2.1.0: Difference between revisions

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'''2.1.0''' was a major update for Team Fortress 2 Classic, also known as the [[Fight or Flight]] update, released on April 28, 2023. It featured several new weapons and maps, as well as numerous gameplay changes. The patch notes were released on Fight or Flight [https://tf2classic.com/fight_or_flight/day3 Day 3].
'''2.1.2''' was a minor update for Team Fortress 2 Classic, released on May 28, 2023. Its flagship addition was removing DirectX 8.0 and purposefully breaking map creation software. It also featured some rebalances, map updates, shader changes, and bug fixes. The patch notes were released on the [https://tf2classic.com/?id=6264 official blog].


This update came after [[2.0.4]] and before [[2.1.1]].
This update came out after [[2.1.1]]. It is the most recent update to the game.


== Changes ==
== Changes ==
=== Important Changes ​===


=== Weapon changes ===
'''<u>We have removed support for DirectX 8.0</u>. <u>This effectively breaks support for SDK2013's map compiler tools (vbsp, vvis, vrad)</u>. Please consult our [[Setting up Hammer|wiki guide]] on how to update your toolset.'''
Added the [[Jump Pad]]
*New [[Engineer]] voicelines by [https://twitter.com/GetGianni Gianni Matragrano]


Added [[L'escampette]]
'''<u>HDR is now forced-enabled by default</u>. This should reduce map compile time and file size, as you no longer need to compile LDR cubemaps and lightmaps.'''


Added the [[Anti-Aircraft Cannon]]
'''All stock materials have been updated to use newer versions of the LightmappedGeneric, VertexLitGeneric, and WorldVertexTransition shaders from [https://github.com/mapbase-source/source-sdk-2013/wiki/Graphical-Changes Mapbase]. These resolve some previous incompatibilities while adding new features. <u>Custom materials may have rendering issues inside of fog without modifications</u>. Assets can be converted using the [https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool Mapbase Multi-Tool].'''


Added [[Chekhov's Punch]]
'''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.'''


Added the [[Twin Barrel]]
=== Weapon Changes ===


Added the [[Harvester]]
Updated the [[Brick]]:
 
*Increased base damage to 65 (from 50)
Added the [[Brick]]
*Overhauled first person animations (Ventrici)
 
*Overhauled trail particle (boba)
Updated the [[RPG]]:{{sic}}
*Overhauled impact sounds (Raptor Dan)
*Increased self push force by 15%
*Projectile trail now gets removed upon collision
*Increased self damage by 30%
*Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies
*Now only plays a whistle sound while falling
*Fixed projectile being deflectable by airblast after impact
Updated the [[Flame Thrower|Flamethrower]]:{{sic}}
*Fixed missing min-viewmodel offset
*Lowered damage by 12% (150 DPS, from 170)  
Updated the [[Anti-Aircraft Cannon]]:
Updated the [[Flare Gun]]:
*Reduced bullet hull size to 6.5HU (from 10HU)
*Now enabled in [[Medieval Mode|medieval mode]]
*Increased base damage to 58 (from 55)
Updated the [[Dynamite Pack]]:
*Fixed the Heavy's voicelines and expressions not playing while revved and firing
*Now deals 30 damage when directly hitting a player
*Damage is not affected by range
*Now briefly slows enemies on direct hit
*Increased primary ammo on wearer by 50%
*Doubled taunt kill damage and radius
Updated the [[Mine Layer]]
*The player's mines are now highlighted through walls
*Mines will now fizzle out instead of exploding when placing more than four mines
Updated the [[Coilgun]]:
*Now beeps on full charge, and has a meter that displays time before overcharge (Foxysen)  
Updated the [[Syringe Gun]]:
*Now deals knockback against enemies (Foxysen)  
Updated the [[Medi Gun]] and [[Kritzkrieg]]:
*Now play a customizable progress sound that changes pitch based on patient health (Alex James)
Updated the [[Shock Therapy]]:
*Healing is now properly networked, causing less false-positives
*Now has a unique particle for healing teammates (Boba, Nito)
*Updated kill icon (Boba)
*Now has a unique icon for [[building]] kills (Boba, Nito)
Updated the [[Sniper Rifle]]:
Updated the [[Sniper Rifle]]:
*Added an impact effect, bullet particle, and a tracer that diffuses into the team color as it fades (Sniffy194, Boba)
*Updated tracer particle appearance (boba)
*Toggled by tf2c_sniperrifle_tracer, and set to 1 by default; can be changed by server operators
*Extra damage dealt from headshots no longer contributes to the random crit chance bucket
*The client no longer plays a sound when headshotting until the server confirms it (Sappho)
Updated the [[Revolver]]
Updated the [[Hunting Revolver]]:
*Reduced damage penalty against sapped Sentry Guns to -33% (from -66%)
*Now has damage falloff
*Falloff starts at 2x the distance of normal weapons (1024hu/19.5m)
*Does not apply to [[Critical hits|crits]]
Updated the [[Tranquilizer Gun]]:
Updated the [[Tranquilizer Gun]]:
*Dart trails have been heavily optimized and given a new appearance (Boba)
*Overhauled trail particle appearance (boba)
*Increased projectile speed by 20%
Updated [[L'escampette|L'Escampette]]:{{sic}}
*Tranquilized enemies now take [[Critical hits|crits]] from any melee attack
*Added +100% cloak regeneration rate (hidden stat)
*Lowered tranquilized condition's movement speed penalty from -33% to -20%
*Simplified "+100% cloak consumption rate" and "+100% cloak regeneration rate" to "-50% cloak capacity"
*Tranquilized enemies now deal 20% less damage
*Fixed missing phongwarp texture
*Does not apply to damage over time or melee damage
 
