🡅
🡇

Latest News

2.1.4 Patch Release

April 13, 2024 - azzy
Tags:
patch
patch_214.png

The 2.1.4 Patch for Team Fortress 2 Classic has been released. To apply this update to TF2 Classic, use the latest version of our downloader. The major changes include:

Important Changes:​

  • We have once again enabled the Medi Gun sound collage feature introduced with version 2.1.0, and all related crashes have been addressed.
  • Fixed a longstanding exploit that allowed any player to change a server's map to a random one (Sappho)
  • Implemented a few sanity checks during startup to ensure the game was properly installed; to disable this behavior, use the -nodircheck launch option

Weapon Changes:​

  • Updated the Nail Gun:
    • Increased fire rate by ~12.5% (to 0.1s, from 0.115s)
    • Updated first person model to animate the ammo belt (Raptor Dan)
  • Updated the Mine Layer:
    • Reload animation is now slightly lowered to improve visibility (Raptor Dan)
  • Updated the Anti-Aircraft Cannon:
    • Updated the model and textures (SamDum)
  • Updated the Sandvich:
    • Heavy now carries a lunchbox with him when equipped (SamDum)
    • Fixed crit particles not showing on the throwable
    • Throwable no longer detonates friendly Mine Layer mines
  • Updated Chekhov's Punch:
    • Sounds for gaining or losing crits are now audible to all players
    • Crit glows are now only visible on the weapon's own model if crits are full
  • Updated Jump Pads:
    • Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War)
    • Can now be built in Medieval Mode
  • Updated the Fishwhacker:
    • Updated first person animations (Ventrici)
    • Ragdolls now take extra knockback from Fishwhacker kills
  • Updated L'Escampette:
    • Reduced cloak penalty when damaged while cloaked to -10% (from -15%)
    • Reduced cloak capacity penalty to -40% (from -50%)

Map Changes:​

  • Updated koth_frigid (Wheat):
    • Added a new dropdown route that leads from the rooftop to the side flank
    • Added reflections to various surfaces that didn't have them before
    • Added parallax corrected cubemaps to most of the map
    • Increased detail on several brush-based decorations
    • Vents now drop down into the hallway below instead of leading to mid
  • Updated pl_jinn (14bit, abp):
    • Reworked the track's path and surrounding geometry near the final point
    • Reduced the number of crouch-jumps required to navigate final
    • Reduced Red's spawn time at final to 9 seconds (down from 10)
    • Added dynamic team-colored lights to the Payload checkpoints (as seen on Lakeside)
    • Added parallax-corrected cubemaps
    • Fixed the finale kill trigger not disabling properly
    • Miscellaneous ammo and health pack adjustments
    • Miscellaneous lighting and visual fixes
    • Miscellaneous clipping adjustments
    • Reduced map file size
  • Updated cp_powerhouse (newgreenshoot):
    • Sun angle has been rotated to match the skybox
    • Team-colored lights have been added to the control points, reflecting the point's owner
    • Cubemaps across the map are now parallax-corrected
    • The river now uses a new, custom water material, using our new shader
    • Volumetrics have been added to a few windows across the map
    • Skylight is now emulated more accurately using light_directional
    • Reflectivity has been increased, making many interiors slightly brighter and more colorful
    • Many props using the wrong team skin have been adjusted
    • The lightmap scale across the map has been adjusted, making it less detailed in distant/inaccessible areas and far more detailed in gameplay spaces
    • Most lights have been reconfigured to add greater contrast and visual interest to areas
    • The turbines are now static props, rather than dynamic props. This makes them more realistically lit, but they're currently lacking their internal animation. We'll improve this in the future
    • Many stairs are now blockbulleted for better explosion handling
    • Disabled collision on hanging lamps across the map
    • The tonemap has been adjusted to make sunlit concrete materials no longer blinding
    • Imprisoned cow
    • Reduced map file size
  • Updated vip_badwater (newgreenshoot):
    • Fixed broken-looking shadows on players and dynamic props
    • Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights
  • Updated dom_hydro (newgreenshoot):
    • Updated water material to be more similar to tc_hydro
    • Brightened up many areas around the map to aid in player visibility
    • Synchronized the parallax_obb brushes with tc_hydro, for nicer vent reflections
  • Updated ctf_2fort (newgreenshoot):
    • Slightly adjusted lighting around the map, and fixed some previous lighting errors
    • Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken)
    • Added parallax correction for spawnroom floors across the map
  • Updated pl_frontier_final (newgreenshoot):
    • Fixed various displacement seams
    • Adjusted some displacements outside of BLU's first spawn to look more natural
    • Some boulders are no longer hovering above the ground
    • Many, many lighting fixes
    • The runoff puddle outside of BLU's spawn now uses the same modern water material as tc_hydro
    • Restored cubemaps, and added parallax correction for the floors in RED's final spawn
  • Updated pl_upward from f10 to f12 (refresh.tf/Hamn):
    • Added back occluders from stock Upward
    • Added more hints, areaportals and occluders for optimization
    • Redone skybox brushes for optimization
    • Changed the doors in dropdown to never be opened after closing
    • Changed the doors in dropdown from silent to making a sound when closing
    • Fixed detail brushes flickering on 1st point
    • Fixed some lighting issues
    • Fixed some props and brushes being solid
    • Fixed water brushes in skybox with various cubemaps
    • Fixed unoptimized visleaves next to the hill
    • Fixed floating barrel near 2nd
    • Improved clip alignment under balcony on 3rd
    • Added blockbullets in front of window and dropdown-elbow
    • Added resupply sign on last RED last spawn
    • Reduced t-junctions and edict usage
  • Updated dom_oilcanyon (Waugh101):
    • Detail has been increased on and around cliff faces across the map
    • Detail has been increased in the skybox terrain and foliage
    • Various skybox details have been tweaked to appear slightly more true-to-life
    • Capture Point C's building has been modified to appear more visually interesting
    • Multiple BLU buildings have been changed to better fit BLU's design language
    • Various structures have been subtly tweaked to increase consistency between them
    • Minor optimization improvements

