Classic Fortress 2

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Revision as of 12:32, 4 February 2025 by MIXERRULES (talk | contribs) (Fixed alot of formatting)
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Classic Fortress 2
Current Status Inactive
Latest Version 17/12/2023 Update
Project Lead(s) Chrits
Socials

Discord

Download Windows: Dropbox
Linux: Dropbox

Classic Fortress 2 is a mod by Chrits with the goal of mixing the gameplay and maps of Team Fortress Classic with the artstyle of Team Fortress 2.

Development History

Gameplay

Aesthetics
Gamemodes
Maps
Weapons

Story & Lore

Gallery

Changelog


1/7/2020

  • classes no longer spawn with full ammo/armor/grenades
  • nail grenade damage has been reduced from 18 to 9
  • grenades of all type thrown into spawns disappear
- development only: demoman's grenades and pipes have a server command to alter their velocity
  • demoman's grenades and pipes have no tumble

1/11/2020

  • Fixed problem with MIRV grenades
  • Added grenade counter above ammo counter
  • Reduced demoman's reload time from 0.67s to 0.5s

1/12/2020

(Cumulative update for past 3 versions)

  • Fixed crash when loading into servers
  • Improved how armor is dispayed on the hud
  • Added autoreload (cl_autoreload 1 by default)
  • Pipes now move at TF2 speed

1/23/2020

(This version will require a full redownload due to moving to github) - Improved some HUD graphics - Changed the nail gun model to the beta TF2 nailgun - Changed the super nail gun model to the syringe gun - Fixed some of the models

1/26/2020

- Fixed an exploit regarding grenades - Made the flag throwable

=== 1/27/2020  ===

- Fixed glitch where you could throw grenades after running out - Gave grenades HL1 style physics

1/31/2020

- As engineer when building, pressing right click will cancel building. This returns the metal to the engineer. - Engineers can look around while building - EMP grenades now detonate dropped ammo boxes - Building no longer take damage when being built - If the engineer dies while building something, the building is also removed - Custom model made for the pipebomb launcher. This also means the big annoying text when switching to pipebomb and grenade launcher is now removed. - Fixed small bug where nail grenades didn't do explosive damage

* The bug where nail grenade nails do not care about team still exists

- Updated single and double barrel shotgun sounds - Deathcam has been removed - Press any key (except whatever key you use to bring up the scoreboard) to respawn - Killbinding has a 5 second respawn penalty

02/02/2020

- Reduced EMP damage - Added class specific configs - Added class restrictions: cr_scout, cr_sniper, cr_soldier, cr_demoman, cr_medic, cr_pyro, cr_hwguy, cr_spy, cr_engineer - Classlimit value of 0 indicates no limit, -1 indicates disabled class

02/23/2020

(One more time, for the last time, you will need to reinstall as we have moved to GitLab for distribution.) - Updated gameinfo.txt to reflect new mod name - Renamed the fgd file to cf2.fgd - Added AlexEpisode and DR_Seal as developers

02/23/2020

- Renamed localization files

06/16/2020

Yes, I realize its been a long time - Slowed nail grenade nails to 800 u/s and gave them gravity - Changed railgun damage 25->35 - Changed railgun projectile speed 1200->2400. This is the same as TF2's rescue ranger - Dropping ammo as engineer takes 4 metal out of reserve for every 1 that ends up in the ammo box. This was done so that engineers can't juggle more than 200 metal. - Buildings can take friendly fire damage (if enabled)

06/18/2020

- Grenade timer now only plays on the client of the person throwing it - Added sounds for when a player primes and throws a grenade - Reimplemented the damage text system. I accidentally removed it in the previous update. - Adjusted grenade friction from 0.2 to 0.1 - Spy's tranq gun now uses shells instead of nails for ammo

* It turns out that lag compensating the grenade timer is very hard. Hopefully I will have that done shortly in the future

06/21/2020

- Fixed a bug where the sniper rifle could not be unscoped during reload - Improved handling of medic infection - Weapon reloads that take two ammo from reserve (i.e. the double barrel) cannot reload if there is only one ammo in reserve - Added damage text for buildings

06/26/2020

- Reduced railgun damage to 28 and added falloff - Tranquilized speed is now 70% instead of 50% - Fixed config_default - Afterburn damage buffed from 3 to 4 - Afterburn damage is multiplied when the pyro combos the different burning weapons. For example, if the pyro hits an enemy with the flame thrower and incendiary cannon, afterburn damage is doubled.

