the player will assume a reference pose. Additionally, if a Heavy changes his melee weapon while standing inside a Dispenser while equipping the Buffalo Steak Sandvich, they will be left with no melee weapon. If the Buffalo Steak Sandvich is eaten, the mini-crits will be granted to the Heavy's minigun instead.
1368
1369 [2.45.11] The pool of water at the right exit of BLU's first respawn area does not render correctly. This is because the water does not have its bottom material set to nodraw. The edge of the water is also showing.
1370
1371 [2.45.12] The stairwell directly ahead of checkpoint 2 can be bugged if a RED player is standing behind the door, keeping it open while the second control point is capped. If the door is successfully bugged the door will shut instead of opening and it will not open again during the round, essentially blocking the route.
1372
1373 [2.45.13] Entrance Teleporters can be constructed in one of RED's final respawn areas, due to a lack of the entity func_respawnroom around a resupply locker.
1374
1375 [2.45.14] There is a gap along the left wall immediately exiting BLU's first resupply area.
1376
1377 [2.46] Gold Rush (pl_goldrush) bugs:
1378
1379 [2.46.1] There is a spot near the main deck before stage C, checkpoint 2 where Engineers can build a Teleporter trap.
1380
1381 [2.46.2] In stage C, there are some beams with misaligned textures near BLU's long passageway.
1382
1383 [2.47] Hoodoo (pl_hoodoo_final) bugs:
1384
1385 [2.47.1] Rarely, the payload cart may begin to move on its own during Setup time and can only be stopped if a player from the BLU team goes near enough to push the payload cart themselves, only possible if a team member uses noclip.
1386
1387 [2.47.2] Bots will get stuck on the door leading to the second area in stage 2; they can only get unstuck if checkpoint 1 is captured, allowing the door to open.
1388
1389 [2.47.3] In stage 3, RED Spies can get into BLU's resupply area with the help of a BLU Engineer's Teleporter, and even walk through the previous door to stage 2. RED Spies can also open BLU's (previously RED's) resupply lockers.
1390
1391 [2.47.4] In the area outside BLU's second respawn area, RED players can get in a corner with the wooden planks that are placed close to the payload cart, causing it to be defended through the walls.
1392
1393 [2.48] Thunder Mountain (ctf_thundermountain) bugs:
1394
1395 [2.48.1] In stage 1, players can get stuck if they crouch at the end of the bridge near the checkpoint while it rises. The bridge will rise halfway and the player will rise with it, but then the player will stop rising while the bridge continues on.
1396
1397 [2.49] Upward (pl_upward) bugs:
1398
1399 [2.48.1] It is possible to get stuck in a support beam in front of BLU's second respawn area by jumping while underneath it.
1400
1401 [2.48.2] There is a gap underneath a boulder in the wall near the first checkpoint.
1402
1403 [2.48.3] The resupply locker in RED's first respawn area is clipping slightly into the baseboard.
1404
1405 [2.48.4] There is a gap near two wooden frames near the first checkpoint.
1406
1407 [2.48.5] There are two windows near RED's first respawn area that are hovering slightly in front of the wall.
1408
1409 [2.49] Asteroid (rd_asteroid) bugs:
1410
1411 [2.49.1] The robots sometimes display "%HEALTH%" instead of a number indicating health or display nothing at all when moused over, especially if the player backs through them.
1412
1413 [2.49.2] The respawn area gates are not configured like normal; they disappear instead of opening like they do on other maps, are not aligned properly, and do not block bullets.
1414
1415 [2.49.3] The pits to the left coming from each battlement have a small area on the far side where players can stand and build.
1416
1417 [2.49.4] It is possible for players to become trapped on Teleporters when they are placed on the stairs at the respawn area exit.
1418
1419 [2.49.5] Sometimes the cores that robots drop will be uncollectible.
1420
1421 [2.49.6] It is possible to get stuck on the lower bridge where the pipes are.
1422
1423 [2.50] Doomsday (sd_doomsday) bugs:
1424
1425 [2.50.1] The smoke from the explosion of Poopy Joe's rocket can be seen in subsequent rounds.
1426
1427 [2.50.2] It is possible to clip through the rocket entirely. However, the cap cannot be clipped through, which may lead to players getting stuck between the rising elevator and the cap, and preventing the cap from opening.
1428
1429 [2.50.3] Players can clip through the drainage pipe just under the rocket platform, allowing them to briefly go outside the world.
1430
1431 [2.50.4] If a player carrying the Australium briefcase falls into the pit, it will not immediately return to the drop site.
1432
1433 [2.50.5] There is a very rare chance that if a player is under the very edge of the lift as it is lowering, they will be pushed through the ground, remaining stuck and possibly untouchable. Anyone who manages to do this while holding the Australium briefcase can hold onto it until they either die, disconnect from the server, or manually drop it.
1434
1435 [2.50.6] Players sitting behind the rocket delivery platform can block the enemy from delivering the Australium briefcase.
1436
1437 [2.51] Carnival of Carnage (sd_doomsday_event) bugs:
1438
1439 [2.51.1] During Bumper Car Soccer, after one team scores the winning goal, it is still possible to hit the ball into the opposite goal causing Merasmus to announce the formerly losing team's victory.
1440
1441 [2.51.2] During Falling Platforms, players can get stuck to the bounds of the arena. They cannot fall, and if they are the last one alive, other players will respawn above the pit. The only way to fix this glitch is if the player disconnects, or upon round end. Additionally, if a player uses the Taunt Menu function before falling off of a track, the Menu will open once the player turns into a ghost. This allows the player to perform taunts in ghost form (i.e. Rancho Relaxo or Square Dance).
1442
1443 [2.51.3] If one of Merasmus' curses is cast as the round goes to the bumper cars portion, players will have the curse cast on them, therefore teleporting them to the Strongmann. The round will be unable to continue, as all players will be in the Doomsday portion of the map. This can be fixed by scrambling the teams.
1444
1445 [2.51.4] The bumper cars have a tendency to flip upside down (especially if the Underwater curse continues functioning during the bumper cars minigame) causing the player to assume a reference pose.
1446
1447 [2.51.5] It is not possible to use the Disguise Kit by selecting it on the weapon category when under the effect of Merasmus' No Guns curse, however, it is possible by pressing the Last Disguise key. The same thing can be done on any of the bumper car games.
1448
1449 [2.52] Hydro (tc_hydro) bugs:
1450
1451 [2.52.1] The boom barrier at the BLU Base entrance is solid when the Power Plant control point is owned by BLU, but not when it is owned by RED and the BLU Base is under attack.
1452
1453 [2.52.2] There are several props that spawn beneath the ground near the Warehouse control point.
1454
1455 [2.52.3] There are some parts under the walkways near the Power Plant control point that are invisible.
1456
1457 [2.52.4] There is some z-fighting on one of the walkways near the Power Plant control point.
1458
1459 [2.52.5] There is a lamp that is not attached to the wall near the outside of the building that houses the Power Plant control point.
1460
1461 [2.52.6] After a team captures the other team's final control point, it is possible that the map may restart even when it is supposed to end. For example, in Casual mode, winning a match may restart the map instead of ending the game and going to the endgame screen where players can disconnect or vote for the next map, as is the normal behavior.
1462
1463 [2.52.7] Sometimes, upon a round ending, the previous round will be played again instead of progressing to the next stage. In this case, certain players may remain where they are when Humiliation ends instead of teleporting back to their team's respawn area.
1464
1465 [2.52.8] There is some z-fighting on a staircase near the Radar Dish control point.
1466
1467 [2.52.9] All of the clocking in machines present on this map suffer from z-fighting.
1468
1469 [2.52.10] The caves on this map experience displacement seams in some places.
1470
1471 [2.52.11] When walking from the Dam control point to the Warehouse, there is a rock prop you can see the underside of.
1472
1473 [2.52.12] There is an intercom near BLU's final control point that is not attached to the wall.
