[TF2C] TF2 Classified 3.0.12 Update Released

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An update to Team Fortress 2 Classified has been released. The update will be applied automatically when you restart Team Fortress 2 Classified. The major changes include:


General Changes


  • Added Italian language support


  • All explosions (rockets, heal grenades, etc.) now have leniency to prevent them from being eaten by stairs or small ledges


  • Players that die during setup time or 6 seconds after spawning will now respawn with instant wave time

    • Server hosts can control this behavior with [c]tf2c_spawncamp_window_default[/c] ConVar


    • Added a new key [c]spawncamp_window_override[/c] to [c]tf_gamerules[/c] entity to allow map authors to override this behavior for their maps

  • Reintroduced [c]mp_scrambleteams_mode[/c], allowing server hosts to use different algorithms for balancing the teams on scramble

    • 0 (default) is score/connection time ratio, 1 is kill/death ratio, 2 is score, 3 is class, 4 is random


    • Modes 0/1/2 operate in two passes, the first tries to even out the teams based on the scoring mode, the second is a "class pass" that looks for any cheap swaps to even out team composition


    • Scrambles can be automatically triggered at round end based on team-level score differences, win streaks, or lack of objective progress in a round


    • [c]mp_scrambleteams [/c]takes "3" and "4" as arguments, for scrambling without restarting the round, and for scheduling a scramble at the start of next round, respectively. Mid-round scrambles attempt to move as few people as possible to balance the teams


    • Certain players will be ignored by scrambles, such as VIPs, Medics with full charge, or Engineers with nests up


    • Vote-derived scrambles don't restart the round by default


    • Depending on how they're written, this may interfere with existing scrambling plugins, if you run into any issues as a server host then try disabling your plugin first

  • Autobalance no longer gives up if the first three people it checks on a team are all alive


  • Reimplemented ejected casing and shell sounds


  • Fixed the Pistol and SMG only ejecting one casing during continuous fire in third-person


  • Player models now blink again


  • Added one new default spray


  • Default sprays are now randomized when launching the game for the first time


  • Fixed a startup crash related to Sentry crash reporting


  • Fixed a crash in PD and RD gamemodes related to more than 4 pickups being active at once


  • Fixed a crash caused by the Meteor Shower Halloween spell (#835)


  • Player ranks now use a new endpoint


  • [c]lastdisguise[/c] now remembers if you were disguised as the enemy team or your own team, instead of restoring your previous disguise even after a team switch


  • [c]disguise[/c] now accepts [c]-2[/c] as a value to disguise as your own team again


  • Item meters now get filled when dispatching [c]impulse 101[/c]


  • Fixed GRN and YLW players being able to airblast others or be airblasted during truces


  • Fixed attacks on GRN and YLW players during truces creating blood (despite not doing damage)


  • Fixed tournament mode not being able to start if inactive teams (ex. GRN and YLW when only RED and BLU are playable) aren't ready


  • Fixed GRN and YLW players being able to use some restricted gameplay commands freely (#508)


  • Fixed [c]tf2c_vip_low_health_warning[/c] not working on servers (#788)


  • Fixed an issue where you could join an invalid class when [c]tf2c_allow_special_classes[/c] was enabled (#841)


  • Readded [c]sayecho[/c] ConCommand (#941)


  • Readded [c]tf2c_maxspeed[/c] ConVar


  • Added [c]tf2c_disable_proximity_voice[/c] ConVar, for server hosts


  • Exposed [c]r_FadeProps[/c] ConVar


  • Fixed [c]tf2c_resupply_cabinet_sounds[/c] not working on servers (#955)


  • Sentry Guns now use particle bullet tracers (#957)


  • Mini-Sentries and certain Energy Weapons can now use GRN and YLW particles


  • Fixed nail projectiles sometimes being invisible


  • Fixed beach balls and other models using jigglebones becoming invisible when shot at (community fix from Joey Cheerio)


  • Fixed being able to push physics-based projectiles with [c]+use[/c]


  • Fixed arrow-based projectiles changing direction when entering water (community fix from Bradasparky)


  • Fixed the Sapper's needle on the viewmodel not moving when highlighting a building


  • Fixed Arena rounds starting instantly when at least two players are present


  • Fixed [c]kill_roulette[/c] ConCommand not working after last update's security fixes


  • Updated the localization files


Weapon Changes


  • Updated the Flame Thrower:

    • Flames now use lag compensation, like hitscan, so targets are rewound to align with where the Pyro is visibly aiming

      • This should make the Flame Thrower feel consistent regardless of ping

    • Rockets, grenades, and other derived projectiles can now be "rewound" (lag compensated) on airblast based on what the Pyro sees, just like players have always been


    • Airblasted enemies now have less air control again when trying to move back towards the Pyro; meaning it should now be easier to airblast people off cliffs


    • Rebased on the latest changes from Team Comtress 2, including:

      • Flames now more accurately distinguish between dense clumps of fire and stray particles, scaling down by their heat over time as they become stale


      • Fixed an exploit that allowed users to maintain full accuracy by puffing short bursts


      • Fixed alignment with tickrate that was causing inconsistent application of damage


      • General tweaks to DPS and scaling

  • Updated the Twin Barrel:

    • Fixed the Twin Barrel not using its third-person reloading animation (#351)

  • Updated the Cyclops:

    • Fixed the Cyclops' antenna particle appearing on disabled/invisible viewmodels (#658)


    • Fixed being able to earn the Fuse Refusal achievement using the Cyclops (#945)

  • Updated the Coilgun:

    • Fixed being able to stall charging indefinitely by holding alt-fire (#926)

