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Latest News

Auld Acquaintance

December 31, 2024 - sniffy194
Tags:
announcement
fun
Since this project started, countless fads have come and gone, governments have fallen, music tastes have cycled, the width of jeans has waxed and waned, ever more satellites have been turned into indesinent space debris. Against our most vehement naysayers and the apex predators of the video game industry threatening our marketshare, we’ve outlived all of them. Contemporaries from 2014 have withered into dust against our might – our playercount standing strong against SimCity BuildIt and Pro Evolution Soccer 2015. The numbers are clearly in our favor.

In the spirit of the pending New Year, of Hogmanay, of the Feast of Saint Sylvester, of the twelve grapes of luck, of resolutions and promises we’ll pretend to keep, we figure it’s a good time to reflect on the history of the project and what lies ahead. We’re really proud of how far this project’s come, few mods manage to last a decade. Children born in the earliest days of Team Fortress 2 Classic’s development have already performed their first spawncamps on Harbor, with many more on the way. Our next major update is inches away, with a last-minute swell of new hires helping get it over the finish line; for them, we’re eternally grateful.

What is it that ignites the heart of man? Why do the wants in their heart draw them to our mod, against the fiercest competition and our glacial update pace? What gives us the same persistence and indestructibility of the aforementioned space debris? I look into the eyes of our community as if I’m staring down a fearless and starving beast, yet I see the reflection of me and my Eminoma co-conspirators, realizing that we’re all a part of the same community, we’re all still fans. The line is blurrier than you’d think.

As such, we’ve asked all of our developers – past, present, and future – if they could share some words about the project, anything they’d like. We’re still waiting on the responses from our future developers.

A Cup of Cheer

December 24, 2024 - Waugh101
Tags:
fun

We hope the seasonal hats and gift wrapping have been adding some holiday cheer to your usual manslaughter. Once again, the holidays are a good time to reflect, and we’re happy with all that’s happened over another year of TF2 Classic.

For us, the big things were this year’s two patches, with weapon changes, map updates, and visual refinement. But we’re also really happy with how the community has continued to develop, from hosting competitive matches to creating a formalized mapping scene. Even just posting a clip completion or particularly glorious killcam adds to the environment we try to foster, and they've been fun to see. We’ve also been glad to be able to showcase some of your folks’ great work in our Community Roundup posts. Thanks for making the game what it is! A multiplayer game isn’t much without its community.

It’s been a busy year behind the scenes, too, and we’re excited for you all to see what we’ve been up to. TF2C’s 10 year anniversary is also coming up, and we have plans to celebrate it, as well. In the meantime, on behalf of the team, happy holidays!

Playing With Fire: Flame Where You Aim

October 13, 2024 - Nitoandthefunkybunch
Tags:
development
fun
Many experienced Pyro players coming into TF2 Classic have reported flames feeling off. This is often chalked up to the flames in TF2 Classic being slower than their Live TF2 counterparts, and it's true that they are. There is way more going on behind the scenes, however. When you are moving and shooting, flames will inherit your velocity; if you move forward/backward, they will move faster/slower. While this does not increase or decrease your range, it also means that moving to the side causes your flames to move to the side. They veer off course, which results in situations like the following:

flamethrower2_pre.jpg

Fixing this serverside was easy: you simply calculate a relative velocity in the direction the Pyro is looking. For the client this is a much trickier issue. Source particles are handled at an engine level, which we don't have access to, and there is no existing function to calculate the relative velocity. This also means we have no easy way to line the flames up with the hitboxes directly, like in Live TF2.

We had to get a bit creative, and after pursuing several options (one of which involved a floating nail that would send its speed to the flames), we discovered that if we simply edit a set of coordinates every frame, and send that to the particle, then the particle can treat it as a velocity value and send the flames in the correct direction. So, in Update 2.2, flames will have new physics that reward leading your shots and sporadic movement. Here is a diagram of the difference:

flamethrower2_post.jpg

That's all for this series of posts! Don't worry—you'll be hearing from us again soon!
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