Supposedly it's not really broken, but Valve disabled it for the time being due 
to the fact that people could bypass their Escrow / confirmation bullshit with 
it. 

Basically if someone had their account taken, then the hijacker could gift away 
the person's items to some alt, and there would be no issue with having to 
confirm anything since it's a gift.
Plus, since you can remove gift text now, it wouldn't even devalue anything in 
the eyes of the hijacker or anyone else.

I don't know how true that is, but there was some discussion about it here:

http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/


In that thread there's a link to some Reddit post where some guy apparently had 
the above happen to him.

 

 

 

-----Original Message-----
From: ED-E <[email protected]>
To: Half-Life dedicated Win32 server mailing list <[email protected]>
Sent: Fri, Jan 8, 2016 1:26 pm
Subject: Re: [hlds] Mandatory Team Fortress 2 update released

Gift Wraps are broken since "Tough Break" update.

You cannot wrap items anymore (this is tested by multiple people), you 
hear the sound, your see the counter going down, but that's about it.
I tried to inform last year via TF Team contact from the website, 
support ticket and in the TF2 forum (where already were couple of 
threads), but after seeing this patch it seems to be ignored, thus I 
give this here a try. So please fix.

Am 07.01.2016 um 23:40 schrieb Eric Smith:
> We've released a mandatory update for TF2. The update notes are below. The 
> new version is 3214643.
>
> -Eric
>
> -------------------------------
>
> - Fixed some random client crashes related to memory exhaustion for Mac 
> clients
> - Significantly reduced memory usage on Mac and Linux clients
> - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
> - Added the ability to restore festivized weapons via the context menu
> - Fixed an issue causing maps with packed assets to occasionally have pink 
> textures when played on servers using sv_pure
> - Fixed the Australium Minigun and Scattergun materials
> - Fixed objective names in deathnotice HUD using white text when the local 
> player was involved
> - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away 
> from the Medi Gun and back while the charge is draining
> - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, 
> Pirate Bandana, The Crone's Dome, The Hat With No Name, The Gaelic Garb (now 
> paintable), and A Well Wrapped Hat (new paint style)
> - Updated The Frenchman's Formals so it can also be equipped by the Scout and 
> added a new paint style
> - Updated the backpack image for the Taunt: Soldier's Requiem
> - Updated the Man Melter so extinguishing a teammate will return 20 health to 
> the Pyro
> - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction 
> when used to extinguish a burning teammate.
> - Updated the server log entry for kick votes to include the ID of the vote 
> initiator
> - Updated cp_vanguard to fix an exploit related to spawn room doors
> - Updated pl_snowycoast
>       - Fixed several unintended perches
>       - Fixed being able to damage through the setup gates
>       - Added some fences & cover inside BLU's first spawn to reduce spam 
> angles
>       - Added an extra resupply in BLU's first spawn and RED's last spawn
>       - Moved medium health kit at 1st point back towards BLU's side of choke
>       - Changed collision on large railings to allow projectiles
>       - Added some cover to the sentry platform inside last
>       - Adjusted lighting/detailing at stair to 2nd point low flank to make 
> it more obvious
>       - Quonset hut sniper deck raised
>       - Spawn locations in RED's first moved further from the door
>       - Added windows to main entrance of RED's first spawn
>       - Adjusted the narrow fence near RED spawn
>       - Prevented building teleporters at the edge of spawn doors
>       - Fixed an exploit related to BLU's 2nd forward spawn's entrances
>       - Added some logic to prevent players getting stuck when RED's first 
> spawn closes
>       - Changed how RED spawn moves players to their last spawn when 2nd is 
> capped (no longer slays & respawns)
>       - Replaced dump truck in kennels with crates
>       - Door near RED's first spawn now opens as the cart approaches 2nd 
> instead of after capture
>       - Switched main exit and window on RED's last spawn
>       - Adjusted placement of health and ammo near RED's last spawn
>       - Fixed various floating props
>       - Fixed some texture alignment issues in the tunnels
>       - Fixed spot on last ramp that would keep the cart from rolling back
>       - Fixed some smoothing/geometry problems on crates at last
>       - Reduced size of kill zone on falling crates during finale
>       - Added map menu photos
>
>
>
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