Back Online
June 1, 2022 - druidlyclean
Tags:
announcement
development
Hello everyone.
We'd like to let everyone know that there's been no response back from Valve, and that we plan to re-open downloads to the public. In doing so, we'd also like to update everyone on what's been happening.
BEHIND THE SCENES
As we've mentioned in the past, we had gotten in contact with Valve about a few questions regarding TF2 Sourcemods. In particular, about their stance on reverse-engineering, as the Open Fortress team was working on a reverse-engineered TF2 base to use in place of the 2008 leaked source code that most TF2 mods at the moment use.
In short, their response stated that, while the Software Service Agreement allowed for modding to a certain extent, it both does not apply to the leaked code, and forbids the use of reverse-engineering. As such, they asked us to "stop distributing reverse engineered or leaked code, including anything compiled using that code or otherwise derived from it."
In the same email, Valve made it clear to us that they recognize and appreciate the creativity and motivation of the TF2 community, and were internally discussing the best way to let us express it. They asked us if we were interested in releasing our projects in the form of a mod on Steam, which would have required work from both parties.
We sent them a response confirming that we would suspend downloads, alongside stating that we were very much interested in a Steam release, along with a few questions.
Unfortunately, Valve has not responded to us in any form, despite us trying various ways to contact them after this initial email. Due to the lack of response, we've tried contacting them in multiple different ways, including through Steam support. On March 10, around 6 months after their last reply, we decided to send a final email announcing that we plan on opening our downloads back up until they re-affirm that they want us to keep them down. So our reasons for re-opening are due, in short, to the lack of response from Valve.
HOW THIS AFFECTED US
It's very important to let everyone know this has been very hard for our developers. Everyone's been worried that all the work we've done would be for nothing. We've been hard at work on a proper content update that includes new weapons, maps, quality of life changes, and the likes. We plan to show off some content at some point in the future, though getting the assets in a presentable state is currently proving difficult for us, over at Eminoma.
For context, we'd like to let everyone know that for the past two years or so, we've run dry on finding team members who can create assets for the mod, such as: weapon concepts, weapon models and textures, map textures, and map art-passing. We could really use some help in being able to get weapons and maps done. We had tried reaching out in the past, but only had a handful of applicants who could help us out.
This all said, we're incredibly thankful for the developers on our team who've created what they can for the mod, even when times have been tough for us. We'd just like to have more folks who can help carry the weight of asset creation. We'd also like to express our gratitude to Valve for giving the TF2 Sourcemod community the chance to create these projects to begin with.
We don't want to push any blame onto Valve. We mean Valve no ill will, and we'd appreciate if the TF2 mod community would do the same. As stated before, we do plan to take our downloads back down, if and when Valve replies back to us with anything concrete.
CLOSING THOUGHTS
Thank you all for sticking with us through these last 8 months. It's been hard on everyone - both our developers and you guys. We hope to share some of what we've been working on with you sometime in the future.
Remember that the only official news regarding our mods will be coming directly from us and not anyone else. Please do not harass Valve over anything that has happened, we don't believe they meant any harm in trying to help us out. Thank you.
We'd like to let everyone know that there's been no response back from Valve, and that we plan to re-open downloads to the public. In doing so, we'd also like to update everyone on what's been happening.
BEHIND THE SCENES
As we've mentioned in the past, we had gotten in contact with Valve about a few questions regarding TF2 Sourcemods. In particular, about their stance on reverse-engineering, as the Open Fortress team was working on a reverse-engineered TF2 base to use in place of the 2008 leaked source code that most TF2 mods at the moment use.
In short, their response stated that, while the Software Service Agreement allowed for modding to a certain extent, it both does not apply to the leaked code, and forbids the use of reverse-engineering. As such, they asked us to "stop distributing reverse engineered or leaked code, including anything compiled using that code or otherwise derived from it."
In the same email, Valve made it clear to us that they recognize and appreciate the creativity and motivation of the TF2 community, and were internally discussing the best way to let us express it. They asked us if we were interested in releasing our projects in the form of a mod on Steam, which would have required work from both parties.
We sent them a response confirming that we would suspend downloads, alongside stating that we were very much interested in a Steam release, along with a few questions.
Unfortunately, Valve has not responded to us in any form, despite us trying various ways to contact them after this initial email. Due to the lack of response, we've tried contacting them in multiple different ways, including through Steam support. On March 10, around 6 months after their last reply, we decided to send a final email announcing that we plan on opening our downloads back up until they re-affirm that they want us to keep them down. So our reasons for re-opening are due, in short, to the lack of response from Valve.