1474
1475[3] Cosmetic (character clothing and item sets) bugs:
1476
1477 [3.1] General cosmetic bugs:
1478
1479 [3.1.1] Some cosmetics have different lighting than the player model. This is because each item instance uses its own origin to decide what lighting it should react to.
1480
1481 [3.1.2] Sometimes you can see the shadow of your cosmetics in first-person view.
1482
1483 [3.2] Foster's Facade bugs:
1484
1485 [3.2.1] This cosmetic is missing phong shading/rimlights.
1486
1487 [3.3] Hotrod bugs:
1488
1489 [3.3.1] Spies disguised as an Engineer who is wearing this cosmetic will have the hat flip down over his face upon switching to their sapper. This is due to the fact that sappers count as buildings.
1490
1491 [3.4] Brundle Bundle bugs:
1492
1493 [3.4.1] Spies disguised as an Engineer using this item set will not use high-pitched voice commands.
1494
1495 [3.4.2] With this item set equipped, the Engineer's death sounds will not change pitch if he is killed.
1496
1497 [3.4.3] Taunt sound effects are affected by the pitch change, even if they are not spoken Engineer voice lines. A demonstration of this bug can be seen here: https://www.youtube.com/watch?v=7IWuR6q1yK8
1498
1499 [3.5] Iron Lung bugs:
1500
1501 [3.5.1] The Engineer's default helmet is removed when this cosmetic is equipped.
1502
1503 [3.6] Dapper Disguise bugs:
1504
1505 [3.6.1] This cosmetic does not support the full range of the Spy's facial expressions.
1506
1507 [3.7] Bombinomicon bugs:
1508
1509 [3.7.1] The explosion effect still occurs when killed by a weapon that produces its own unique death effect.
1510
1511 [3.7.2] If a player who does not have the Bombinomicon equipped is killed and leaves behind a ragdoll, then equips the Bombinomicon before respawning, the ragdoll will explode when the player respawns.
1512
1513 [3.7.3] While the explosion is centered on the Dead Ringer's feign, the blood/gore comes from where the Spy actually was. This gives away the feign.
1514
1515 [3.8] Spirit Of Giving bugs:
1516
1517 [3.8.1] The green part of the screen is still visible while the player is cloaked as a Spy.
1518
1519 [3.9] Fireproof Secret Diary bugs:
1520
1521 [3.9.1] This cosmetic is still visible while the player is cloaked as a Spy.
1522
1523 [3.9.2] Spies disguised as an enemy with this cosmetic will not copy it.
1524
1525 [3.10] Grandmaster bugs:
1526
1527 [3.10.1] If a Spy is disguised as an enemy with this cosmetic, the hat will appear as the Spy's team color.
1528
1529[4] Taunt bugs:
1530
1531 [4.1] General taunt bugs:
1532
1533 [4.1.1] Occasionally, a player may reload their active weapon while taunting, in cases where the weapon automatically reloads (such as if automatic reloading is enabled or if the weapon's clip is empty).
1534
1535 [4.1.2] If the server cvar "tf_allow_taunt_switch" is set to 1 or 2, the effects of lunchbox items are not applied to the player if they are activated by taunting, as the game automatically switches the player's weapons during the consumption animation instead of after the animation has completed. However, the item is considered "consumed" and the player must wait for it to recharge before using it again. Using the primary attack to consume such an item does not cause this to occur.
1536
1537 [4.1.3] It is sometimes possible to perform a taunt kill while the player's model is facing the opposite direction. This can be done by quickly turning before performing a taunt; the player's model will be facing one direction, while the kill taunt's effects occur in a different direction.
1538
1539 [4.1.4] If a taunt is done and the player is killed while performing it, the sounds and effects that are made may continue to play even if the player is dead.
1540
1541 [4.1.5] If a player without the Conga taunt plays the taunt via another player into a wall, the player without the taunt will continue to taunt until they are killed.
1542
1543 [4.1.6] Occasionally, when a player taunts, the weapon that they are currently using appears in their character's hands.
1544
1545 [4.1.7] When viewed from the character loadout, loopable taunts will stutter a bit after starting the animation again.
1546
1547 [4.2] Deep Fried Desire bugs:
1548
1549 [4.2.1] Any equipped items that have the medal equip region will result in said item sticking to the chicken bucket.
1550
1551 [4.3] Bunnyhopper bugs:
1552
1553 [4.3.1] The jumping sound loops forever if you use it at the end of a round.
1554
1555 [4.4] Kamikaze bugs:
1556
1557 [4.4.1] This taunt is recognized as a rocket jump by some achievements. For example, one can earn the Soldier achievement "Death from Above" by killing two enemies at once with this taunt.
1558
1559 [4.4.2] Because the explosion is centered exactly where the grenade is, the Soldier will still survive and kill players if he raises the grenade through a low ceiling during detonation. More information about this bug can be seen here: https://www.youtube.com/watch?v=O_MM5traONc&t=2m42s
1560
1561 [4.4.3] The explosion can kill enemies on the other side of a closed setup gate, or even the other side of a wall.
1562
1563 [4.4.4] If a Soldier performs the Kamikaze taunt near a Scout who is under the effects of the Bonk! Atomic Punch, the game will register that the Soldier has killed the Scout, even though the Scout takes no damage.
1564
1565 [4.5] Fresh Brewed Victory bugs:
1566
1567 [4.5.1] When taunting with the bloody Half-Zatoichi, the Soldier will taunt with the RED coffee sack, regardless of the team.
1568
1569 [4.5.2] The Soldier's voice line gets cut off at the end of the taunt.
1570
1571 [4.6] Hadouken bugs:
1572
1573 [4.6.1] If the target dies from the afterburn of the Hadouken taunt, it will show the Flame Thrower's kill icon rather than the Hadouken taunt's kill icon.
1574
1575 [4.6.2] If the player is in Pyroland, the first sound the Pyro utters is one of the sounds used to indicate receiving damage, and so will be replaced with the Pyroland equivalent, laughter.
1576
1577 [4.7] Armageddon bugs:
1578
1579 [4.7.1] The particles for the bubbles/fire for the beginning of the taunt are tilted incorrectly, making it look like they are shooting out of the bubble blower's side.
1580
1581 [4.7.2] When seen outside of Pyroland, the Pyro's equipped flame thrower will appear to hover vertically next to the Pyro.
1582
1583 [4.7.3] Sometimes the Armageddon taunt can go through setup gates and kill anyone unfortunate enough in the area.
1584
1585 [4.7.4] If the Pyro receives knockback while performing the Armageddon taunt, the particles will remain where they were, though the Armageddon taunt will still only affect anyone within range of the Pyro.
1586
1587 [4.8] Execution bugs:
1588
1589 [4.8.1] The flare can pass through thin walls, such as setup gates when fired at a correct angle.
1590
1591 [4.8.2] Performing the Execution taunt when out of ammo will still fire a flare.
1592
1593 [4.8.3] The firing sound can only be heard by other players, not the player that performs the Execution taunt.
1594
1595 [4.8.4] The Pyro's arm distorts while performing the Execution taunt.
1596
1597 [4.9] Balloonibouncer bugs:
1598
1599 [4.9.1] The Pyro's hitbox does not align with the actual taunt's animation, as the Pyro is still considered to be "standing" where the taunt was initiated. As such, all shots fired at the Pyro's body during the taunt will appear to miss entirely.
1600
1601 [4.10] Spent Well Spirits bugs:
1602
1603 [4.10.1] When previewed, the taunt appears to come in two different styles. However, there are no difference between them.
1604
1605 [4.11] Scotsmann's Stagger bugs:
1606
1607 [4.11.1] Occasionally, if a round ends while the player is performing this taunt, the beer spilling noises will continue to play during the next round.
1608
1609 [4.12] Table Tantrum bugs:
1610
1611 [4.12.1] The Heavy can be pushed away from his table if he is knocked back with minimal knockback (such as from a melee attack or a push by the payload cart). Once the table is flipped, the Heavy and the table will do their respective animations separately.