*Tranquilized enemies no longer have a melee firerate penalty
=== Gameplay Changes ===
*Tranquilized effect duration is no longer affected by falloff if the weapon fires a crit or minicrit
Updated the [[Disguise Kit]]:
*Added Global Disguises available on [[Four-Team]] maps, allowing you to appear friendly to all enemy teams
Updated bullet spread:
*Lowered [[Nail Gun|Nailgun]],{{sic}} [[Pistol]] and [[Syringe Gun]] spread by 25%
*Lowered [[Coilgun]], [[SMG]], and [[Revolver]] spread by 20%


=== Gameplay changes ===
Updated the [[Spy]]:
Updated the [[Spy]]:
*Increased the Spy's movement speed to 107% (from 100%)
*The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]]
*Set by tf2c_spy_gun_mettle 2, the new default setting for tf2c_spy_gun_mettle; can be changed by server operators
Updated the [[Civilian]]:
*Now slowly heals nearby teammates and himself (Trotim)
*Healing starts at 5HP/s and increases up to 15HP/s if players have taken no damage for 10s
*Added voice lines for taking damage from enemies (Trotim)
Added [[Nail Gun|nail]]/[[Syringe Gun|syringe]] impact sounds (Trotim)
 
Enable tf2c_falldamage_disablespread by default, so fall damage is consistent based on distance (Foxysen)
 
[[Engineer|Engineers]] with active [[buildings]] and [[Spy|Spies]] currently sapping are now less likely to get autobalanced (Foxysen, Avast AntiPony 9445)
 
Players respawn instantly if they die within six seconds of spawning (modifiable with tf2c_spawncamp_window), or always during setup time (Foxysen)
 
On servers that set tf_use_fixed_weaponspreads 2, fixed weapon spread is now a per-player preference toggled in the advanced options, or with tf2c_fixedspread_preference (Foxysen)
 
Weapons can now auto reload while holding alt-fire (Azzy)
 
