2.0.4 Patch Release
December 5, 2022 - sniffy194
Tags:
patch
Hi all,
As the next major update is still under heavy development, we've shipped an interim patch, 2.0.4, that contains some accumulated fixes for outstanding issues and exploits that are affecting 2.0.3, as well as a new map.
We have adopted a new updater for this release, based on our downloader. It should autodetect your game and handle the rest automatically. Read our wiki page for instructions: https://wiki.tf2classic.com/wiki/Updating
The major changes include:
As the next major update is still under heavy development, we've shipped an interim patch, 2.0.4, that contains some accumulated fixes for outstanding issues and exploits that are affecting 2.0.3, as well as a new map.
We have adopted a new updater for this release, based on our downloader. It should autodetect your game and handle the rest automatically. Read our wiki page for instructions: https://wiki.tf2classic.com/wiki/Updating
The major changes include:
Weapon Changes:
- Updated the Flamethrower:
- The hitbox for Pyro's airblast is slightly shorter in its duration, and is now 4 ticks (from 6.6)
- Updated Dispensers:
- Dispensers now continue healing during upgrades
- Updated Teleporters:
- Teleporters now recharge instantly after being upgraded
Map Changes:
- Added ctf_pelican_peak:
- Created by Chin, Phi, and Another Bad Pun
- Traditional CTF map comparable to Landfall, with wide open playspaces, and an exposed flag that's easier to steal but harder to capture
- Updated vip_mineside:
- Changed setup time from 30 seconds to 60 seconds
- Added new upper route for defenders (closes after setup time is over)
- Fixed func_dustmotes inside forward BLU spawn
- Changed pickup sizes in general
- Added ammo pickup inside upper tunnel route
- Animated barricade inside the mineside last cap area
- Small optimization changes
- Updated vip_harbor:
- Changed setup time from 30 seconds to 60 seconds
- Updated clipping
- Blocked the window from last point upper area
- Added pallet near the last RED spawn area, allowing players to get up easier from lower area
- Increased brightness in dark areas
- Increased additional time after capturing points
- First point time increased to 3 minutes (from 2)
- Second point time increased to 4 minutes (from 2)
- Small optimization changes
Mapping Changes:
- Added trigger_catapult, which should fix many maps from live TF2 that add jump pads or other ways to quickly elevate players - thank you to the Momentum Mod team for their implementation of this!
- For mapmakers, the SetRedPoints and SetBluePoints inputs on tf_logic_domination now behave properly
- Maps with a large or detailed lightmap no longer sometimes crash the game with an "Engine Hunk Overflow" error
- Fix a common crash in Halloween maps caused by not having enough spawn points for the requested entity amount in entity_spawn_manager
- Victory reasons will no longer sporadically be missing
General Changes:
- Added crash reporting through Sentry. This is opt-in, and on launching the game for the first time, you will be asked for consent to enable automatic sending. Reports will be used to identify and fix common crashes. Details on collected info are included in a GDPR.txt file shipped with the game, or at https://tf2classic.com/privacy
- TF2 Classic will now pop up a window if it crashes, informing you of the crash, instead of hard crashing to desktop
- Added "tf2c_flush_sprays_on_dc" and "tf2c_flush_downloads_on_dc", new options for automatically clearing certain downloaded files when disconnecting from a server
- Added "flush_dls", "flush_sprays", and "flush_map_overrides", new commands which can all manually delete various files you've downloaded from remote servers
- Item schemas are now removed when disconnecting from a server, preventing servers from overriding your item list on other servers
- object_deflected events are now properly sent
- Burning death animations can now be toggled with tf2c_burning_deathanim
- Grenades no longer sometimes bounce off of enemy buildings without exploding
- Fix self-damage reduction not being applied on radius damage
- Mines now beep for spectators
- Scenes created by weapon firing are now cleaned up properly, making it harder to create too many edicts on a server through tap-firing
- Ejected shells once again fade out
- Sentry rocket projectile no longer blocks bullets
- Properly fixed being able to place buildings through seams in maps
- The Medigun no longer sometimes fails to activate its charge after your first spawn
- Healing indicators will no longer appear over invisible enemy players
- The mod_ammo_per_shot attribute now consumes the right amount of ammo on weapons without a clip
- The headshot sound effect is no longer predicted by the client, avoiding the issue where you hear the sound but the headshot isn't registered by the server
- Sniper dots now properly match where the client is looking, and update more quickly - thank you to Shounic for pointing this out in his video here
- The move speed increase from tf2c_gun_mettle_spy now only affects Spy, rather than all classes
- The VIP is no longer allowed to use the extendfreeze command
- Hitsounds, killsounds, fast weapon switch, and combat text batching are now enabled by default for new installations
- Changed the default voice codec to Steam voice, which should sound much better and hopefully resolve some voice-related Linux crashes
- The "Random" team option now works on Four-Team maps
- When a vote is started, the calling playerproperly is logged in the console