1612
1613 [4.13] Dischord bugs:
1614
1615 [4.13.1] Other players may see the Engineer playing the Frontier Justice as a guitar instead of the actual guitar itself. This also occurs in freezcams, but it does not occur in client view.
1616
1617 [4.13.2] If the server cvar "tf_allow_taunt_switch" is set to 1 or 2, several guitar gibs will fall out of the player as soon as they perform the Dischord taunt and quickswitch away from the Frontier Justice. Constantly switching weapons will cause a flood of guitar parts to fall from the player. These guitar parts can only be seen in client view.
1618
1619 [4.14] Rancho Relaxo bugs:
1620
1621 [4.14.1] There is a glitch which can allow many chairs to be spawned by one Engineer.
1622
1623 [4.14.2] On occasion, a player will appear to be stuck in the Rancho Relaxo animation after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model.
1624
1625 [4.14.3] Entering on a Teleporter and using the Rancho Relaxo when the player is about to be teleported will cause the weapon FOV to change. This can be fixed by switching classes or dying.
1626
1627 [4.14.4] If using this taunt while the respawn areas switch teams (i.e. on Payload), the Engineer will sit sideways.
1628
1629 [4.14.5] When taunting on moving platforms, the Engineer will move with the platform, while the chair may stay where he was sitting.
1630
1631 [4.14.6] When taunting, sometimes the bottle will lift into the air without the Engineer's hand moving.
1632
1633 [4.15] Bucking Bronco bugs:
1634
1635 [4.15.1] When used on a Entrance Teleporter, the Engineer will appear at the Exit but the bucking bronco will remain at the Entrance. However, they will still continue the taunt although separately.
1636
1637 [4.15.2] Sometimes the bucking bronco will turn a few seconds late.
1638
1639 [4.16] Spinal Tap bugs:
1640
1641 [4.16.1] This taunt may occasionally stab the player behind the Medic instead of the player in front.
1642
1643 [4.17] Oktoberfest bugs:
1644
1645 [4.17.1] The patch notes and in-game tips incorrectly state that this taunt heals +10 health, when community testing has determined that it heals +11 health.
1646
1647 [4.18] Meet the Medic bugs:
1648
1649 [4.18.1] Taunting while waist-high in water makes a loud sound from the dove entities colliding with the water.
1650
1651 [4.18.2] Taunting in Medieval mode causes the Medic to perform the taunt with their currently equipped weapon. This causes clipping issues and has the associated effects of taunting with the Amputator or Ubersaw, if those are equipped.
1652
1653 [4.18.3] Owning the taunt may cause replay footage of the taunt to show the aura as well as play the sound around your player, regardless of which class is being played as.
1654
1655 [4.18.4] Doves can sometimes get stuck on doors such as resupply doors. They will only move out of the door when someone opens it.
1656
1657 [4.19] Skewer bugs:
1658
1659 [4.19.1] While stunned, the Sniper can still stun and kill others with the Skewer taunt. This could be executed by pointing your crosshair at the target and rapidly hitting the taunt key or pressing it at the correct moment.
1660
1661 [4.19.2] If a Pyro ignites the player's arrow and the player taunts, the arrow will appear unlit. The arrow will still burn after the taunt is used.
1662
1663 [4.19.3] When being attacked by projectile weapons or weapons with a delay (Any melee weapon, Cow Mangler 5000's charged shot, Sandman/Wrap Assassin baseball/ornament, Flying Guillotine, or the Huntsman), if a player Skewers the attacker after the attack is initiated but before it lands, they will still be hit, damaged, and possibly killed by it, often interrupting the damaging portion of the taunt.
1664
1665 [4.20] Fencing bugs:
1666
1667 [4.20.1] On rare occasions, it is possible to kill enemies directly behind you while performing this taunt.
1668
1669 [4.21] Box Trot bugs:
1670
1671 [4.21.1] If a BLU Spy performs this taunt while holding either an Australium or Diamond Botkiller Knife, the box will use the RED equipment.
1672
1673 [4.21.2] If the player loses a round while performing this taunt, the box will disappear leaving the player looking like they are crouch walking.
1674
1675 [4.21.3] The box may sometimes be invisible to players on the enemy team.
1676
1677 [4.21.4] On occasion, a player will constantly blink in the Box Trot crouch pose after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model.
1678
1679 [4.22] High Five! bugs:
1680
1681 [4.22.1] If two players use this taunt while standing on a Teleporter Entrance, both will be teleported.
1682
1683 [4.22.2] On occasion, a player will appear to be stuck in the High-Five position after holding the taunt between rounds. This hinders gameplay in that the hitboxes do not correspond with the model. If this bug happens with a Spy, all of his disguises (enemy or friendly) will be stuck on High-Five position and it will be visible by anyone.
1684
1685 [4.22.3] The particle effect created where the two participants' hands collide can occasionally be seen through walls.
1686
1687 [4.23] Conga bugs:
1688
1689 [4.23.1] Sometimes the animations for this taunt will not play correctly, and will instead show the walking animation of the class currently performing the taunt.
1690
1691 [4.23.2] Having multiple people on a server, generally over 10, performing this taunt can cause the server to gain a buffer overflow.
1692
1693 [4.23.3] On occasion, a player will appear to be stuck in the Conga animation. This hinders gameplay in that the hitboxes do not correspond with the model. If this bug happens with a Spy, all of his disguises (enemy or friendly) will be stuck in the Conga animation and it will be visible by anyone.
1694
1695 [4.23.4] Entering a Teleporter with the High-Five initiated and canceling it when the player is about to be teleported will cause the weapon FOV to change. This can be fixed by switching classes or dying.
1696
1697 [4.24] Victory Lap bugs:
1698
1699 [4.24.1] The hum of the bumper car will stop playing if interrupted by footsteps or fall damage.
1700
1701 [4.24.2] The bumper car will occasionally use the wrong team color.
1702
1703 [4.24.3] If a Sniper's arrow gets lit on fire, the sound of the arrow lighting will repeat for the duration of the taunt.
1704
1705 [4.24.4] When ÜberCharged, the bumper car's headlights use the ÜberCharge gradient, and therefore appear solid.
1706
1707 [4.24.5] If the player is wearing an Unusual whilst activating the Victory Lap, the bumper car will sometimes use the RED team model regardless of team.
1708
1709 [4.24.6] If a player is in the process of activating the Victory Lap and gets stunned by the stunning portions of some taunt kills, the car will not appear until they exit the taunt and taunt again once the stun effect wears off.
1710
1711 [4.24.7] The bumper car does not appear while on the losing team at the end of a round.
1712
1713 [4.24.8] Upon death, the engine sound may still be played to the player.
1714
1715 [4.24.9] If the player is wielding the Gloves of Running Urgently and activates the Victory Lap, the bumper car will appear red.
1716
1717[5] Viewmodel bugs:
1718
1719 [5.1] Flipped viewmodel bugs:
1720
1721 [5.1.1] Neither the Sandman's baseball nor the Wrap Assassin's ornament render correctly.
1722
1723 [5.1.2] The Holy Mackerel looks to be twisted.
1724
1725 [5.1.3] Words written on weapons appear to be completely backward, one example being the words "ELECTRO-SAPPER" reading back on the Sapper.
1726
1727 [5.1.4] The Disciplinary Action's leather loop seems to look distorted.
1728
1729 [5.2] General viewmodel bugs:
1730
1731 [5.2.1] The Sniper wears two gloves in his viewmodel, while his worldmodel wears only one glove, on his left hand.
1732
1733 [5.2.2] The Pyro pulls back once on the Shotgun's pump as if ejecting a spent shell, while the Soldier, Heavy, and the Engineer do not. This may result from the fact that the game files indicate that there are separate Shotguns for each class that equips one.
1734
1735 [5.2.3] When inspecting a Grenade Launcher, the sound of the barrels spinning will stop playing if interrupted by footsteps or fall damage.
1736
1737 [5.2.4] When inspecting any stickybomb launcher, the Demoman's sleeves can be seen through at the point they meet his wrists.
