2.2.2 (2/1/2025)
Weapon Changes
- Updated the Admiralty Anchor:
- Raised minimum earthquake radius to 96 (from 64)
- Raised minimum earthquake damage multiplier to x0.5 (from x0)
- Trail particles no longer render in first person
- Adjusted tauntkill timings
- Updated the Dynamite Pack:
- Defused Dynamite Packs are no longer able to apply the stun effect from direct hits
- Tauntkill now spawns bomblets
- Updated the Wrench:
- Wrench hits will now defuse Dynamite Packs far more reliably
- Updated the Rejuvenator:
- Overhauled the ÜberCharge Generator shield appearance
- ÜberCharge Generator gibs now grant ammo and metal to players
- Fixed servers not always transmitting the ÜberCharge Generator shield entity to clients
- Fixed ÜberCharge Generator granting infinite overheal after the owner Medic disconnects from the server
- Fixed ÜberCharge Generator granting indefinite ÜberCharge to the owner Medic when switching Medi Guns
- Updated the Fishwhacker:
- Increased the amount of knockback that ragdolls receive from Fishwhacker kills
- Updated the Tranquilizer Gun:
- Fixed Tranquilizer Gun darts sticking to disguised Spies
Map Changes
- Updated vipr_2bridge:
- Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish
- Fixed lighting and detailing bugs on a building on RED's side
- Adjusted cap times to match Drizzle
- Lowered cap times at mid to 7 (down from 8)
- Lowered cap times at final to 9 (down from 11)
- Updated vipr_drizzle:
- Fixed a bug where rounds would end immediately when server time ran out, instead of letting the round finish
- Fixed several clipping issues
- Updated dom_railway:
- Adjustments to train kill triggers
- Health and ammo adjustments
- Replaced all small health kits with medium health kits
- Added new health kits at A
- Moved medium ammo packs at point A to cover
- Replaced the lower medium ammo pack between A and B with a full ammo pack
- Updated ctf_2fort:
- The map's original fog controllers and color correction work as intended again after being broken for several updates, and now use the new fog_volume entity for greater reliability
General Changes
- Fixed further cases of Intel GPU users having malformed shaders
- If you're still facing issues, use the following launch options: -force_vendor_id 0x10DE -force_device_id 0x1180
- Fixed further cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps
- Fixed a longstanding crash caused by bots trying to pick a class
- Fixed some miscellaneous crashes in the weapon attribute manager
- Fixed a crash with flaming arrows pinning ragdolls against walls
- Fixed broken scaling for detail textures on SDK_VertexLitGeneric shader materials
- Fixed a rare crash when determining what disguise weapons a Spy should have
- Fixed Medic's player model being accidentally replaced with its HWM version
- Fixed Medic's ragdoll having missing physics meshes for backpack and left hand
- Fixed some cases of Escape Artist and Down With The Ship achievements not being granted sometimes
- Fixed set_burstmode weapon attribute not respecting mult_postfiredelay attribute values
- Fixed blendrockgroundwallsnow.vmt being visually inconsistent with live TF2
- Removed an intrepid researcher that wormed his way back into Powerhouse
- Merged more FGD changes by vizzys
- The Engineer's left hand now has its lightwarp enabled again
- Players with long names are properly welcomed back on the main menu again
- Reduced clickable area on the main menu server list panel refresh button
- Main menu server list panel no longer displays bot players in the player count indicator
- Main menu server list panel now displays player count before map name
- Added -sentry_consent (1/0) launch option to mitigate some potential crashes
- Reverted cl_showfps and cl_showpos HUDs back to their original position
- Refactored achievement_status command to have more readable output
- Exposed the following functions to VScript: GetPlayerByIndex, GetPlayerByUserId, GetPlayerByName, UTIL_IsValidEntity
- Fixed English closed captions not using proper Russian for some of Heavy's voicelines
- The Heavy will no longer say "I am bulletproof!" when he is, in fact, not bulletproof
- Added, rewrote, and adjusted many loading screen tips
- Updated localization files
- Updated medals
2.2.1 (1/26/2025)
General Changes
- Fixed an issue where Engineer could build sentries in medieval mode
- Fixed several cases of clients crashing when attempting to delete cached sprays after disconnecting from a server or changing maps
- Fixed a regression that made the game unable to launch on setups with older CPUs that do not support the SSE4.2 instruction set
- Fixed Spy being unable to switch to the Knife in Medieval Mode
- Fixed burning chickens granting the Fowl Play achievement
- Fixed Escape Artist achievement not triggering correctly
- Fixed a regression with soundscapes being unable to play
- Fixed a regression that caused Dispenser screens to cull parts of the Dispenser model behind them
- Fixed a crash regarding nav mesh updating due to Sentry Gun fire
- Fixed a crash regarding players disconnecting while building Übercharge with the Rejuvenator
- Fixed a crash regarding Admiralty Anchor airshots by Sentry Gun rockets
- Fixed an alignment bug when changing resolutions on the main menu friends list
- Made further speculative fixes for Intel GPU users having malformed shaders
2.2.0 (1/24/2025)
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}}:
- 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
- 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 estrict_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
- Template:Code and Template:Code can use different render targets, allowing multiple cameras and mirrors to be active at the same time
- Template:Code 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 Template:Code and Template:Code
- Template:Code 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 Template:Code parameter now works properly on materials
- Template:Code 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. Template:Code is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.
- Template:Code 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 f2c_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
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