Updated scoring (Foxysen):
*Heal points are now given for [[Shock Therapy]] healing, [[Medic]] passive regen, [[Kritzkrieg]] self healing, being healed by an enemy Shock Therapy as a [[Spy]], and stealing enemy [[Sandvich|Sandviches]]
*Support score is now more consistently awarded for minicrit or [[Critical hits|crit]] boosting teammates
*Support score for [[Airblast|extinguishing]] is now based on remaining [[Fire|afterburn]]
*Support score for airblasting is now based on amount of damage deflected
*Support score is now awarded for damage dealt to enemies the player [[Tranquilizer Gun|tranquilized]]
*Support score is now awarded for destroying [[Stickybomb Launcher|stickies]], disarming [[Dynamite Pack|Dynamite Packs]], and airblasting Dynamite bomblets
*Bonus score is now awarded for deflecting crit projectiles, defusing crit Dynamite Packs, destroying crit stickies
*Taunt kills and [[Teleporter|Telefrags]] now grant a bonus point
 
=== Map changes ===
Added the [[Territorial Domination]] gamemode
 
Added [[koth_frigid]] (Wheat, savva)
 
Added [[dom_krepost]] (Suomimies55)
 
Added [[arena_floodgate]] (savva)
 
Added [[pl_jinn]] (abp, 14bit)
 
Added [[td_caper]] (abp, emilrusboi)
 
Updated [[ctf_pelican_peak]] (abp):
*Removed _tf2c suffix from filename
*Removed building exploit in vents
*Removed out of bounds exploit by red spawn
*Added Pelican
Updated select stock maps to improve clipping, fix exploits, and improve visuals (Sniffy194):
*[[pl_upward]]
**Based on work by Refresh.TF
*[[pl_frontier]]
*[[pl_goldrush]]
*[[koth_harvest]]
*[[ctf_2fort]]
*[[cp_steel]]
**Based on work by Refresh.TF
*[[cp_dustbowl]]
*[[cp_gullywash]]
**Based on work by Refresh.TF
*[[cp_gorge]]
*[[tc_hydro]]
**Based on work by H20Gamez and Mountain Man
Added func_playermodelscale as a map entity for scaling a player to an arbitrary value upon entering a trigger brush (Azzy)
 
Added func_filtervisualizer as a map entity, for brushes that become visible to players when they get close. Use them to mark areas that they're unable to enter. (KaydemonLP)
 
Added modified versions of every prop_coalmines boulder without normalmaps, which can receive per-vertex lighting (Sniffy194)
 
[[Arena]] mode is now a "mutator" that can be combined with other gametypes by mappers (KaydemonLP)
 
Backported the Game Instructor from Mapbase for in-map scripted tutorials, either from scripts/instructor_lessons.txt or with the env_instructor_hint map entity. (Mapbase, Trotim [fixed passing !activator to ShowHint], Wheat [custom icons])
 
Backported the point_event_proxy point entity from Alien Swarm, for firing simple game events from map logic.
 
Backported particle weather for the func_precipitation brush entity from Mapbase, allowing for mappers to easily add performant weather within a brush volume that collides with surfaces. This includes Ash, Rain, Rain Storm, and Snow particle weather types. These all use newer and nicer particles, found in rain_fx.pcf, which can also still be used through info_particle_system. (Mapbase, Sniffy194 [particle fix-ups], sigsegv [crash fix])
 
Backported the skybox_swapper map entity from Alien Swarm, for replacing the current 2D skybox at any time in a map (Azzy)
 
Added light_directional to the FGD for mappers, used in conjunction with Slammin' VRAD (Sniffy194)
 
Added a large number of new models and materials for mappers (Wheat)
 
Added new inputs for game_text, allowing mappers to dynamically set the text's content, color, and position at any time (Mapbase)
 
Adopted a large number of env_projectedtexture fixes from the Valve Developer Community, including raising the active entity limit for them
 
Added game_convar_mod, as a safe way for maps to temporarily set server convars that get reset on level change (Mapbase, Azzy)
 
Added a new keyvalue to the game_round_win map entity, score_based, which can automatically select the team with the highest overall team score to win the round (Azzy)
 
Added icons for various hammer editor entities (Mr. Skullium, TeamSpen210, Ficool2, ts2do, Necrotales Games, Vizzy, Skotty)


TD_ ([[Territorial Domination]]) and KOTF_ ([[King of the Flag]]) are now recognized as valid map types, and are localized in the loading screen (Technochips)
Fixed cases of Flame Thrower flames going through thin walls or floors (Nito)