HOW THIS AFFECTED US
It's very important to let everyone know this has been very hard for our developers. Everyone's been worried that all the work we've done would be for nothing. We've been hard at work on a proper content update that includes new weapons, maps, quality of life changes, and the likes. We plan to show off some content at some point in the future, though getting the assets in a presentable state is currently proving difficult for us, over at Eminoma.
For context, we'd like to let everyone know that for the past two years or so, we've run dry on finding team members who can create assets for the mod, such as: weapon concepts, weapon models and textures, map textures, and map art-passing. We could really use some help in being able to get weapons and maps done. We had tried reaching out in the past, but only had a handful of applicants who could help us out.
This all said, we're incredibly thankful for the developers on our team who've created what they can for the mod, even when times have been tough for us. We'd just like to have more folks who can help carry the weight of asset creation. We'd also like to express our gratitude to Valve for giving the TF2 Sourcemod community the chance to create these projects to begin with.
We don't want to push any blame onto Valve. We mean Valve no ill will, and we'd appreciate if the TF2 mod community would do the same. As stated before, we do plan to take our downloads back down, if and when Valve replies back to us with anything concrete.
CLOSING THOUGHTS
Thank you all for sticking with us through these last 8 months. It's been hard on everyone - both our developers and you guys. We hope to share some of what we've been working on with you sometime in the future.
Remember that the only official news regarding our mods will be coming directly from us and not anyone else. Please do not harass Valve over anything that has happened, we don't believe they meant any harm in trying to help us out. Thank you.
"Happy Anniversary... to Us!" 2.0.3 Patch Release
July 4, 2021 - druidlyclean
Tags:
announcement
patch
Happy birthday, Team Fortress 2 Classic! We sure hope you weren't celebrating the anniversary of anything else today, because the official release of TF2 Classic, along with The Death & Taxes Update, dropped exactly one year ago! It's been a long year for all of us, and while we're still hard at work on future content, we appreciate that so many of you have stuck around since release, and that so many more have trickled in this past year.
As a show of appreciation, we've gone back on the only unpopular update we've ever released: changing the VIP variant of Badwater from night to day! That's right, Badwater is night time once again! Originally, we brought back daytime to address visibility issues; some parts of the map, especially outdoors and under cliffs and balconies, were too dark and muddy without a strong source of natural light, and players' team colors could get lost in the shadows. With help from Savva (one of our community contributors), we've lit Badwater up enough to make players stand out, without ruining what made it look special. Below are example comparisons of each version, in order of when they were changed.
We know this isn't much on its own, and we can tell you're eager for more content. With our next update, you'll be seeing some proper new weapons and overdue quality-of-life features. Here's an album of sly teaser pictures, as if to say, "We promise we're working on stuff, please don't leave!"
And don't worry, we're still working on maps. Do you love Four-Team, but find you've grown numb to Hydro and Flask? Then we've got bad news: between its freezing temperatures and its broken, mercenary-sized air duct system, this Antarctic map will probably leave you numb to the core!
Let's be clear, again, the only content being added with this anniversary update is night-time Badwater. Everything else shown today is just a little taste of our mod's future. Happy birthday!
As far as future gamemodes go, we're working on things internally, but we aren't ready to talk about any future plans yet. (This means don't ask the developers about it when you see them in-game!) First, we want have content that will last; we don't want to start working on new gamemodes until we know that we can dedicate ourselves to them long-term, and that the community can be left alone for a while with the content they've got. With that in mind, stay tuned.
Here's to many more years, and many more updates, for Team Fortress 2 Classic. Thanks for being a part of this, and we hope you continue to be a part of our community while we work on future updates!
As a show of appreciation, we've gone back on the only unpopular update we've ever released: changing the VIP variant of Badwater from night to day! That's right, Badwater is night time once again! Originally, we brought back daytime to address visibility issues; some parts of the map, especially outdoors and under cliffs and balconies, were too dark and muddy without a strong source of natural light, and players' team colors could get lost in the shadows. With help from Savva (one of our community contributors), we've lit Badwater up enough to make players stand out, without ruining what made it look special. Below are example comparisons of each version, in order of when they were changed.
We know this isn't much on its own, and we can tell you're eager for more content. With our next update, you'll be seeing some proper new weapons and overdue quality-of-life features. Here's an album of sly teaser pictures, as if to say, "We promise we're working on stuff, please don't leave!"