1738
1739[6] Heads-up display (HUD) and user interface (UI) bugs:
1740
1741 [6.1] General HUD and UI bugs:
1742
1743 [6.1.1] Entering "tf_hud_target_id_show_avatars 1" into the console (requires "tf_hud_target_id_disable_floating_health 0"), the avatar disappears after map/server change, and can only be fixed by entering "hud_reloadscheme".
1744
1745 [6.1.2] Entering "hud_reloadscheme" into the console increases the size of the 3D HUD character on the scoreboard.
1746
1747 [6.1.3] After the Meet Your Match Update, the 3D character model animations on the class selection menu stutter a lot.
1748
1749 [6.1.4] When a backpack item (Soldier's banners, Medic's medi gun backpacks) is equipped, the 3D HUD character does not feature the items being equipped when other weapons are active.
1750
1751 [6.1.5] The Destruction PDA uses the Wrangler animations.
1752
1753 [6.1.6] Hovering over the first three options in the Advanced multiplayer options will render any subsequently options hovered over blank.
1754
1755 [6.1.7] Some items and weapons in the character loadout do not display their name properly.
1756
1757 [6.2] Jungle Inferno ConTracker bugs:
1758
1759 [6.2.1] When activating a contract in any of the folders, the line to the main section will change position.
1760
1761[7] Language (capitalization, misspellings, etc.) bugs:
1762
1763 [7.1] Weapon, cosmetic, and item set name bugs:
1764
1765 [7.1.1] 'Force-A-Nature' should be changed to 'Force-a-Nature', to be consistent with 'Crit-a-Cola' and 'Loch-n-Load'.
1766
1767 [7.1.2] 'C.A.P.P.E.R' is missing a period at the end of the 'R', as the 'R' stands for Raygun. It should be changed to 'C.A.P.P.E.R.'.
1768
1769 [7.1.3] 'Big Elfin Deal' should be changed to 'Big Elfin' Deal'.
1770
1771 [7.1.4] 'Claws And Infect' should be changed to 'Claws and Infect'.
1772
1773 [7.1.5] 'Ubersaw' and 'Festive Ubersaw' should be changed to 'Übersaw' and 'Festive Übersaw', respectively, to be consistent with 'ÜberCharge'.
1774
1775 [7.1.6] 'Eliminating The Impossible' should be changed to 'Eliminating the Impossible'.
1776
1777 [7.1.7] 'The Texas Tech-hand' should be changed to 'The Texas Tech-Hand'.
1778
1779 [7.1.7] 'Brim-Full Of Bullets' should be changed to 'Brim-Full of Bullets'.
1780
1781 [7.1.8] 'L'Etranger' should be changed to 'L'Étranger'.
1782
1783 [7.1.9] 'Hat of Undeniable Wealth And Respect' should be changed to 'Hat of Undeniable Wealth and Respect'.
1784
1785 [7.1.10] 'Full Head Of Steam' should be changed to 'Full Head of Steam'.
1786
1787 [7.1.11] 'Spirit Of Giving' should be changed to 'Spirit of Giving'.
1788
1789 [7.1.12] 'Something Special For Someone Special' should be changed to 'Something Special for Someone Special'.
1790
1791 [7.1.13] 'Towering Pillar Of Summer Shades' should be changed to 'Towering Pillar of Summer Shades'.
1792
1793 [7.1.14] The Brown Nugget Prospecting company's logo misspells 'Prospecting' as 'Prospectiing'.
1794
1795 [7.1.15] Looking into the files, it can be seen that the soundtrack 'Saxton's Dillema' is misspelled. It should be 'Saxton's Dilemma'.
1796
1797 [7.2] General language bugs:
1798
1799 [7.2.1] Several map names are capitalized entirely on the scoreboard. While some were fixed in the October 25, 2016, patch, there are still more to be fixed. The affected maps are:
1800
1801 Badlands (arena_badlands)
1802 Granary (arena_granary)
1803 Lumberyard (arena_lumberyard)
1804 Nucleus (arena_nucleus)
1805 Offblast (arena_offblast_final)
1806 Ravine (arena_ravine)
1807 Sawmill (arena_sawmill)
1808 Watchtower (arena_watchtower)
1809 Well (arena_well)
1810 Background01 (background01)
1811 5Gorge (cp_5gorge)
1812 Cloak (cp_cloak)
1813 Coldfront (cp_coldfront)
1814 Egypt (cp_egypt_final)
1815 Fastlane (cp_fastlane)
1816 Freight (cp_freight_final1)
1817 Gullywash (cp_gullywash_final1)
1818 Junction (cp_junction_final)
1819 Metalworks (cp_metalworks)
1820 Powerhouse (cp_powerhouse)
1821 Process (cp_process_final)
1822 Snakewater (cp_snakewater_final1)
1823 Standin (cp_standin_final)
1824 Steel (cp_steel)
1825 Sunshine (cp_sunshine)
1826 Yukon (cp_yukon_final)
1827 Foundry (ctf_foundry)
1828 Gorge (ctf_gorge)
1829 Hellfire (ctf_hellfire)
1830 Sawmill (ctf_sawmill)
1831 Thunder Mountain (ctf_thundermountain)
1832 Turbine (ctf_turbine)
1833 Itemtest (itemtest)
1834 Badlands (koth_badlands)
1835 Harvest Event (koth_harvest_event)
1836 Harvest (koth_harvest_final)
1837 Lakeside (koth_lakeside_final)
1838 Nucleus (koth_nucleus)
1839 Sawmill (koth_sawmill)
1840 Brickyard (pass_brickyard)
1841 District (pass_district)
1842 Timbertown (pass_timbertown)
1843 Nightfall (plr_nightfall_final)
1844 Frontier (pl_frontier_final)
1845 Hoodoo (pl_hoodoo_final)
1846 Swiftwater (pl_swiftwater_final)
1847
1848 [7.2.2] In the game mode selection screen for Casual Mode, several map names are not named properly:
1849
1850 Gravelpit should be changed to Gravel Pit
1851 Doublecross should be changed to Double Cross
1852 Badwater should be changed to Badwater Basin
1853 Goldrush should be changed to Gold Rush
1854 Thundermountain should be changed to Thunder Mountain
1855
1856 [7.2.3] Some postive and negative attributes have periods at the end of them. This is not consistent with the way it has been done previously. While some were fixed in the November 17, 2017, patch, there are still more to be fixed. It should be noticed that some items have punctuation for a reason, and such do not need to be corrected (e.g. the Boston Basher's "On Miss: Hit yourself. Idiot."). The affected items are:
1857
1858 Atomizer
1859 Phlogistinator
1860 Scorch Shot
1861 Vaccinator
1862 Sydney Sleeper
1863
1864 [7.2.4] Some map file names are structured inconsistently and have unnecessary suffixes, such as "final". The affected maps are:
1865
1866 Offblast (arena_offblast_final)
1867 Freight (cp_freight_final1)
1868 Gullywash (cp_gullywash_final1)
1869 Junction (cp_junction_final)
1870 Mann Manor (cp_manor_event)
1871 Process (cp_process_final)
1872 Snakewater (cp_snakewater_final1)
1873 Standin (cp_standin_final)
1874 Yukon (cp_yukon_final)
1875 2Fort Invasion (ctf_2fort_invasion)
1876 Harvest (koth_harvest_final)
1877 Lakeside (koth_lakeside_final)
1878 Maple Ridge Event (koth_maple_ridge_event)
1879 Ghost Town (mvm_ghost_town)
1880 Pit of Death (pd_pit_of_death_event)
1881 Nightfall (plr_nightfall_final)
1882 Frontier (pl_frontier_final)
1883 Hoodoo (pl_hoodoo_final)
1884 Swiftwater (pl_swiftwater_final1)
1885
1886 [7.2.5] The naming scheme for Festive weapons is inconsistent. The 2011-2014 weapons follow this outline:
1887
1888 [Strange prefix] [Killstreak prefix] Festive [Weapon name]
1889
1890 However, the 2015-2016 weapons follow this one:
1891
1892 [Strange prefix] Festive [Killstreak prefix] [Weapon name]
1893
1894 The issue probably stems from the fact that the 2015-2016 Festives are pre-existing weapons with a Festivizer applied to them and the Festivized item attribute, instead of being all new weapons in the schema like the old Festive weapons.