=== General changes ===
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)
Added 54 new achievements (Foxysen)


Added 280+ new weapon attributes (Azzy)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/239 #239] - Fixed Huntsman fire arrows not applying afterburn on taunt kill


Added the following item schema tags: item_name_color, model_world_per_class, extra_wearable_hide_on_active, bucket, bucket_position (Azzy)
=== Map Changes ===


Added support for unlocalized strings in attribute descriptions (Azzy)
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


Added the following attribute item schema tags: custom_color, hidden_separator (Azzy)
Added class and team options for env_instructor_hint


Added the following visual item schema tags: trail_effect, trail_effect_crit, explosion_effect, explosion_effect_crit (Azzy, Trotim)
Added filter_tf_flagholder entity filter


Added 'disintegrate', 'boioing' and 'stomp' console suicide commands (Foxysen, KaydemonLP, Azzy)
Added light_directional to the FGD file


Added colorblind shader from Open Fortress (Alex James)
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 [https://steamcommunity.com/profiles/76561197965959160 Arjen de Graaf].


Added hud_combattext_show_damage_blocked for showing the amount of damage you've helped a teammate block
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


Added new flavor text for most weapons (Hunter R. Thompson, Boba)
Stuffy360's tree packs are now included with the game, and can be found under props/forest


Added option to disable displaying dominations on the scoreboard and killfeed, as well as not displaying the icon above players. This can be set in your multiplayer settings, or with tf2c_show_nemesis_relationships. (Azzy)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/227 #227] - Fixed arena maps not playing arena class selection music


Added the [[Civilian]] to the loadout menu (Boba, Kaydemon)
=== Shader changes ===


Added buttons in the loadout menu for previewing team colors (Boba, Ventrici, Azzy)
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 [https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool Mapbase Multi-Tool].


Added many new sounds for selecting weapons in the loadout (Boba)
Radial fog is now globally enabled. This should make fog rendering look much nicer, and behave consistently instead of moving with your view angle


Streamer mode names are now random bot names instead of class names (KaydemonLP)
Parallax-corrected cubemaps are now available for cheap, realistic reflections on brush surfaces. See the [https://developer.valvesoftware.com/wiki/Parallax_obb Valve Developer Community] for documentation. This requires our new set of custom map compilers


The advanced options have been completely reordered, and many new options have been added to the list (Boba)
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 [https://github.com/DownFall-Team/DownFall DownFall].


Basic support for bots on [[Special Delivery]], or any map with a neutral [[CTF]] capture zone (Trotim)
$blendmodulatetexture now renders properly in Hammer


Bots now stand still on moving platforms instead of attempting to repath (Trotim)
$basetexturetransform2 now works properly when using DirectX 9


Bots will occasionally use the [[Shock Therapy]] if equipped (Trotim)
$phongdisablehalflambert can be used to enable Full-Lambertian lighting on model materials with phong shading


Custom global schemas (for weapons, particles, and sounds) are now supported; map overrides are no longer required for custom weapons servers (Azzy)
Brush materials can receive phong shading if lit by a projected texture


[[Dispenser]] screens are now visible to enemies (Trotim)
$treesway should now be functional on SDK_VertexLitGeneric materials


Pipes from the [[Grenade Launcher]] now spark when shattering without an explosion (Trotim)
=== Miscellaneous changes ===


Added the tf2c_spywalk_inverted convar, which sets [[Disguise Kit|Spywalk]] (moving at Spy's regular speed while disguised as slower classes) as the default behavior, with +SPEED (Spywalk bind) imitating your disguise's speed
Added a Spywalk indicator on the [[Disguise Kit|Disguise]] HUD (enabled via tf2c_spywalk_hud, enabled by default)


Added the "respawn" command that can be bound to instantly respawn the player if they're in a spawn room (Azzy)
Added a slider to the video options for controlling the intensity of bloom, with 0 completely disabling it (Azzy)


