2.2.0

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List of patches 2.1.5 2.2.0 2.2.1

2.2.0 was a major update for Team Fortress 2 Classic, also known as the Double Down Update, released on January 24, 2025. It also featured some weapon rebalances, general gameplay changes, map updates, and bug fixes. The patch notes were released on the page.

Changes

Weapon Changes

  • Added the Derby Cane
  • Added the Rejuvenator
  • Added the Cyclops
  • Added the Admiralty Anchor
  • Updated the Nailgun:
    • Reduced building damage to 10 (from 12)
  • Updated the Brick:
    • Now deals Mini-Crits to enemies after 0.6 seconds of being airborne
  • Updated the Flame Thrower (NitoTheFunky):
    • Flames now only inherit velocity based on the direction you are aiming. This prevents them from veering away from your target while strafing
    • Flames at close range now have a gradual damage ramp-up to be in line with other weapons
    • Fixed an issue where flames were occasionally invisible
  • Updated the Twin Barrel:
    • Reduced max damage output to 105 (from 120)
    • Overhauled weapon model (Pyrew, Everik, SamDum)
    • Updated reload and deploy sounds (Raptor Dan)
  • Updated the Harvester:
    • Now has a unique taunt kill animation (Hotpockette, Ventrici, GoogleyGareth)
  • Updated the Dynamite Pack:
    • Added kill icon for direct impact kills
  • Reworked the Mine Layer:
    • Increased max mines to 6 (from 4)
    • Reduced clip size to 3 (from 4)
    • Increased fire rate by 33%
    • Removed ability to charge mines
  • Updated the Bottle:
    • Added Alcoholism (NitoTheFunky)
  • Updated the Sandvich:
    • Updated wearable texture (PuppyCannon)
  • Updated Jump Pads:
    • Increased build cost to 100 metal (from 70)
    • Increased build time to 8 seconds (from 5)
    • Players using Jump Pad are now properly marked as airborne
  • Updated the Shock Therapy:
    • Added new wearable
    • Added a unique sound that plays when fully charged
  • Updated the Hunting Revolver:
    • Secondary fire delay is now separated from primary fire
    • Removed holster delay after firing while zoomed
    • Fixed a bug that caused uninterruptable reloads when using Hold to Zoom
    • Fixed a bug that allowed aborting reloads while jumping
  • Updated the Sniper Rifle:
    • Fixed a bug which caused an extended re-zoom delay after jumping while zoomed
  • Updated the Sapper & Toolbox:
    • Reduced the delay for re-attempting failed building or sapper placements to 0.05s (from 0.2s)
  • Updated Tranquilizer Gun:
    • Added kill icon for deflected darts

Gameplay Changes

  • Updated the Spy:
    • Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients
    • Pressing reload while disguised will now perform a fake reload visible to other players
    • Ragdolls now keep any conditionally visible wearables based on the last weapon active before death
  • Added Chickens

Map Changes

  • Added vipr_2bridge (abp, 14bit, Waugh101)
  • Added vipr_drizzle (14bit)
  • Added dom_railway (ultr4nima, 14bit)
  • Added dom_sawtooth (Suo, Waugh101, Mazern, abp, 14bit)
  • Added td_sunnyside (fizzyphysics, Waugh101, erk, Suo, abp, 14bit)
  • Updated ctf_penguin_peak:
    • Added new map thumbnail
  • Updated cp_gullywash:
    • Clipping adjustments
    • Restored missing detailing from Live
  • Updated pl_jinn:
    • Adjusted lighting on BLU Team's first spawn room
    • Made a detail pass on RED Team's final spawn room
    • Fixed several invalid spawnpoints
    • Fixed ocean water always forcing full reflections, regardless of graphics settings
    • Fixed soundscapes not working for most of the map
    • Fixed some lighting bugs
  • Updated vip_badwater:
    • Fixed missing and incorrect cubemaps
  • Updated cp_dustbowl:
    • In-house edit replaced with Korkade's overhaul
  • Updated pl_goldrush:
    • In-house edit replaced with Korkade's overhaul
  • Updated cp_yukon:
    • Fixed out-of-bounds exploit
  • Updated tc_hydro:
    • Lighting fixes
    • Fixed several stuck spots
  • Updated dom_hydro:
    • Updated logic to Domination 2.0 (see Mapping Changes)
    • Lighting improvements
    • Adjusted fog on point D (The Dam)
  • Updated dom_oilcanyon:
    • Updated logic to Domination 2.0 (see Mapping Changes)
  • Updated td_caper:
    • Updated logic to use Vscript TD implementation
      • Teams now instantly respawn after losing a control point
    • Fixed several spawn points on B not working for BLU team
    • Made water fancier
    • Updated textures and overlays
  • Updated navigation meshes for the following maps:
    • cp_dustbowl
    • cp_amaranth
    • vip_badwater
    • vip_harbor
    • vip_trainyard
  • Updated mission briefing photos for the following maps:
    • arena_floodgate
    • ctf_penguin_peak
    • ctf_pelican_peak
    • dom_hydro
    • dom_oilcanyon
    • koth_frigid
    • {{code|td_caper