1895
1896[8] Game mode bugs:
1897
1898 [8.1] Casual Mode bugs:
1899
1900 [8.1.1] Sound effects can loop indefinitely when a round ends.
1901
1902 [8.1.2] Sometimes, the chat does not move up to where it is supposed to be when the round starts.
1903
1904 [8.2] Capture the Flag bugs:
1905
1906 [8.2.1] Occasionally, the status on the bottom center of the HUD will not change when a player takes or drops the intelligence.
1907
1908 [8.2.2] Rarely some bomb-related responses can be pronounced when a player carrying the intelligence is killed.
1909
1910 [8.2.3] If a player has the intelligence and then the map is reset, the next round will have the player who had the intelligence continue to glow until another player has picked it up or that player has died.
1911
1912 [8.3] Mannpower bugs:
1913
1914 [8.3.1] The Knockout icon on the freezecam appearance gets cut off.
1915
1916 [8.3.2] The backpack description for the Knockout powerup is outdated, saying that it still gives critical hits.
1917
1918 [8.3.3] It is not normally possible to haul buildings while having the Knockout power up, however, it is still possible to construct new buildings by using the console command "build (number)" while having the Grappling Hook activated.
1919
1920 [8.3.4] The damage noise from the Plague powerup will continue to play if it is stopped by the Dead Ringer.
1921
1922 [8.3.5] The critical effect on the Grappling Hook is always colored according to the player's actual team, and gives away a Spy's disguise.
1923
1924 [8.4] Mann vs. Machine bugs:
1925
1926 [8.4.1] Sometimes a menu such as team, class, or upgrade choice will freeze on screen, forcing the player to refresh the HUD. This can be accomplished by typing "hud_reloadscheme" in the console or pressing Tab.
1927
1928 [8.4.2] Occasionally in a listen server, and after changing to a custom mission, the robots may begin attacking before you start the wave. This only happens the first time you change to the mission in a given session.
1929
1930 [8.4.3] When killed by a dead robot, such as by afterburn, or when removing a destroyed Spy Bot's Sapper, the kill feed may show that the robot has moved to spectate mode. This is due to an internal routine that reassigns robot players for the next attack.
1931
1932 [8.4.4] The Wave Summary sometimes display incorrect numbers of Über Medics for certain waves.
1933
1934 [8.4.5] Sometimes after a wave is complete, the Administrator will continue to issue warnings about the bomb's progress. This does not affect gameplay in any way.
1935
1936 [8.4.6] When a new Tank Robot appears on the map just after another Tank Robot is destroyed, the Administrator may issue an incorrect warning about its progress.
1937
1938 [8.4.7] Giant robots have been known to die upon falling from a decent height, regardless of health remaining.
1939
1940 [8.4.8] Robots that are destroyed while speaking and players who are killed while using Mann vs. Machine-related responses will continue speaking after their destruction/death. Tank Robots that are destroyed as they stop to deploy the bomb will continue to play the "buzz and ding" sound sequence.
1941
1942 [8.4.9] Rarely, you can get your screen whited-out by a Sentry Buster's explosion without being affected. This can happen by being somewhere under it, without being able to see it. This can happen often on Decoy in the middle building when going towards the middle of the stairs, or below the roof while jumping, provided there is a Sentry Buster on the roof.
1943
1944 [8.4.10] It is possible for the Administrator to announce that a mission has failed when it has not. This can happen when destroying the bomb carrier as it is about to drop into the bomb hole. The bomb hatch will be destroyed, but the game considers the bomb undeployed. In this case, the following bomb carriers will never make it to the hatch as it will continue to kill anything that steps on it.
1945
1946 [8.4.11] Sometimes, when a Mann Up mission is finished, the loot screen shows up empty. This can be fixed by entering "hud_reloadscheme" in the console.
1947
1948 [8.4.12] On some maps, there are a small number of Sentry Gun placements that are immune to Sentry Busters. If the target Sentry Gun is in one of these areas, the Sentry Buster will spawn, and without jumping down or exiting spawn, they will detonate. This does not show in the kill feed, and the Sentry Buster icon at the top of the screen will remain.
1949
1950 [8.4.13] Certain sounds will become stuck in a loop if a wave is failed while they are playing. A notable example of this is the Sentry Buster ticking sound. This can be easily fixed by typing "snd_restart" into the console.
1951
1952 [8.4.14] Rarely, before the round, the bomb will appear in the spawn points for the robots for all maps with no robot carrying it. An extremely rare case of this is the bomb being teleported to the hatch at the start of the round.
1953
1954 [8.4.15] Sometimes on Mann Up servers, a glitch will occur where players are unable to join the server. The only way to fix this is for every player to leave the server.
1955
1956 [8.4.16] Rarely, a Demoknight Bot will become glitched, causing only his sword to be visible. This robot cannot be killed by any means. The only option is to let the robots deploy the bomb to restart the round. If players choose to vote to restart the round, there is a small chance that the resulting restart will cause all robots to spawn at a slower rate. Although this may make the round easier to win, it will increase the amount of time it will take to win the wave (all waves are affected) to over 10 minutes per wave.
1957
1958 [8.4.17] Very rarely, a robot may appear as a giant when it should not be or vice versa. Sometimes, the giant may still have the health of the smaller counterpart, or it may have the health that the giant version would have.
1959
1960 [8.4.18] Rarely, if an Engineer Bot's Teleporter Exit is not destroyed by the time the wave ends, the Teleporter Exit will not self-destruct and continue spawning robots when the next wave begins.
1961
1962 [8.4.19] Occasionally, if a Giant Robot is destroyed with the Medic's Projectile Shield, it will create a normal sized robot ragdoll with a head proportional size to the giant. This can also happen with any weapons that would cause ragdolls to normally be vaporized, such as the Cow Mangler 5000.
1963
1964 [8.4.20] If a player is inspected during Setup time or mid-game, upgrades may be lost. If occurring during Setup time, money spent on the lost upgrades will be refunded. If occurring mid-game, however, there will be no refund on lost upgrades. This happens most often with building upgrade canteens.
1965
1966 [8.4.21] Rarely, robots may stop spawning, causing the wave to be unbeatable. This can only be fixed by restarting the map.
1967
1968 [8.4.22] Sometimes, when playing two Mann Up missions in one play session, the second mission completion loot screen may show the loot screen from the previous mission and the notification for "Found Items" will not show up. Items will still be obtained after updating your backpack.
1969
1970 [8.4.23] Rarely, a human ragdoll will appear rather than a robotic one.
1971
1972 [8.4.24] If a player is set to be kicked and leaves the game before the voting is finished, the player is recognized as banned from the server if the vote was successful.
1973
1974 [8.4.25] There is a popular method of gaining "infinite" refunds by either joining spectate mode and then picking random when selecting a team or by going into the team selection screen and then pressing "1". These methods can only work if the refund credit was earned already.
1975
1976 [8.4.26] If the "Change mission" vote is successful while the round is about to begin, the next round (after the game restarts and spawns everyone to the first wave of the new mission) will have the wave start instantly, without giving the players a chance to ready themselves. Additionally, the Administrator does not say that the mission is about to begin, and no music plays.
1977
1978 [8.4.27] Entering a round that is in progress during Setup time will cause the Administrator to not say anything and no music will play. The rest of the waves will play normally, however.
1979
1980 [8.4.28] Deploying a Mini-Sentry during Setup time causes the Mini-Sentry to retain 50% of its health after construction. This happens because the Mini-Sentry begins with 50% health when deployed, and regenerates health back to 100%.
1981
1982 [8.4.29] If spawning bots through the console, it will add maximum bots on each team. Doing this causes BLU Humans with robot voices and RED Bots spawning in the carrier. The wave will likely progress slower because there are too many bots spawned.