08/28/2020

Game modes - Added flag based Attack/Defend

Maps - New version of dustbowl using the Attack/Defend game mode and based on the Team Fortress Classic version of the map - Updated 2fort to have item pickups in the spawns and resupply rooms - Added ctf_process

Bugfixes - Nail grenade nails now function properly - Fixed bug with concussion grenades that caused the player to shoot upwards when doing a handheld jump - There are probably more, but I have lost track

Spy Cloak Changes - Cloak now lasts only 5 seconds - Cloak recharges in 10 seconds - Spy cannot cloak unless cloak meter is full - If the spy was damaged in the last 2 seconds and cloaks, he will drop a ragdoll and show a fake kill feed event - Cloaked spies no longer blink when hit This was done as a temporary measure while feigning is being figured out

Other updates - Updated first person viewmodels - Viewmodels sway when conc'd - Added armor pickup items - Added info_tfspawnstats entity to control what ammo and armor players spawn with - Improved handheld concussion grenade jumping - Mounted onto live TF2 allowing for the use of its models and textures - Sentry guns and dispensers explode violently when destroyed for any reason - Headshots with the sniper rifle do 2x damage instead of 3x - Reimplemented scout's caltrops

09/11/2020

Bugfixes - (Hopefully) Fixed cubemaps on ctf_process - Shovel damage reduced to 20 (was 35) - You should no longer hear other players' grenade timers

Gameplay changes - Changed medikit model back to bonesaw temporarily - Medikit cures concussions and broken legs

2fort changes - Changed main spawn doors to the old 2 way layout - Replaced stairs to the basements with elevators - Added bridge to courtyards - Removed the roof from middle bridge

09/14/2020

Bugfixes - Fixed players taking the a/d flag with them into spectator when idle - Fixed incorrect sounds for the pipebomb launcher reload - Ran a final compile on ctf_process (whoops)

Other updates - Base afterburn damage reverted to 3 every 0.5 seconds (was 4) - Increased push force demoman takes from explosive jumps

10/05/2020 update Bugfixes - Added a line of sight check to the flag to prevent picking it up through walls - Fixed bug where enemies weren't getting the concussion effect - Building animations are scaled to their new building times. As a consequence, dispensers look absolutely silly when deploying

Gameplay - A/D flag is now highlighted - Max FOV is now 130, but this will cause some culling issues - Sniper must be standing still to begin charging the rifle - Direct hits with the grenade launcher do a full 100 damage, similar to TF2 - Added dismantle command. Do dismantle <number> while close to the building dismantle it. I'll have a proper PDA for this later.

Maps - In the spirit of Halloween ad_manor_event, a port of the TF2 map, has been temporarily added. This map lacks the pumpkins and boss.

Clanbattle mode I have started an improved version of TFC's clanbattle mode. Right now, it only supports CTF. All this does at the moment is add round timers to CTF maps along with a preround time for teams to ready up. Teams switch after every round at the moment. I may do other modes later.

12/4/2020

General changes - Unmounted from live TF2 as this was causing more problems than it was solving. - Improved the napalm grenades. Now it spews a bunch of flame particles that set players on fire and deny areas for a brief period. - Added new particle effects for concussion grenades and incendiary rockets. - Changed spy cloak back to how it is done in TF2. Now uses cells from ammo pickups (not the discarded ones) to recharge. - Improvements to clanbattle mode. - Engineers now repair buildings to full health in a single swing if he has enough metal. - Similar changes with ammo in sentry guns. - Players can now see health and armor of enemy players (consistent with TFC) - Added func_security brush entity and new announcer voicelines to go with it.

Notable Bugfixes - Fixed invisibility material proxies on the spy's super shotgun and nailgun. - Fixed bug where spy could throw grenades while invisible. - Fixed some animation problems with first person viewmodels

Maps - Removed ctf_process and ad_manor - Added ctf_destroy, based on the TFC map destroy_lowgrens - Added ctf_turbine - Fixed an unintentional sightline on Dustbowl second stage

12/31/2020

- Discord rich presence (yay) - A couple of random bugfixes

7/30/2021

Gameplay - Added feigning for spy. The commands for this are feign and sfeign. This will cause the player to become a ragdoll, but can still take damage. Naturally this will be buggy and can result in getting stuck in some places. Regular cloaking has been removed.

