I noticed the same thing and posted on hlds_linux about it. It's indeed no just custom maps, but default maps also. I'll inclue my message here too.

The problem isn't just custom maps, i have investigated it further myself. Also default official maps suffer from the soundscape issue. By using developer 1, the soundscapes are totally different than they used to be. Though some maps use soundscapes from other official maps but go pl_upward as red and just listen the sound. No humming as before, just basic static electric bzzz from some indoor soundscape. Also dustbowl has different sounscape. Granary has own howling and birds singing.

-ics

Jordan Olling kirjoitti:
Custom maps? I was hearing a thunderstorm on mvm_rottenburg last night. Self-made/local server, so I don't know if that had anything to do with it.

On Fri, Nov 7, 2014 at 2:52 PM, Alexander Kolev <[email protected] <mailto:[email protected]>> wrote:

    Sorry that i need to write this here but is anyone having problem
    with cl_jiggle_bone_framerate_cutoff 0. It should disable the
    movement of the robotkiller head(and other weapons...)

    Thanks in advance!


    2014-11-08 0:48 GMT+02:00 Eric Smith <[email protected]
    <mailto:[email protected]>>:

        We've released a mandatory update for TF2. The notes for the
        update are below. The new version number is 2481614.

        We're still looking into the problems with custom maps and
        soundscapes.

        -Eric

        -----------------------------------------

        - Fixed a bug where players could be teleported to hell and
        not have visible bumper car
        - Fixed a bug where Engineers could not pick up a building if
        the building was higher than the player
        - Fixed a text clipping problem with the HUD achievement tracker
        - Added ConVar tf_halloween_bonus_ducks_cooldown to control
        the frequency Merasmus speaks that line
        - Added a red glow for player ghosts on team Red
        - Updated rd_asteroid
                        - Continued art-pass process
        - Updated sd_doomsday_event
                        - Fixed a timing issue with Merasmus's
        announcement of the tickets becoming available
        - Updated koth_lakeside_event
                        - Fixed missing collision on a barrel near the
        capture point


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