1983
1984 [8.5] PASS Time bugs:
1985
1986 [8.5.1] Loaded rockets of the Beggar's Bazooka can be fired while holding the JACK; you cannot reload while holding the JACK.
1987
1988 [8.5.2] If the JACK carrier suicides near other friendly players, they will gain permanent speed boosts.
1989
1990 [8.5.3] The JACK is missing rimlights/phong shading/lightwarp textures.
1991
1992 [8.5.4] The JACK can be inspected, and will use the current class' default primary weapon inspect animation.
1993
1994 [8.6] Payload and Payload Race bugs:
1995
1996 [8.6.1] The payload cart may sometimes randomly spin vertically.
1997
1998 [8.6.2] The capture progress HUD sometimes does not report how many players are pushing the payload cart. It may also display the payload cart as being blocked when it is not.
1999
2000 [8.6.3] Dying due to the payload cart explosion causes the freezecam to focus on a specific point of the map while displaying the name of an opponent, even if no enemy was involved in the player's death.
2001
2002 [8.6.4] It is possible to derail the payload cart as it is falling by launching it with an explosion. This works because it becomes a physics prop when it reaches the end of the track.
2003
2004 [8.6.5] A very rare glitch occurs when the doors to BLU will not open, and the map will stay in Setup time. The payload cart will slowly push itself and cannot be blocked.
2005
2006 [8.6.6] Occasionally, a payload cart may be already moved from its default position at the start of a round, even if it has not been pushed and the game is currently in Setup time.
2007
2008 [8.6.7] Payload carts only destroy buildings from their front. Backing up into a building will allow it to pass through until it reaches the payload cart's front. The reason for this is that there is only a trigger_hurt in front of the payload cart. Only the regular and Hoodoo cart suffer from this, including the Helltower ones, which do not destroy buildings at all.
2009
2010 [8.7] Training Mode bugs:
2011
2012 [8.7.1] In Spy training, the player is unable to switch to the Revolver at first, but can later switch to it by pressing the quickswitch key. If the player destroys the Sentry Gun using the Revolver, the game will say "Well done" and tell the player to backstab the targets. However, the targets will not appear. If the player goes to the spot that was previously indicated as cover from the now destroyed Sentry Gun, then the game will tell the player to sap it, making this goal unobtainable and need to restart the training.
2013
2014[9] Tool and action item bugs:
2015
2016 [9.1] Mann Co. Supply Crate bugs:
2017
2018 [9.1.1] The quality of the backpack icon for the End of the Line Community Crate is affected depending on the texture quality of the game, which is not a normal behavior, as other backpack icons for other items are not affected depending on the texture quality that the player set.
2019
2020 [9.2] Mann Co. Supply Crate Key bugs:
2021
2022 [9.2.1] The quality of the backpack icon for the End of the Line Key is affected depending on the texture quality of the game, which is not a normal behavior, as other backpack icons for other items are not affected depending on the texture quality that the player set.
2023
2024 [9.3] Name Tag bugs:
2025
2026 [9.3.1] Renamed items do not properly appear on disguised Spies. For instance, if a Spy disguises as a Medic wielding a renamed Medi Gun, the customized name will not show up on the disguise when an enemy looks at them.
2027
2028 [9.3.2] Name Tags used on weapons that became Vintage following the March 15, 2011, patch cannot be removed.
2029
2030 [9.3.3] Community items with a Normal variant that were received before name tags were introduced cannot be named.
2031
2032 [9.4] Description Tag bugs:
2033
2034 [9.4.1] Description Tags used on weapons that became Vintage following the March 15, 2011, patch cannot be removed.
2035
2036 [9.5] Paint Can bugs:
2037
2038 [9.5.1] When using the +quickswitch command to change a user's character loadout, painted items are not differentiated from regular items; this means that if a user has multiple painted variants of the same hat, all the variants are ignored (+quickswitch only shows one entry per item to prevent duplicates taking excessive space) and just one entry appears in the +quickswitch panel.
2039
2040 [9.6] Decal Tool bugs:
2041
2042 [9.6.1] Decalable items may have the incorrect decal in client view if multiple people have same decalable items on the same server.
2043
2044 [9.6.2] Items that have been used with a Decal Tool do not show the decal in the trading interface to either trader.
2045
2046 [9.7] Strange Part bugs:
2047
2048 [9.7.1] The Strange Part: Buildings Destroyed can be applied to the Chargin' Targe, but cannot raise the counter, even by killing an Engineer hauling an active building.
2049
2050 [9.7.2] The Strange Part: Critical Kills cannot be applied to the Ullapool Caber, even though it can be crit boosted.
2051
2052 [9.7.3] The Strange Part: Defender Kills counts kills made while defending the objective, however the counter is misrepresented as 'Defenders Killed'.
2053
2054 [9.7.4] The Strange Part: Gib Kills cannot be applied to the Detonator or the Scorch Shot.
2055
2056 [9.7.5] The Strange Part: Kills While Explosive Jumping can be applied to the Mantreads, but cannot raise the counter, because the weapon requires landing to deal damage.
2057
2058 [9.7.6] The Strange Part: Kills While Explosive Jumping cannot be applied to the Panic Attack, Splendid Screen or the Persian Persuader.
2059
2060 [9.7.7] The Strange Part: Kills While ÜberCharged cannot be applied to the Equalizer or the Escape Plan, even though a Medic can freely ÜberCharge a Soldier who is wielding them.
2061
2062 [9.7.8] The Strange Part: Posthumous Kills as applied to the Wrap Assassin only increments the counter on direct impact kills with the bauble, and does not count kills from the bleeding that results afterward.
2063
2064 [9.7.9] The Strange Part: Players Hit does not raise the counter if the enemy was killed on a hit.
2065
2066 [9.8] Halloween Spell bugs:
2067
2068 [9.8.1] The backpack icons for Halloween spells incorrectly use the coloring overlays intended for paint cans.
2069
2070 [9.8.2] Halloween spells cannot be applied to stock weapons. The player can select the Halloween spell from their backpack, and a confirmation message appears, but the effect is not applied, and the Halloween spell is not consumed.
2071
2072 [9.8.3] Halloween spells meant to be used with only one class can be applied to cosmetics which can be equipped by multiple classes, granting the Halloween spell's ability to whatever class wears the affected cosmetic. This is due to them all applying the same effect, Voices From Below. The only real difference is which cosmetics they can be applied to.
2073
2074 [9.8.4] When a weapon with Exorcism activates a Spy's Dead Ringer, no ghosts appear.
2075
2076 [9.8.5] Paint Halloween spells' color do not shift between shades and instead get stuck in one shade.
2077
2078 [9.8.6] Gourd Grenades cannot be applied to the Sticky Jumper, and Squash Rockets cannot be applied to the Rocket Jumper.
2079
2080 [9.8.7] Sentry Quad-Pumpkins can be applied to the Gunslinger, despite the fact that the Mini-Sentry is unable to fire rockets.
2081
2082 [9.8.8] Squash Rockets can be applied to the Cow Mangler 5000, despite the fact that it does not fire rockets.
2083
2084 [9.9] Killstreak Kit bugs:
2085
2086 [9.9.1] Kills made while dead contribute to a weapon's killstreak, though as it is properly reset on both death and respawn, this has little effect.
2087
2088 [9.9.2] If a killstreak weapon is used to kill an enemy and is then changed in the character loadout and changed back, the counter will start at 1 again in the kill feed, but the streak overlay will remain the same number.
2089
2090 [9.9.3] Killstreaks that are ended due to environmental deaths, provided another player is not credited for finishing them off, are credited to ERRORNAME.
2091
2092 [9.9.4] If a Pyro deflects a projectile from a killstreak weapon that kills an enemy, it will count towards the Pyro's killstreak, even if the Pyro is not using a killstreak weapon.
2093
2094 [9.9.5] Kills made with the Wrangler count towards the killstreak of an Engineer's wrench, even if only the wrench has killstreaks enabled.
