🡅
🡇

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

2.1.3 Patch Release

December 12, 2023 - azzy
Tags:
patch
christmas2023.png

The 2.1.3 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:​

  • Linux Client support is now officially discontinued. Please read this FAQ page on how to continue playing on Linux.
  • Full Lambertian lighting is now enabled by default for all materials using Phong shading. This can be toggled in the Video Settings.
  • The Steam Overlay is now disabled by default. To enable again, launch the game using the -fixoverlay launch option.
  • We have temporarily disabled the Medi Gun sound collage feature introduced with version 2.1.0 to address some crashes (#272). As such, Attribute Manager compiler optimizations have been enabled again. (Thanks Sappho & Avast Antipony)
  • We now have official SourceMod support. This allows for automatic gamedata updates for server owners. Please update to the latest version of SourceMod and TF2Classic-Tools.

Weapon Changes:​

  • Updated the Brick:
    • Implemented unique killfeed icon for Engineer building destruction (Hunter R. Thompson)
  • Updated the Harvester:
    • Afterburn tick heals while active no longer apply while crit is ready
    • Crit now instantly heals for 195HP upon hit
    • A sound cue audible to all players now plays when crit is ready
    • Wearable now has critglows when crit is ready and weapon is holstered
  • Updated the Mine Layer:
    • Increased clip size and max active mines to 6 (from 4)
    • Reduced player detection radius of proximity mines by 20% of their explosion radius
    • Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
    • Now uses the Rump Shake taunt
  • Updated the Minigun:
    • Each stored Chekhov's Punch crit now takes 1.5s of firing to deplete (from 0.75s)
    • Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
  • Updated the Anti-Aircraft Cannon:
    • Overhauled weapon model (Mazern, SamDum)
    • Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
    • Implemented lag compensation to the delayed explosion
    • Overhauled killfeed icon (Hunter R. Thompson)
  • Updated the Sandvich:
    • Can now be critboosted
    • Consumes one Chekhov's Punch stored crit when thrown or eaten
    • Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
    • Thrown critical Sandviches heal as much as a full health pack
  • Updated Chekhov's Punch:
    • The chain wearable now critglows in both first person and third person
  • Updated the Kritzkrieg:
    • Updated the world and view models to include a higher polygon front and a less polygonal hose
  • Updated the Fishwhacker:
    • Overhauled first person animations (Ventrici)
    • Damage now deals increased knockback to all nearby players
    • Added -45% damage penalty downside
    • Removed self marked-for-death on miss penalty
    • Removed no random critical hits penalty
  • Updated the Tranquilizer Gun:
    • Implemented unique killfeed icon for deflected dart (Hunter R. Thompson)

Gameplay Changes:​

  • Updated Arena Mode:
    • Killed players now drop health pickups that can only be used by their killer's team
    • If a team gets eliminated, any remaining health pickups they own become neutral
  • Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)
    • This allows for Flaregun combos in certain situations
  • Ragdolls are now affected by explosions
  • Active Teleporters now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
  • Spies now gain double the amount of cloak from building gibs
  • Sapper outline is no longer visible when sapper is not yet ready to be placed
  • Damage over time conditions (bleed, afterburn) no longer apply on the very same tick as damage
  • Cloaked Spies now correctly take 20% less damage even from crits

Map Changes:​

  • Added ctf_penguin_peak
    • Created by Erk, Chin, Phi, & Another Bad Pun
    • Assets by SamDum, Square, void, Stuffy360, & Diva Dan
    • Winter themed version of Pelican Peak, with slippery ice, snow, and... penguins!
  • Updated koth_lakeside_final:
    • Water sources around the map now use modern custom materials, instead of water_well
    • The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
    • The sun angle has been slightly tweaked to allow sun to shine into the water temple
    • Cubemaps in the team spawns and water temple are now parallax-corrected
    • Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
    • The sand-tile blend material used in many places now has a proper $blendmodulatetexture
    • The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
    • The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
    • A few playerclips have been converted to blockbullets where appropriate
  • Updated pl_upward:
    • Fix exploit where you could build teleporters in RED's final spawn
    • Fix some pixelwalks and minor clipping issues across the map
    • Reduce map size from 36MiB to 11MiB
  • Updated tc_hydro:
    • Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
    • Cubemaps across the map now have their boundaries set in most cases (this took four hours)
    • Reduced map size from 65MiB to 36MiB
  • Updated vip_badwater:
    • Added sound to the spinning fan in RED's spawn
    • Added envmapmask to the floor tile in BLU's forward spawn
    • A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
  • Updated vip_mineside:
    • The now-obsolete game_text_tf entity has been replaced with env_instructor_hint
  • Updated cp_mountainlab:
    • Rounds are no longer interrupted by the map timer running out
    • Lightmaps are much sharper across the map
    • Parallax-correction applied to the map's cubemaps
    • Other minor visual tweaks
  • Updated ctf_2fort:
    • Water appearance slightly adjusted to be more clear