- The option for toggling game audio while the window is in the background now works properly
- Included debugging symbols with the Linux server binaries
- Added "sv_tickbase_max_future_time" to prevent clients from tricking the server into thinking they are too far into the future - thank you to the No More Room in Hell team for their implementation, with extra help from Dysphie
- Added "sv_quota_stringcmdspersecond" to limit the amount of string commands that clients are allowed to send to the server per second before getting kicked - this should fix so called "lagbots"
- Fixed exploits involving roll in user commands - thank you to Pelipoika
- Added "net_chan_proctime_limit_ms" to limit the amount of time, in milliseconds, that clients are allowed to make the server spend processing their packets before getting kicked - this should also fix so called "lagbots"
- Updated miscellaneous network settings
- Miscellaneous anticheat fixes and tweaks
- Other various fixes for exploits and minor bugs
- Updated the localization files
- Added Polish translation by Teownik and Patrxgt
- Added Hungarian translation by Maggots
- Added Turkish translation by swfcapslock
Upcoming changes that may affect server hosts
October 27, 2022 - sniffy194
Tags:
announcement
development
Hi all,
We've been hard at work on the next major update, 2.1.0, and are inching closer to a full release. In the meantime, we've opted to release a smaller patch, 2.0.4, that backports a large number of bug and exploit fixes from 2.1.0. These vary in size, and we'll publish a full changelog in a few days when the update is released, but we wanted to give a heads up for server owners who may be affected.
In this release, we plan to purge item schemas and other loose text files whenever a client disconnects from a server. While this resolves the issue of servers, intentionally and unintentionally, poisoning clients with broken schemas, it also makes life easier for anyone that wants to host a server with custom weapons.
Previously, to avoid accidental poisoning, you would have to go out of your way to rename map files and repack the contained cubemaps. Now, you can trust that whatever you send to your clients will only affect your clients. This means that once 2.0.4 is released, you can run unmodified maps on your server, and ship item schemas for them as-isβ"pl_upward_items_game.txt" is no longer an occupational hazard.
Though existing setups will not break yet, we highly recommend migrating to serving your weapon assets and schemas separately from your maps in order to respect the bandwidth of your players. Packing item schemas directly into modified map files is considered deprecated, and will likely break in 2.1.0.
Separately, we also maintain our own official builds of the tools and binaries for SourceMod usage. Assuming that you use SourceMod on your server, we recommend upgrading. You can, and should, already do this on your 2.0.3 server, see here: https://github.com/tf2classic/SM-TF2Classic-Tools
We also have a server verification system now. Message us on our Discord to request approval, and you'll be given access to the #server-hosting channel on our Discord for special help and support, along with having your server and its live playercount listed on our website: https://tf2classic.org/serverlist/
That's all for now. See you soon when we officially release 2.0.4!
We've been hard at work on the next major update, 2.1.0, and are inching closer to a full release. In the meantime, we've opted to release a smaller patch, 2.0.4, that backports a large number of bug and exploit fixes from 2.1.0. These vary in size, and we'll publish a full changelog in a few days when the update is released, but we wanted to give a heads up for server owners who may be affected.
In this release, we plan to purge item schemas and other loose text files whenever a client disconnects from a server. While this resolves the issue of servers, intentionally and unintentionally, poisoning clients with broken schemas, it also makes life easier for anyone that wants to host a server with custom weapons.
Previously, to avoid accidental poisoning, you would have to go out of your way to rename map files and repack the contained cubemaps. Now, you can trust that whatever you send to your clients will only affect your clients. This means that once 2.0.4 is released, you can run unmodified maps on your server, and ship item schemas for them as-isβ"pl_upward_items_game.txt" is no longer an occupational hazard.
Though existing setups will not break yet, we highly recommend migrating to serving your weapon assets and schemas separately from your maps in order to respect the bandwidth of your players. Packing item schemas directly into modified map files is considered deprecated, and will likely break in 2.1.0.
Separately, we also maintain our own official builds of the tools and binaries for SourceMod usage. Assuming that you use SourceMod on your server, we recommend upgrading. You can, and should, already do this on your 2.0.3 server, see here: https://github.com/tf2classic/SM-TF2Classic-Tools
We also have a server verification system now. Message us on our Discord to request approval, and you'll be given access to the #server-hosting channel on our Discord for special help and support, along with having your server and its live playercount listed on our website: https://tf2classic.org/serverlist/
That's all for now. See you soon when we officially release 2.0.4!
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.