2095
2096 [9.9.6] Killstreak notifications override the "silent killer" attribute of the Your Eternal Reward and its reskins, causing them to show in the enemy team's kill feed.
2097
2098 [9.9.7] Certain passively-visible weapons and taunts can inherit the sheen of a different killstreak weapon: The Gunslinger, Demoman shields, and Spy watches appear with the same sheen as the weapon in use. This is not very visible on any Spy watches other than the Dead Ringer, as when they are brought up in the viewmodel, they turn transparent almost immediately. The Dead Ringer, however, can be fully visible and not transparent in the viewmodels. If a Ham Shank Heavy or a Gunslinger Engineer use the High Five! taunt, their hand will take on the sheen of their primary weapon. If a Demoman uses the Spent Well Spirits taunt, the bottle will take on the sheen of their Grenade Launcher or Stickybomb Launcher.
2099
2100 [9.9.8] The Hypno-Beam effect does not display through wearable glasses.
2101
2102 [9.10] War Paint bugs:
2103
2104 [9.10.1] Some War Paints on the Panic Attack and the Brass Beast cover up the front of its barrel, such as Park Pigmented, Pina Polished, and Manana Peeled.
2105
2106 [9.11] Gift Wrap bugs:
2107
2108 [9.11.1] The Gift Wrap cannot be applied to the Sapper and the Construction PDA.
2109
2110 [9.12] Something Special For Someone Special bugs:
2111
2112 [9.12.1] It is possible to equip one of this item in both cosmetic slots at the same time. If one of the Something Special For Someone Specials is unequipped, the other will be as well.
2113
2114 [9.12.2] If any Halloween Spell is applied to this cosmetic, it cannot be removed.
2115
2116 [9.13] Dueling Mini-Game bugs:
2117
2118 [9.13.1] If the teams are scrambled after a duel is set up, both duelists may be on the same team, but the duel may not end.
2119
2120 [9.13.2] If two or more duels are going on concurrently in a server and one of them ends, the other duels may have their scores locked; the scoreboards of the remaining duelists will go back to normal, but the duels will only actually conclude when they would normally do so (if the round ends, etc.).
2121
2122 [9.13.3] If a Spy disguises as a player with the Dueling Mini-Game equipped in their action slot, pressing the action key will bring up the duel prompt, even if the Spy player does not have it equipped. However, selecting a player from the prompt will do nothing.
2123
2124 [9.13.4] Both the in-game leaderboard and the online leaderboard are currently frozen and have been for some time; however, both dueling and the dueling badge still work correctly and the badge will level up after 10 duel wins.
2125
2126 [9.14] Power Up Canteen bugs:
2127
2128 [9.14.1] Using a Buildings Upgrade Canteen while hauling a building results in various buggy effects. If the building is a Sentry Gun, the Engineer will appear to have a Level 3 Sentry Gun in front of him. When he places it, it will take damage, and be placed as a Level 1 Sentry Gun. If the building is a Dispenser, the Engineer will appear to have a Level 3 Dispenser in front of him. However, the Ammo screen will be blank. When he places it, it will take damage, however, it will remain at Level 3. If the building is a Teleporter, rings of light from an active Teleporter will be left where he was standing. When he places it, it will take damage, and the rings of light will disappear. Like the Dispenser, it will remain at Level 3.
2129
2130 [9.14.2] The Ammo Refill Canteen suffers from several bugs. This Canteen does not work on energy-based weapons, such as the Cow Mangler 5000 or the Righteous Bison. If at least one non-melee, non-energy-based weapon has both its clip and its reserves empty (or only its reserves empty, in case of weapons such as the Flame Thrower or the Sniper Rifle), then using this Canteen will not refill the clip of this weapon and the weapons located after this one (in the Scout's case, the Pistol is after the Scattergun). Using an Ammo Refill Canteen will erase all loaded shots from pre-load weapons such as the Beggar's Bazooka, unless it occurs under the conditions of the bug listed above.
2131
2132 [9.15] Grappling Hook bugs:
2133
2134 [9.15.1] Name and Description Tags have no effect when used on the Grappling Hook.
2135
2136 [9.15.2] Using the action key to use the Grappling Hook can lead to the weapon selection failing and possibly the primary attack getting stuck on. If this happens, the player can go into the console and type in -attack to fix it.
2137
2138 [9.15.3] If two players grapple each other in mid air they will float.
2139
2140 [9.15.4] Occasionally the Heavy, after firing their minigun for an extended period of time and switching to the Grappling Hook, will be unable to switch directly to their melee weapon.
2141
2142[10] Item quality bugs:
2143
2144 [10.1] Strange bugs:
2145
2146 [10.1.1] Counters may not track every kill.
2147
2148 [10.1.2] Counters do not update in-game when inspecting another player's Strange weapon on the freezecam.
2149
2150 [10.1.3] The PDA counts deaths that were feigned using the Dead Ringer, even though Strange weapons do not normally count these.
2151
2152 [10.1.4] The Chargin' Targe and Splendid Screen count any type of kill the Demoman gets with his primary and melee weapons when he has the shield equipped, along with shield bash kills.
2153
2154 [10.1.5] Select items, such as consumables (Crit-a-Cola, Sandvich, etc.) and banners (Concheror, Buff Banner, etc.) can be leveled when playing on training.
2155
2156 [10.2] Decorated bugs:
2157
2158 [10.2.1] Team-colored Decorated weapons that have the Team Shine Killstreak sheen will always use RED team's sheen if inspected in the backpack.
2159
2160 [10.2.2] Upon respawning, Unusual effects can sometimes become positioned in front of the player's screen, blocking their view. This can be fixed by switching weapons.
2161
2162 [10.2.3] All team-colored Tough Break Collection weapons lack the description "Team Colored Decorated Weapon", and their BLU team variants cannot be viewed in the backpack.
2163
2164 [10.2.4] Unusual effects on Revolvers and Knives will disappear upon disguising, and will not reappear until a weapon switch.
2165
2166 [10.2.5] On certain low-graphics settings, Decorated weapons that have increased phong shading (such as the Coffin Nail skins) and have a Strange stat clock attached will not appear to be shiny in first-person view, due to the stat clock conflicting with the weapon's phong shading.
2167
2168[11] Game mechanic bugs:
2169
2170 [11.1] Building bugs:
2171
2172 [11.1.1] A redeployed Level 2 or 3 Sentry Gun will attempt to target enemy players during the brief instant between reaching a level and starting the animation to upgrade to the next level. If the Sentry Gun is directly facing an enemy, it may even be able to fire before the upgrade animation.
2173
2174 [11.1.2] If an Engineer changes classes, his buildings simply vanish; this is inconsistent with the behavior of the Engineer changing his melee loadout, changing teams, or leaving the game, where his buildings are destroyed.
2175
2176 [11.1.3] If a building is packed up while it takes damage, then redeployed, the HUD may report it as damaged even after it is fully repaired.
2177
2178 [11.1.4] When redeploying a damaged Level 2 or 3 building, hitting it with a melee weapon while it is in the upgrading animation stages of redeployment will use the metal supply, but does not repair the building.
2179
2180 [11.1.5] Heavily damaged buildings may still show signs of being damaged (such as sparks and flames) that remain present even when the building is fully repaired. Hauling the building may remove them.
2181
2182 [11.1.6] When a building is first upgraded to Level 3, it spawns with 1 extra point of health, for a total of 217. When it is picked up and replaced, or reconstructed, it keeps this extra point of health. However, if it takes damage and is then repaired, it repairs to its base health, 216.
2183
2184 [11.1.7] When connecting to a server, it may for a brief amount of time show the disposable Sentry Gun in the Build HUD from Mann vs. Machine.
2185
2186 [11.1.8] If a Spy saps a building while it is upgrading to the next level, it will not actually disable it. However, the sapper will still damage the building and it cannot be destroyed - the only way to remove the sapper is to haul the building.