Mapping Changes:​

  • We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including lava_smoke, dust_ceiling_rumble, flies, leaky_pipe, leaky_roof, pipe_drips, sprinkler_system, steam_jet, steam_low_vent, and lots of variations thereof.
  • Updated Game Instructor:
    • Now has a stylized, team colored background, akin to the one used by game_text_tf
    • Hint text now properly supports localized strings and can include newlines
    • Added filters for class and team to env_instructor hint
  • Updated tf_logic_arena entity:
    • Added RoundTimeOverride keyvalue for overriding round time
    • Added switch_teams keyvalue. If enabled, teams will be swapped around on a new round
  • Updated item_healthkit_small entity:
    • In Arena mode, small health kits assigned to a specific team now have unique assets to signify which team they can be used by
  • Updated tf_logic_domination entity:
    • Added outputs for each team that trigger every time team score updates
  • Updated math_counter entity:
    • Now uses float values for I/O instead of integers
    • Added SetMinValueNoFire and SetMaxValueNoFire inputs
  • Added several math related entities from Mapbase:
    • math_counter_advanced
      • A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
    • math_clamp
      • Clamps input values between the specified min/max, which can be integers, floats or vectors
    • math_bits
      • Performs calculations involving bits and bit operations
    • math_vector
      • Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
    • math_mod
      • Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
    • math_lightpattern
      • Replicates baked light patterns and fires outputs accordingly
    • math_generate
      • Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
  • Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
    • These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
  • Added func_areaportal_oneway to the FGD
  • Added new entries to the game_sounds_tf2c soundscript:
    • Ambient.Lightning_strike
    • Ambient.Thunder
    • Ambient.LargeFanLoop
  • Backported beam_spotlight from Left 4 Dead
  • Implemented OnSuddenDeath output to tf_gamerules

General Changes:​

  • Boioing and Stomp suicide commands are now properly shown to all players
    • Has unique killfeed text
    • Can be toggled client-side with tf2c_boioing
  • Implemented loadout page grid and pagination
    • Can be toggled via tf2c_loadout_grid
  • Implemented -defaultscheme launch options
    • Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
    • The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
    • For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to -defaultscheme reverts to the old behavior
  • The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
  • Added support for closed captions (currently in English only), by SilentFox03/Kiri
  • The default font for closed captions is now antialiased, and uses Lato
  • Unclamped mat_picmip, r_lod and r_rootlod
  • Added server list refresh button
  • Added mp_scrambleteams_auto_arena convar for autoscrambling even on arena mode
  • Updated bot_teleport command:
    • Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
  • Re-implemented tf_bot_reevaluate_class_in_spawnroom from live:
    • When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
    • Uses same logic as tf_bot_keep_class_after_death set to 0 to evaluate a balanced team roster
    • Respects tf_bot_force_class value
  • Added cl_load_custom_item_schema command:
    • Allows loading any item schema on demand
    • Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
    • Not compatible with cl_reload_item_schema; reuse the command to reload
  • Added cl_print_item_schema_items and cl_print_item_schema_attributes
    • Prints names and IDs for all currently loaded items and attributes the console
    • Use alongside con_filter_text (and con_filter_enable 1) to search for specific lines in the output. Useful when using give_econ or playing on devtest_equip
  • Added tf2c_allow_maptime_reset
  • Added tf2c_sapped_building_outlines
  • Added tf2c_vip_persist
    • If enabled, the player who is the current VIP does not change to another class on round restart
  • Fixed Stickybombs and proximity mines becoming invincible against bullets if they get moved without becoming airborne
  • Fixed mines sinking into func_brush and func_breakable entities
  • Fixed physics projectiles blocking func_door from opening or closing
  • Fixed physics projectiles blocking func_tracktrain movement
  • Removed several old and deprecated Logitech LCD integration features
  • Fixed crash regarding Spywalk indicator elements missing on custom HUDs
  • Fixed crash regarding VIP bots trying to boost teammates who had just disconnected
  • Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
  • Fixed Party Hat wearables being drawn in first person when spectating
  • Implemented Winter holiday; can be activated with tf_forced_holiday 3
  • Added support for Steam API chat filtering
  • Chat messages are now shown in color in console
  • Updated cURL to version 8.5.0 to patch some vulnerabilities
  • Added several new attributes
  • Updated localization files
  • Updated medals