And don't worry, we're still working on maps. Do you love Four-Team, but find you've grown numb to Hydro and Flask? Then we've got bad news: between its freezing temperatures and its broken, mercenary-sized air duct system, this Antarctic map will probably leave you numb to the core!
Let's be clear, again, the only content being added with this anniversary update is night-time Badwater. Everything else shown today is just a little taste of our mod's future. Happy birthday!
As far as future gamemodes go, we're working on things internally, but we aren't ready to talk about any future plans yet. (This means don't ask the developers about it when you see them in-game!) First, we want have content that will last; we don't want to start working on new gamemodes until we know that we can dedicate ourselves to them long-term, and that the community can be left alone for a while with the content they've got. With that in mind, stay tuned.
Here's to many more years, and many more updates, for Team Fortress 2 Classic. Thanks for being a part of this, and we hope you continue to be a part of our community while we work on future updates!
2.0.2 Patch Release
May 21, 2021 - MaartenS11
Tags:
patch
The 2.0.2 Patch for Team Fortress 2 Classic has been released. The major changes include:
Weapon Changes:
- Updated the Nailgun:
- Reverted back to its 2.0.0 stats
- Updated the Flamethrower:
- Afterburn length is now 25% shorter, though total damage output is unchanged
- Updated the Stickybomb Launcher:
- Now consistent with live TF2's stickies
- Fixed stickies not suffering from damage falloff
- Damage rampup changed to 100% (from 70%)
- Explosion radius rampup to 100% (from 80%)
- Projectiles no longer bounce off friendly buildings
- Updated the Dynamite Pack:
- Added the ability to taunt kill your enemies while holding the weapon
- Updated the Mine Layer:
- Increased clip size & max stickies to 4 (from 3)
- Max charge time decreased by 50%
- Updated the Bottle:
- Added particles upon breaking the bottle
- Updated the Minigun:
- Reduced the bullet spread to 0.08 (from 0.1)
- Updated the Coilgun:
- Fully charged shots are now 100% accurate
- Updated the Syringe Gun:
- Lowered the reload time to 1.2s (from 1.5s) to match the reload animation
- Updated the Ãœberspritze:
- Health penalty has been lessened to -10 (from -25) health
- Updated the Shock Therapy:
- 15% slower heal rate on all Mediguns when equipped
- Decreased the amount of healing done on hit to 100% (from 150%) of a classes health
- Health is given to the target instantly
- No longer uses Knife impact sounds when hitting players
- Removed guaranteed crits against wet enemies
- Updated the Hunting Revolver:
- Removed the visual recoil
- Lowered the fire rate to 0.675s (from 0.75s)
- Updated the Fishwhacker:
- Removed -20% slower fire rate
- Replaced "Marked for Death while active" with "On Miss: Marked for Death for 3s"
- Updated the description and item type
- Added particles on impact to add to the new description
- Updated the Tranquilizer Gun:
- Tranquilized enemies now take full crits from Knives
Map Changes:
- Updated arena_flask:
- Updated a few displacements to prevent mobility classes from camping above the battleground
- Updated cp_amaranth:
- Added localization strings
- Time has shifted, and sunlight covers more of the map
- Updated the lighting in point A
- Adjusted the visual clarity of point A, so it's easier to locate
- Improved clipping around the map
- Updated the train bells to play a few seconds before the train actually arrives
- Allowed projectiles to pass through railings on the map
- Removed the train gate doors near the far exit of caves to B
- Removed the nobuild area on the traintracks at B
- Fixed a few minor visual issues
- Fixed a few soundscapes to work properly
- Updated dom_hydro:
- Added localization strings
- Added a small room to BLU side to give Engineers and Spies more utility
- Added a new route from the caves between RED and BLU to connect to YLW
- Combined the two caves between RED and YLW into one larger cave
- Updated ctf_casbah:
- Fog has settled into the seas, to match the world fog
- Improved visuals and details across the map
- Added an extra spawn door for each team's spawn
- Added detail doors to BLU's intel room entrances, to be consistent with RED base
- Added cover for BLU side's balcony route
- Added an extra resupply cabinet to each team's spawn
- Adjusted each spawn point to directly face the exit from spawn
- Adjusted the windows in front of RED's intel room to close off a window, while also adding a new route to RED intel
- Adjusted the windows leading into BLU side to be larger
- Adjusted clipping to prevent mobility classes from camping up above the battleground
- Adjusted the full ammo and small medkit at mid to be easier to see
- Adjusted pickups around RED and BLU side to be somewhat consistent
