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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:
Custom Weapons Additions
General Changes
Server Browser Changes
Map Changes
Particle Changes
UI Changes
Shader Changes
If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.
Continue reading...
Custom Weapons Additions
Added support for custom soundscripts
Added support for custom particle manifests
Re-implemented [c]trail_effect[/c], [c]trail_effect_crit[/c], [c]explosion_effect[/c], [c]explosion_effect_crit[/c] for custom particles
Re-implemented [c]beam_effect[/c] and [c]beam_effect_crit[/c] for custom Medi Guns and Flame Throwers
Added [c]extra_wearables[/c] keyvalue, allowing for several extra wearables per weapon
Custom attribute and weapon descriptions can now be added without a localization file (#104)
Added [c]item_name_color[/c] and [c]custom_color[/c] keyvalues
Added [c]tf2c_civilian_loadout_slots[/c], allowing servers to add extra slot weapons for the Civilian
Fixed issue where [c]show_in_armory[/c] did not properly hide weapons
Fixed issue where custom projectiles overrode kill feed icons
Added [c]weapon_exclusive_to_holiday[/c]
Added [c]sapper_cant_sap[/c]
Added [c]mod_set_fire_arrows[/c]
Added [c]set_sentry_rocket[/c], which changes the projectile of sentry rockets
Added [c]set_sentry_bullet[/c], which changes the projectile type of sentry bullets
Added [c]mod_outline_on_hit[/c]
Added [c]mod_set_beam_range[/c], which changes Medi Gun range
Added [c]mod_set_healbomb_lifetime[/c], which changes Rejuvenator projectile fuse time
Added [c]set_rocket_detonation_mode[/c]:
0 = Explode on contact with walls
1 = Shatters on walls
2 = Bouncy rockets; explodes after 5 bounces
3 = Homing rockets
Added [c]mod_use_custom_ammo_type[/c]
Reworked [c]clipsize_increase_on_kill[/c] to take 2 values:
First value sets the amount of ammo on kill
Second value sets the maximum clip size
Reworked [c]explosive_sniper_shot[/c] to take 2 values:
First value sets explosion range
Second value sets explosive damage
Replaced [c]no_tranq_melee_criticals[/c] with [c]tranq_melee_boost[/c]:
0 = Standard damage
1 = Minicrits
2 = Crits
Added [c]mod_ubercharge_cond[/c]
Added [c]mod_set_sniper_lazer_sight[/c], adds the MvM sniper lazer to a sniper rifle
Added [c]mod_projectiles_per_shot[/c]
Added [c]mod_set_player_scale_on_wearer[/c] and [c]mod_set_player_scale_on_active[/c]
Added [c]mod_sustained_fire_accuracy[/c]
Added [c]mod_sustained_fire_damage[/c]
Setting [c]set_detonate_mode 3[/c] on Grenade Launchers now lets them explode on walls
Fixed issue where some items were not equipable when reloading the schema
Fixed a crash caused by the Wrangler
Fixed issue where [c]can_headshot[/c] did not work on Sniper Rifles when hip firing
Fixed issue where [c]mod_pierce_resists_absorbs[/c] did not pierce Civilian aura damage resist
Fixed issue where [c]fuse_mult[/c] allowed for infinite mine layer mines
[c]mod_sniper_zoom_while_jumping[/c] now works with bows
[c]wearer_cannot_disguise[/c] no longer prevents disguise on kill
Disguise on kill now automatically applies global disguises in games with 3 and 4 teams
Knives now respect [c]keep_disguise_on_attack[/c]
General Changes
Re-added custom textures for bullet shells
Fixed an issue where medals would not appear on Linux servers
Fixed an issue where projectiles would collide with dropped weapons and pickups (#445)
Fixed an issue where heavy's sandwich would lose its cooldown if he took damage while eating (#649)
Fixed an issue where the Civilian's minicrit boost did not buff Medi Guns
Bots will now run client commands sent by the player if bot_mimic is on
Ragdoll wearables now inherit cloak value and properly disappear after being fully cloaked
Fixed an issue where healing particles did not respect the team of disguised Spies (#650)
Fixed an issue where the Tranquilized overlay did not properly fade out
Fixed an issue where overlays such as ÜberCharge would hide specific HUD elements
Fixed an issue where the Tranquilized background glow appeared in the kill feed for non-melee kills
Server Browser Changes
Server browser bumps a max of 5 verified servers when first opening it (from 3.0.4 Update)
Servers will not be recommended if there are more than 21 active players
This encourages player seeding, allowing servers to fill up and make way for servers with less players
Custom Weapons server tag will now automatically be applied to a server with a custom item schema
[c]type_customweapons[/c] and [c]type_customrules[/c] sv_tags can now be applied by all servers
Map Changes
Updated [c]vipr_chopper[/c]:
Door models are now available for community mappers
Particle Changes
Added Yellow and Green team versions of several live TF2 particles:
Medi Gun beams
Soldier banner buffs
Throwable trails
Ball trails (Sandman, Wrap Assassin)
Fixed Scout extra jump (Soda Popper, Atomizer) particle not spawning
UI Changes
Added default HUD meters for all live TF2 weapons (#666)
Fixed an issue where Shield HUD meter would not appear when wearing a shield (#223)
Shader Changes
Fixed a false-positive warning on VertexLitGeneric
Fixed [c]$detailtint[/c] colorspace for [c]$DetailBlendMode 5[/c]
Fixed triplanar shaders using wrong constant register
Fixed triplanar shaders fallback for [c]$seamless_scale[/c]
Fixed [c]$lightwarptexture[/c] behavior on LightmappedGeneric and [c]$lightwarpnobump[/c]
Fixed custom-shader-shader using an incorrect alphablending mode for projected textures
Fixed an Issue on AMD & Intel GPUs where glow outlines were not displaying properly
Added emissive-pass [c]$basetexture[/c] opacity support
Added emissive-pass [c]$alpha[/c] & [c]$alpha2[/c] support
If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.
Continue reading...