2.1.2 Patch Release

September 6, 2023 - bobatealee
Tags:
patch
The 2.1.2 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 removed support for DirectX 8.0. This effectively breaks support for SDK2013's map compiler tools (vbsp, vvis, vrad). Please consult our wiki guide on how to update your toolset.
  • HDR is now forced-enabled by default. This should reduce map compile time and file size, as you no longer need to compile LDR cubemaps and lightmaps.
  • All stock materials have been updated to use newer versions of the LightmappedGeneric, VertexLitGeneric, and WorldVertexTransition shaders from Mapbase. These resolve some previous incompatibilities while adding new features. Custom materials may have rendering issues inside of fog without modifications. Assets can be converted using the Mapbase Multi-Tool.
  • We have temporarily disabled some optimizations regarding the Attribute Manager, in order to debug some crash related issues. This may negatively affect performance for the time being.

Weapon Changes:​

  • Updated the Brick:
    • Increased base damage to 65 (from 50)
    • Overhauled first person animations (Ventrici)
    • Overhauled trail particle (boba)
    • Overhauled impact sounds (Raptor Dan)
    • Projectile trail now gets removed upon collision
    • Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies
    • Fixed projectile being deflectable by airblast after impact
    • Fixed missing min-viewmodel offset
  • Updated the Anti-Aircraft Cannon:
    • Reduced bullet hull size to 6.5HU (from 10HU)
    • Increased base damage to 58 (from 55)
    • Fixed the Heavy's voicelines and expressions not playing while revved and firing
  • Updated the Sniper Rifle:
    • Updated tracer particle appearance (boba)
    • Extra damage dealt from headshots no longer contributes to the random crit chance bucket
  • Updated the Revolver
    • Reduced damage penalty against sapped Sentry Guns to -33% (from -66%)
  • Updated the Tranquilizer Gun:
    • Overhauled trail particle appearance (boba)
  • Updated L'Escampette:
    • Added +100% cloak regeneration rate (hidden stat)
    • Simplified "+100% cloak consumption rate" and "+100% cloak regeneration rate" to "-50% cloak capacity"
    • Fixed missing phongwarp texture

Gameplay Changes:​

  • Updated the Spy:
    • The Spy now has a +20% damage resistance and reduced debuff duration while cloaked
  • Fixed cases of Flame Thrower flames going through thin walls or floors (Nito)
  • Added an option that allows projectiles to fire from the center of the screen, like the Original (enabled via tf2c_centerfire_preference, disabled by default)
  • #239 - Fixed Huntsman fire arrows not applying afterburn on taunt kill

Map Changes:​

  • Updated pl_jinn (abp, 14bit):
    • Adjusted scaffolding at A to allow for jump pad shortcuts
    • Increased RED's initial respawn wave time by up to 3 seconds
    • Increased max round time from 10 minutes to 11 minutes
    • Adjusted the position of some ammo and health packs around the last point
    • All modular pipe props (and the potted plant!) now have skins for all teams
    • Fixed lighting issues with some props
    • Brightened lighting on A Point
    • Removed some unused props
  • Updated dom_krepost (Suomimies55):
    • Added new arrow signs to help players exiting after leaving forward spawns
    • Adjusted cap point model locations to be consistent
    • Fixed missing rock prop around YLW mid and braziers from YLW and RED
  • Updated vip_badwater (Sniffy194, abp):
    • Added a new exit for BLU team's forward spawn next to B point
    • Added a new pathway that connects RED team's lower and upper spawnrooms on last point
    • Severely reduced the amount of fog present on the skybox
    • Added Parallax Correction to cubemaps in some indoor areas
    • Improved lighting across the map, using light_directional
  • Updated dom_hydro (Sniffy194, abp):
    • Overhauled lighting across the map, now featuring a new sunset setting, achieved with light_directional
    • Overhauled the appearance of water across the map, now featuring the new WaterFlow shader
    • Added Parallax Correction to cubemaps in some indoor areas
    • Many smaller clipping changes and visual fixes across the map
  • Updated ctf_2fort (Sniffy194):
    • Overhauled the appearance of water across the map