2187
2188 [11.1.9] Losing connection while hauling a building may cause it being unable to deploy.
2189
2190 [11.2] Bot bugs:
2191
2192 [11.2.1] Bots may try to walk/shoot through unmovable objects such as walls.
2193
2194 [11.2.2] Whenever a player/bot cloaks/decloaks or disguises/undisguises, the bots will "see" players who are behind them and turn around, even if out of the bot's field of view. Note that this is not due to any sounds made by the player (footsteps, miscellaneous weapon noises, etc.).
2195
2196 [11.2.3] Though rarely, bots may stand inside one another and get stuck during usage of an Engineer's Teleporter.
2197
2198 [11.2.4] When bots use voice commands (such as "Spy!" and "Move Up!"), text versions of the voice commands do not display.
2199
2200 [11.2.5] A Medic bot who is healing a player will not avoid enemy fire or collect health pickups, even if he is at critically low health.
2201
2202 [11.2.6] Bots are able to move while taunting.
2203
2204 [11.2.7] Recently attacked Medic bots will often fail to use their Syringe Gun to deal with enemies at non-melee range, instead switching to their Bonesaw, or even to their Medi Gun on extremely rare occasions.
2205
2206 [11.2.8] Medic bots will fail to lead their aim or to compensate for gravity while firing the Syringe Gun. This may be due to the Syringe Gun not being properly identified as a non-hitscan weapon in the bot AI code.
2207
2208 [11.2.9] Engineer bots can stand inside their own buildings.
2209
2210 [11.2.10] Spy bots are able to see and follow cloaked Spies (AI or player) should one give himself away, regardless of difficulty level.
2211
2212 [11.2.11] Even if a Spy is disguised as a class of his team (player only, as bots will never do this), enemies will still point him out as a Spy should he bump into an enemy.
2213
2214 [11.2.12] Bots abide by autobalance rules. To be able to spawn bots on a specific team, mp_teams_unbalance_limit must be set to 0.
2215
2216 [11.2.13] Engineer bots may ignore their buildings until they are destroyed.
2217
2218 [11.2.14] Heavy bots will sometimes try to fire their Minigun even when out of ammo. (Although it seems to occur abundantly when the bot difficulty is set below Advanced)
2219
2220 [11.2.15] Medic bots on the losing team will occasionally commit suicide during Humiliation when there are no enemies nearby. Players are unable to do the same, even using commands.
2221
2222 [11.2.16] Setting the character loadout's preview to BLU will cause RED bots to appear BLU.
2223
2224 [11.2.17] Currently, bots do not work on the following types of game modes or maps, even with a generated navigation mesh (Spies and Snipers may work, though).
2225
2226 Arena Mode
2227 Payload Race
2228 Mann vs. Machine
2229 Special Delivery
2230 Robot Destruction
2231 Cactus Canyon (pl_cactuscanyon)
2232 Mannpower
2233 PASS Time
2234 Player Destruction
2235 Snowycoast (pl_snowycoast)
2236
2237 [11.2.18] Demoman bots will detonate their stickybombs even if a setup gate is in the way.
2238
2239 [11.2.19] Bot models are missing foot_L and foot_R.
2240
2241 [11.3] Upgrade Station bugs:
2242
2243 [11.3.1] Changing a weapon via character loadout screen before walking up to the upgrade station, then buying a single upgrade, will prevent buying or selling any upgrades.
2244
2245 [11.3.2] The descriptions for the reload speed and firing rate upgrades are slightly misleading. Rather than making these actions a set percentage faster, they actually reduce the function time by the stated percentage. E.g. A weapon with a cumulative 60% faster reload time will reload in 40% of the normal time (i.e. 100% - 60%), not 62.5% (100% / 1.6).
2246
2247 [11.3.3] The upgrade screen will suddenly disappear for Engineers if their Teleporter is used during this time. Any upgrade the Engineer was purchasing will be lost, but the money will be returned.
2248
2249 [11.3.4] Any chat notifications will immediately exit the upgrade station menu.
2250
2251 [11.3.5] The Heavy primaries and Sentry Gun's firing speed upgrades are glitched: Miniguns' second firing speed upgrade has no effect; thus, buying all four upgrades effectively increases firing rate by 30% instead of 40%. Sentry Guns do not benefit at all from the last upgrade and unwrangled Sentry Guns are not improved by the second upgrade.
2252
2253 [11.3] Robot bugs:
2254
2255 [11.3.1] When a robot is forced to laugh from the Holiday Punch, the player can hear their laughter, but there is only an animation for the Engineer Robot. When laughing, they still have the ability to move, but cannot fire their weapons.
2256
2257 [11.3.2] Hitting a Sentry Buster with the Holiday Punch in the back used to cause it to stand still for a few seconds and then explode, as the robot uses its taunt to detonate itself. This could have been used to detonate a Sentry Buster early.
2258
2259 [11.3.3] Engineer Bots are missing a pelvis hitbox.
2260
2261 [11.4] Party bugs:
2262
2263 [11.4.1] Parties do not get disbanded when leaving and reentering the game.
2264
2265[12] Miscellaneous bugs:
2266
2267 [12.1] Critical hit bugs:
2268
2269 [12.1.1] The vast majority of effects and achievements cannot tell the difference between a critical hit and a mini-crit, and as a result, treat all mini-crits as regular crits. This makes it possible to gain crit-based achievements using only mini-crits.
2270
2271 [12.1.2] The "Mini Crit!" text is still displayed when combat text is enabled if a teammate assists you with a mini-crit, instead of showing the damage they dealt.
2272
2273 [12.1.3] Crit indicators are still displayed even if the "victim" is ÜberCharged and receives no damage.
2274
2275 [12.1.4] Occasionally, while being crit boosted and dying, the particle effect and sound will still play, despite not giving critical hits.
2276
2277 [12.2] Humiliation bugs:
2278
2279 [12.2.1] If the Medic has any secondary weapon out, his right arm will appear twisted and bent, occasionally clipping into his head while moving.
2280
2281 [12.2.2] A surrendering Soldier with the Beggar's Bazooka loaded right before the round ends can potentially kill winning team members due to how it misfires when 3 or more rockets are loaded into it. Additionally, the same thing happens when a Demoman starts to charge right before the round ends, potentially killing someone, as the charge does not stop and still delivers damage.
2282
2283 [12.2.3] If a Soldier was reloading a primary weapon right before Humiliation, his animation will still show him reloading, even though he is not reloading anything.
2284
2285 [12.3] General miscellaneous bugs:
2286
2287 [12.3.1] As a Soldier, shooting your primary or secondary weapon followed by quickly switching to another weapon will result in the sound being cut off. This does not occur when attacking with a melee weapon and then quickly switching to another weapon.
2288
2289 [12.3.2] Deflected grenades deal mini-crit damage to the Pyro that deflected them. Other projectiles, such as rockets, do not deal mini-crit damage to the Pyro.
2290
2291 [12.3.3] The BLU Scout's texture uses the RED Scout's pants texture. This mismatch can be seen on the belt loops of the BLU Scout.
2292
2293 [12.3.4] The Engineer is missing ACT_MP_GESTURE_VC_THUMBSUP animations for voice commands like "Thanks", "Nice Shot", and "Good Job". All other classes have the gesture animations. The animations that are needed are:
2294
2295 gesture_primary_positive
2296 gesture_secondary_positive
2297 gesture_melee_positive
2298 gesture_PDA_positive
2299
2300 [12.3.5] Some weapons use voice lines that are not intended for them. For example, when drenching him in milk as Scout, the Spy might say voice lines pertaining to Jarate.
2301
2302 [12.3.6] All of the Soldier's melee weapons besides the Half-Zatoichi and the all-class melees use the same deploy sound as the Shovel. This is an issue because the Shovel's sound has the snap of the shovel blade snapping into place, even on non-Shovel weapons.
2303
2304 [12.3.7] Hovering over the Spectator TV screen in the team selection does not stop the tune playing beforehand, if there was one, nor does it stop if the player no longer hovers over it.