- Adjusted a few wooden planks to be easier to walk on
- Replaced a few models at Mid with crates
- Updated the stairs near BLU side of mid to be easier to move around
- Fixed a visual bug when falling beneath the water
- Fixed up the concrete doorways to prevent players from getting stuck when walking against them
- Removed the setup timer
- Removed a few pickups from each team's intel room
- Removed the fence in RED spawn to allow for better movement
- Removed a pipe near RED side's entrance, for the same reason
- Removed a pillar near RED spawn, for the same reason
- Removed a pillar in BLU spawn, for the same reason
- Updated vip_badwater:
- Removed capture point C, due to its redundancy in actual play
- Bumped the round timer's max limit from 6 minutes to 10 minutes, to compensate for point C's removal
- Updated the visual design of each point's platform
- Added a nobuild to stop Engineers from building out of bounds
- Updated vip_harbor:
- Shrunk RED's window on capture point C's building
- Removed some props to open up the play-space
- Adjusted the nobuild on the shed in front of First RED spawn to only be on the roof
- Adjusted some Item Pickups
- Added a small medkit near point C's upper flank route
- Improved the visuals of the maps lighting a bit
- Fixed the water cubemaps
General Changes:
- Jittering atop certain props has been fixed (primarily noticeable on capture points)
- Added the London asset pack - for more info, see https://london.tf2maps.net/
- Added "Voice Commands" to the Chat Filter
- Added tf2c_domination_uncap_factor, which makes control point progress recede faster in Domination
- Added burning and backstab animations for the Civilian
- Updated Domination's HUD to show which team is in the lead
- Updated damage rounding to match Live TF2 (I.E. Minigun minimum damage has been rounded from 4 to 5)
- Updated players who have just spawned to now receive the full heal-rate from Mediguns
- Updated explosions to pass through friendly Engineer buildings
- Updated highlighted dropped ammo to be a clientside option
- Updated the round timer to no longer clip through the Arena and Domination HUDs
- Updated tf2c_spy_gun_mettle to include updated Sapper damage modifier
- Updated dropped Sandviches from dead Heavies to give points on pickup
- Updated tf_arena_override_team_size to 64, so players don't have to sit out
- Updated two team Arena to have before-round queues turned off, consistent with Four-Team
- Updated the description of tf_dingalingaling
- Updated gibs to be compatible with custom class textures
- Disabled random bullet spread by default
- Disabled Arena queue in two team, to be consistent with Four-Team
- Restored custom map description .txt files
- Fixed bullets from Sniper primaries not ignoring teammates
- Fixed the Edit Loadout button not working on the class select screen
- Fixed being able to freely respawn in Arena
- Fixed newly connected players not getting DOM scores until they update
- Fixed KOTH HUD not properly flashing when a team is highlighted
- Fixed Lunchbox items not named "The Sandvich" being inedible
- Fixed recent kill, killstreak, and achievement voicelines not playing when triggered
- Fixed Sappers being hard to place on top of buildings
- Fixed Spywalk not being applied clientside
- Fixed lastdisguise to now remember enemy vs. ally disguise, rather than absolute team color
- Fixed the tranquilized debuff being near instantly removed by healing, now halves duration as intended
- Fixed death animations playing at the world origin
- Fixed flame impact sounds on friendly buildings
- Fixed a bug where flames would linger between round changes or restarts
- Fixed tranquilized particles from staying on the player after immediately switching weapons
- Fixed an exploit where Huntsman arrows could be used to give players large health pools
- Fixed not being able to pick up dropped flags in spawn rooms that allow them.
- Fixed HLTV/Replay players being able to join teams
- Fixed crash related to giving yourself an invalid attribute ID via give_econ
- TFBot: GRN/YLW spawn doors now properly block bots in 4team
- TFBot: Added basic support for GRN/YLW invasion areas
- TFBot: Lowered the amount of VIP escorting bots
- TFBot: Civilian and Scout bots will be less likely to destroy Sentries
- TFBot: Adjusted Demoman bots from preparing sticky traps if enemies are nearby
- TFBot: Adjusted Engineer bots to place Teleporter entrances more reliably
- TFBot: Snipers are able to find the opposing teams better in Four-Team
- TFBot: Improved Spy bots by retreating when revealed, no longer targeting Sentries from long distances, using the Revolver to finish low-health targets, and backstabbing enemies that come in range whom are not the initial target
- TFBot: Bots now spend less time retreating
- TFBot: Bots now spend less time holding the fire button