- Added the detpack, a buildable timed explosive for the demoman. It can be set to 5, 20, and 50 seconds. Use the detpack to create a very large explosion that can open certain areas and send enemies into orbit. Scouts can defuse the detpack by touching it.

- Sniper rifle's base damage has been increased to 75 and fully charged shots do 225.

Maps - Added new route on dustbowl third stage for blu to get out of spawn.

- Updated and rebalanced Gravelpit to use ad flags.

- Removed granary, destroy, and badlands. Badlands will probably see the light of day again in the future as a ctf map.

- Added ctf_process, ctf_well, and cp_steel

General Gameplay Improvements - Added hud element to tell you what ammo you have picked up

- Improvements to tournament mode and added the tournament hud

- mp_teamplay now behaves more like the old teamplay flags from tfc

- Lots of other bugfixes I've lost track of

08/23/2021

Maps - Added cp_granary

- Added cp_gullywash_final1

- Bugfixes for ctf_well

General Gameplay Improvements - Changed the armor hud element to display the armor class currently being worn. Green = light, yellow = medium, red = heavy

- Improvements to tournament mode

- Fixed several bugs

- Updated localization files

09/03/2021

Bugfixes - Fixed a weird bug in tournament mode

- Fixed bad ladder clipping in ad_dustbowl

- Fixed a bug where the demoman's grenades did 120 damage if they were rollers

10/16/2021

Maps - Added ctf_badlands

Balance(?) - Reduced pipebomb damage to 80 for the first 2 seconds of its life. After 2 seconds, the damage is reset to 100. Grenades still behave the same.

Bugfixes - Fixed spy being able to feign in the air or while dead

- Improved projectile visuals (syringes from the syringe gun are no longer nails)

- Various other improvements and bugfixes

1/27/2021 =

27/11/2021 update

- New models and sounds for several weapons and items courtesy Mister Sandman

Maps - Increased ammo, health, and armor given for most packs on cp_steel

Balance - Minigun does at most 45 damage if all pellets connect at close range

- Removed ability for heavy to spin up the minigun using secondary fire

- Reduced pushback force from self damage

- Increased damage for pipebombs that have been around for more than 2.5 seconds to 120 damage

Bugfixes - Fixed crash related to pipebombs

- Potentially fixed a crash relating to incendiary rockets

4/15/2022

Maps - Added ctf_rock2

- Added ad_badwater

- Minor bugfixes and changes for dustbowl, well, gravelpit, and badlands

Balance and gameplay changes - Heavy takes significantly less pushback from explosions

- Napalm grenades now affect a moderately sized area rather than exploding into small fire particles

- The sniper rifle can now begin charging when the player is moving at any speed

- Teammates can no longer block sentry and dispenser placement

- Pyro only has afterburn immunity when he has armor

Notable Bugfixes - Possibly fixed a crash related to the server MOTD screen

- Fixed a bug that occurs where a demoman's grenade explodes on contact with a player that the player is touching not damaging the player

- Fixed issue where detpacks were activating goals that did not have line of sight

07/13/2022

Bugfixes - Fixed some weirdness with capture points on flag A/D maps

- Fixed spy being able to feign with the flag

- EMP grenades clear pipebombs

- Fixed some assorted bugs in maps

- Other little bugfixes and improvements

Balance and gameplay changes - The minigun no longer pushes players around

- Pipebombs detonate by themselves after 2 minutes

- Grenades from the grenade launcher do 80 damage if they hit the world instead of a player

12/17/2023

Misc. updates - Added new particle effects to help visualize effects on players

- Updated the kill icons

- Added custom crosshair support

Balance and gameplay changes - Heavy can jump while shooting the minigun

- Rewrote nails to be more consistent

- Halved the pushback force inflicted by the sentry gun

- Sniper must stand still to start charging the rifle

- Medics get assists when their patient gets kills while overhealed

- Other bugfixes that I have lost track of