Mapping Changes:​

  • Added class and team options for env_instructor_hint
  • Added filter_tf_flagholder entity filter
  • Added light_directional to the FGD file
  • Added a handful of new water materials to the new "liquids" folder. These all use real-time reflections, and are based on the new WaterFlow shader. Area9800 liquid materials were created by Arjen de Graaf.
  • Some Portal 2 models have been selectively added to the game assets where they were deemed generic enough to be useful - see props/techdeco, props/miscdeco, props/utilities, props/floor, and props/railings
  • Stuffy360's tree packs are now included with the game, and can be found under props/forest
  • #227 - Fixed arena maps not playing arena class selection music

Shader changes:​

  • The default shaders have been overridden with the equivalents from Mapbase. Custom materials should prefix SDK_ to their shaders, such as replacing LightmappedGeneric with SDK_LightmappedGeneric. This can be automated using the Mapbase Multi-Tool.
  • Radial fog is now globally enabled. This should make fog rendering look much nicer, and behave consistently instead of moving with your view angle
  • Parallax-corrected cubemaps are now available for cheap, realistic reflections on brush surfaces. See the Valve Developer Community for documentation. This requires our new set of custom map compilers
  • The WaterFlow shader can now be used on materials. This is an updated version of the default Water shader using newer code from Alien Swarm, which includes all changes from Left 4 Dead 2 (flowmaps, lightmap water fog, skybox-only reflections) and most of the changes from Portal 2 (a basetexture "sludge layer", custom fresnel values). This code was originally backported by DownFall.
  • $blendmodulatetexture now renders properly in Hammer
  • $basetexturetransform2 now works properly when using DirectX 9
  • $phongdisablehalflambert can be used to enable Full-Lambertian lighting on model materials with phong shading
  • Brush materials can receive phong shading if lit by a projected texture
  • $treesway should now be functional on SDK_VertexLitGeneric materials

General changes:​

  • Added a Spywalk indicator on the Disguise HUD (enabled via tf2c_spywalk_hud, enabled by default)
  • Added a slider to the video options for controlling the intensity of bloom, with 0 completely disabling it (Azzy)
  • Added an option to display the backpack icon of the currently active weapon next to the ammo HUD (enabled via tf2c_ammobucket, disabled by default)
  • Added the beam_effect visuals tag in the item schema, for custom Medi Gun and Flame Thrower particles
  • Added unique sound scripts for Brick impact, namely Weapon_Brick.ImpactSoft and Weapon_Brick.ImpactHard
  • Added a class selection sound for the Civilian (boba)
  • Added the Expiration Date soundtrack back to the list of main menu music tracks (boba)
  • Improved main menu keyboard/gamepad navigation (boba)
  • Improved bot_teleport console command (angles optional, placed where crosshair is pointing when no position provided)
  • Updated Death & Taxes achievement icons (Hunter R. Thompson)
  • Coilgun's charging loop sound can now be customized using sound_special3 in the item schema
  • Fixed nail and syringe projectiles playing impact sounds when touching friendly buildings
  • Fixed being able to taunt while having the shield charge condition
  • Fixed resistance buff condition having a missing particle for GRN and YLW team
  • Fixed Huntsman not respecting mod_sniper_zoom_while_jumping value
  • #135 - Fixed top section of the "resume game" button not being clickable (boba)
  • #154 - Fixed music in the main menu not being affected by the music volume (boba)
  • #189 - Fixed burning arrows not getting extinguished underwater
  • #225 - Fixed custom_projectile_model not precaching gibs
  • #232 - Fixed electrifying crocodiles
  • Fixed a VPK packing regression that negatively impacted load times
  • Added 20+ new attributes
  • Updated medals
  • Updated the localization files
    • Added Ukrainian translation (panfractal, Coffee Bean)
  • Added easter egg™
Page 1 of 4