Added tf2c_experimental_huntsman_enable (off by default), for bounding box-based collision for [[Huntsman]] headshots (Alex James)
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 many new loading screen and class selection tips, and overhauled existing ones (Boba)
Added the beam_effect visuals tag in the item schema, for custom [[Medi Gun]] and [[Flame Thrower]] particles


The loadout UI now displays correctly on high resolution displays (Boba)
Added unique sound scripts for [[Brick]] impact, namely Weapon_Brick.ImpactSoft and Weapon_Brick.ImpactHard


The main menu TF2 Classic logo is now correctly sized (Boba)
Added the Expiration Date soundtrack back to the list of main menu music tracks (boba)


Many main menu glyphs now use higher quality textures (Boba)
Improved main menu keyboard/gamepad navigation (boba)


Many main menu strings are now properly localizable (Technochips, Azzy, Boba)
Improved bot_teleport console command (angles optional, placed where crosshair is pointing when no position provided)


Many advanced options strings are now properly localizable (Azzy, Boba)
Updated [[Death & Taxes]] achievement icons (Hunter R. Thompson)


The [[Engineer]] build and [[Spy]] [[Disguise Kit|disguise]] HUD elements are now consistent with one another (Boba)
[[Coilgun|Coilgun's]] charging loop sound can now be customized using sound_special3 in the item schema


The [[Engineer]] build and [[Spy]] [[Disguise Kit|disguise]] HUD elements for controllers have been overhauled (Boba)
Fixed [[Nail Gun|nail]] and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings


[[Dispenser]] screens no longer disappear around certain areas of maps (Boba)
Fixed being able to taunt while having the shield charge condition


Fixed sound channels being overloaded when multiple [[Minigun|Miniguns]] and [[SMG|SMGs]] are fired at once (Trotim)
Fixed resistance buff condition having a missing particle for GRN and YLW team


Fixed an issue related to [[KOTH]] overtime that could allow a team to win after losing the point (Nito)
Fixed [[Huntsman]] not respecting mod_sniper_zoom_while_jumping value


Removed the "Invalid Loadout Preset" check (Sappho)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/135 #135] - Fixed top section of the "resume game" button not being clickable (boba)


[[Rocket Launcher|Rockets]] and rocket-based projectiles no longer collide with each other (KaydemonLP)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/154 #154] - Fixed music in the main menu not being affected by the music volume (boba)


[[Stickybomb Launcher|Stickybombs]] now fizzle properly on death (Trotim)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/189 #189] - Fixed [[Huntsman|burning arrows]] not getting extinguished underwater


The [[Payload]] cart can no longer be spectated in first person (Trotim)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/225 #225] - Fixed custom_projectile_model not precaching gibs


The [[airblast]] sound effect is now only played once on the attacker instead of being multiplied by targets (e.g. [[Stickybomb Launcher|Stickybombs]]) (Trotim)
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/232 #232] - Fixed electrifying crocodiles


Updated the cliff_wall_08 rock model to match Live TF2 (Suomimies55)
Fixed a VPK packing regression that negatively impacted load times


r_hunkalloclightmaps is now set to 0 on the server as well as the client, preventing a crash when loading maps with highly-detailed lightmaps (Azzy)
Added 20+ new attributes


Particles defined in tracer_effect visual item schema tag now properly precache upon map load (Azzy)
Updated medals


Updated the localization files
Updated the localization files
*Added Ukrainian translation (panfractal, Coffee Bean)
Added easter egg™


[[Category:Patch Notes]]
[[Category:Patch Notes]]
[[Category:Minor Updates]]
[[Category:Updates]]
[[Category:Updates]]

Revision as of 03:48, 6 September 2023

2.1.2 was a minor update for Team Fortress 2 Classic, released on May 28, 2023. Its flagship addition was removing DirectX 8.0 and purposefully breaking map creation software. It also featured some rebalances, map updates, shader changes, and bug fixes. The patch notes were released on the official blog.

This update came out after 2.1.1. It is the most recent update to the game.

Changes

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:(sic)

  • 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

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

Miscellaneous 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 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™