Mapping Changes:​

  • tf2c_ctf_4team_no_repeats 1 is now enabled by default (Trotim)
    • Each team can only capture each enemy team's flag only once. Neutral flags are unaffected.
  • Included additional developer textures
  • Civilian's limousine model is now usable as prop_static
  • Added several missing game_text inputs
    • SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2
  • Add class limit option to info_player_teamspawn (Trotim)
    • Uses Spawnflags to see which classes are allowed to spawn if the restrict_classes keyvalue is set to 1
  • Implemented force_respawntime_override and force_respawntime_override_timer for health and ammo pickups

Miscellaneous Changes:​

  • Reset stats button on the stats page now has a confirmation dialog
  • Implemented support for custom keybindings for Engineer's PDAs
  • Implemented LanguagePreference material proxy, for localized materials
  • Implemented tf2c_force_thirdperson for server owners
  • Implemented mp_bots_must_join_team, mp_humans_must_join_team
  • Implemented tf2c_arena_always_start_round
  • Implemented bot_mirror
  • The minimum for fov_desired is now 20, if sv_cheats is enabled
  • Lowered support points rewarded to UberCharged Medics for blocking Sentry damage (Trotim)
  • Passing no arguments to bot_teleport now iterates upon the player list instead of picking a random bot every time
  • Fixed a bug where normal muzzle flash appeared under beta muzzle flash (NitoAndTheFunkyBunch)
  • Fixed VIP being able to avoid respawn by staying in class selection menu
  • Fixed cl_load_custom_item_schema loading the wrong path on server
  • Fixed a crash regarding the boioing suicide command
  • Fixed a crash caused by healing someone while dead
  • Fixed a crash in loadout screen if the class model's flex controller is missing
  • Fixed a crash with bots being unable to find a fallback area for spawn
  • Fixed hidden attributes counting towards the attribute limit in the item tooltip
  • Fixed Flame Thrower airblast overriding custom visual effects
  • Updated the appearance of tf_grenade_show_radius and tf_rocket_show_radius spheres (Azzy)
  • Grenades using the set_detonate_mode 2 attribute now use the correct explosion particle
  • Removed tf_bot_reevaluate_class_in_spawnroom
  • Exposed several hidden console variables and commands
  • Added a few item attributes
  • Updated localization files
    • Added Polish translation (zbik)
  • Updated medals