Mapping Changes

  • Added VIP Race as an Official Gamemode
    • Added the VIP Race HUD! Fully customizable via new keyvalues in tf_logic_vip
  • Updated Domination Gamemode (Domination 2.0):
    • Spawn times now dynamically adjust for teams that are behind
    • New Total Domination mechanic
      • If a non-leading team captures all control points at once, they will be awarded bonus points
      • Bonus points will take the team to 98% of the leading team's current score
      • May be toggled and customized via KeyValues on the tf_logic_domination entity, or with tf2c_domination_comeback 1
  • Updated VIP Gamemode:
    • VIPs now get switched out for another teammate instead of being kicked when idle
    • VIP idle check logic now uses regular player kicking behavior if the VIP is the only person in the team
  • Restructured FGDs, you only need to specify tf2c.fgd in your Hammer configuration
  • Added restrict_classes keyvalue to info_player_teamspawn to limit spawn points to specific classes
  • Fixed func_tracktrain facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar)
  • Fixed func_tracktrain getting stuck when traveling from a high speed to a low speed path node (Ben Lubar)
  • Moved sound/ambient/ambience/rainscapes (accidentally shipped in a previous release) to sound/scapes/rainscapes to match the format of other imported soundscapes.
    • This will break existing custom soundscapes using these files until you rename them!
    • Added trigger_catapult to the FGD, this should be used instead of func_jumppad which is now considered to be deprecated and will be reworked in a future release.

Mapbase

TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what's changed is too big to summarize, and we encourage exploring what's now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions.

Some highlights include:

  • VScript! It currently lacks many TF2-specific features, which will be added incrementally. Not all functions behave the same as TF2 either, porting for all but the simplest scripts is expected. Please use script_help in-game for comprehensive documentation, and see the list of Mapbase script functions)
  • Compared to TF2, VScript can load custom fonts packed into maps, create custom VGUI panels, and control the visibility of HUD elements
  • Major overhaul of our FGDs with many additions, fixes, clarifications, etc. (including pending work by vizzys)
  • Clientside ragdolls will show new decals when hit or shot, and decals from "killing blow" shots will also appear
  • All filters have new I/O/KV, with a number of new filters being added, see here
  • I/O supports wildcards in any position, one-character ? wildcards, and regular expressions
  • point_camera and func_reflective_glass can use different render targets, allowing multiple cameras and mirrors to be active at the same time
  • sky_camera has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and more
  • Various console messages have unique colors, adjustable via convars or the mapbase_con_groups.txt file
  • New commentary nodes are available for greater flexibility in creating developer commentaries, and they can now be placed in Hammer directly without using the commentary editor
  • Custom videos and text can be shown in a map with vgui_movie_display and vgui_text_display
  • func_fake_worldportal can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through
  • Fish are now controllable
  • The $treesway parameter now works properly on materials
  • fog_volume is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects. trigger_tonemap is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.
  • info_particle_system_coordinate has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usage
  • When opening chat, your mouse cursor is now positioned properly over the chat window instead of being placed above it so it's invisible until you move it down
  • Text selection in the chat and some other RichText fields now works properly, and lets you select text segments rather than whole lines at once (SanyaSho)

General Changes

  • Added 31 new achievements
  • Added 28 new Civilian voice lines
  • Implemented facial expressions and lipsync information to all Civilian voice lines and animations
  • Updated the Civilian model
  • Dropped Mediguns no longer have a hose attached
  • Added fish.mdl for use with func_fish_pool (model by SamDum)
  • Fixed mismatched resolution settings on first boot (Nooodles)
  • Fixed Intel GPUs being limited to Shader Model 2.0 (Nooodles)
  • Added smooth scrolling to various menu panels (Nooodles)
  • Reworked main menu server list (Nooodles, Azzy):
  • Fixed Main Menu not showing when friends are playing TF2 Classic
  • Fixed Main Menu background videos for ultrawide resolutions (Nooodles)
  • Fixed Loadout menu opening on its own when reloading the item schema or loading into a map (Nooodles)
  • Adjusted Sentry error report consent popup to appear sooner in the boot process
  • Removed the Blog panel, replaced by a link that opens the TF2 Classic website
  • Removed External IP prompt in Create Server dialog
  • Updated loadout team color buttons (Boba)
  • Updated main menu glyphs (Boba)
  • Updated Domination HUD to support minmode (SolarLight)
  • Updated list of bot names
  • Enabled sv_alltalk and tf_spectalk by default
  • Added "Custom Weapons Enabled" text to the loadout menu when using a custom item schema (Azzy)
  • Added mp_roundtimer_pause
  • Added bot_becomevip
  • Added mp_forcestalemate
  • Added mp_setuptime_cancel
  • Added tf_listrounds and tf_playround
  • Added tf2c_minigun_rampup
  • Added tf2c_minigun_airborne_spread
  • Removed tf2c_vip_persist, replaced with tf2c_vip_autoassign and tf2c_vip_switchteams
  • Renamed mp_roundtimer_pause to mp_pausetimer
  • Updated tf2c_allow_special_classes:
    • 3: Enabled + Enabled in VIP mode
    • 4: Enabled + Allow Spy disguising as Civilian + Enabled in VIP mode
  • Added basic Class Wars implementation (Technochips)
    • Enabled with tf2c_classwars
  • Added viewmodel_offset_pitch, viewmodel_offset_yaw and viewmodel_offset_roll
  • Added Thexa4's PBR shader with later changes from WhiteRedDragons, see here. This shader is likely temporary, do not rely on it
  • Fixed issues with flickering water and discolored eyes by replacing instances of the EyeRefract shader with the older Eyes shader (Thespikedballofdoom)
  • Fixed a number of memory leaks
  • Addressed several crashes
  • Improved general game performance
  • Updated localization files
  • Updated medals