  • Updated Medi Guns:

    • Fixed Haste and Mini-Crit buffs from the VIP not affecting heal rate properly (#716)

  • Updated the Rejuvenator:

    • Über generator now smoothly expands and fades out on end


    • Fixed heal grenades colliding and exploding with other projectiles


    • Fixed the Rejuvenator ÜberCharge area not actually being a sphere (#198)


    • Fixed the Rejuvenator applying overheal inconsistently (#242)


    • Fixed the Rejuvenator being able to consume ammo packs when its clip is not full (#554)


    • Fixed heal grenades not making sounds when exploding (#703)


    • Fixed heal grenades not being affected by heal rate modifiers (ex. Shock Therapy's downside) (#717)


    • Fixed the Rejuvenator not using its third-person reloading animation (#759)


    • Fixed an issue where activating ÜberCharge with the Rejuvenator would show a notification saying you cannot be invulnerable while carrying enemy intelligence (#862)


    • Fixed killing a fully-charged Rejuvenator Medic not counting as "dropping" them

  • Updated the Tranquilizer Gun:

    • Fixed the slowing effect ending early on the second time an enemy is hit in a given life

  • Updated Dispensers:

    • Dispensers no longer affect ÜberCharge build rate (#60)


    • Fixed leaving Dispenser ranges not properly stopping health regeneration until the player moves much farther away (#954)


    • Fixed players getting double metal from Dispensers when touching them (#978)

  • Updated Nail projectiles (Nail Gun and Syringe Gun):

    • Projectiles are now lag compensated, so they should match client visuals that were previously desynchronized from the server, and feel consistent regardless of ping

Map Changes


  • Updated [c]4koth_frigid[/c]:

    • Fixed missing stair clips (#648)


    • Fixed a nodraw roof in the play area (#630)


    • Fixed incorrect locker skins in all team spawns (#146)

  • Updated [c]pl_goldrush[/c]:

    • Added collision around certain wooden barrier props


    • Increased the outer fading angle on lights using the [c]lamp001[/c] prop


    • Enabled generated lightmaps on various props


    • Tweaked soundscapes around the map


    • Fixed props rendering over certain respawn room visualizers


    • Fixed issues with lighting in various spots around the map


    • Optimization improvements

  • Updated [c]vip_harbor[/c]:

    • Fixed misaligned road decal near BLU's first spawn


    • Removed plumbing for a flickering light that never worked anyways

  • Updated [c]arena_ravine[/c]:

    • Fixed erroneous cubemap placement in spawn side room

  • Updated [c]vip_badwater[/c]:

    • Fixed display name being "Badwater" instead of "Badwater Basin" (#966)


UI Changes


  • Engineer's metal changes now batch on the HUD


  • Added display of per-player voice volume percentage in Mute Players dialog


  • The next level will now display above the scoreboard, if set


  • In the intermission before the server changes level, you can now see information about the enemy team(s) in the scoreboard


  • Fixed "spectate" button not working on the scoreboard (#878)


  • Fixed underscore ([c]_[/c]) character not displaying on certain screen resolutions on Windows (#161)


  • Fixed some extended font glyphs not displaying properly (#574)


  • Votes now appear with a timer to show how long until they expire, colored if it's a vote localized to only your team


  • Voting sounds will no longer stack (#478)


  • Fixed votes sometimes having the properties of a Yes / No vote when they shouldn't


  • Fixed votes sometimes appearing empty (#264)


  • Fixed avatars on votes not respecting Streamer Mode


  • Fixed Capture the Flag HUD not working properly when spectating (#951)


  • Fixed Capture the Flag notifications not always matching the color of their corresponding flag


  • Fixed the ÜberCharge overlay appearing as a missing material when spectating somebody on the spectator team in first-person (#762)


  • Fixed wearables not updating their bodygroups in the Loadout menu when equipped (#397)


  • Fixed Dynamite Pack defusals showing up as player deaths in the kill feed


  • Fixed the Arena win panel not displaying the winning team's name correctly


  • Fixed non-Sentry Gun buildings not properly displaying as upgrading in some cases (#756)

Custom Weapons


  • Fixed melee deflect attributes only deflecting friendly players and projectiles


  • Fixed [c]mult_minigun_spinup_time[/c] attribute being applied twice


Scripting Changes


  • Updated to Squirrel 3.2, matching live Team Fortress 2


  • Added [c]int C_BasePlayer::GetUserID( void ) [/c]script function


  • Fixed [c]damage_blocked[/c] event not firing for ÜberCharge

Material Changes


  • Added train boxcar textures for RED, BLU and neutral


  • Updated YLW invulnerability textures


  • Updated funny gibs texture to be higher resolution

Model Changes


  • Updated player gib models:

    • Removed root bone at the model origin


    • Flame particles can now be attached without a hitbox encompassing the mesh


    • Fixed head gib jaw jigglebones not opening up properly when flying away



These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:


Continue reading...
 
Dispensers no longer affect ÜberCharge build rate
This is the actual sleeper change of the update. Medics' charge rate no longer goes down to 1/4th base rate if your patient's near a dispenser. Pissed me off so much previously.
 
Does dat mean it'll just remove itself after a certain time has passed meaning it just won't stay onscreen forever anymore?
cl_vote_ui_active_after_voting 0; i've had this in my autoexec forever and it just hides the vote menu once you do vote
 
And u never said fucken anything??? 😭
I've mentioned this option every time somebody complained, you were on the server at least two separate times when I did that.

This option, I'm pretty sure, was set to 0 back in TF2 Classic but was reset to 1 in the Steam release.
 

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