[TF2C] TF2 Classified 3.1.2 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


  • Removed Classic-Vision; see you next year!


  • Added new, dynamically-textured building gibs in a similar vein to player gibs


  • Added a "Sentry Tracer bucket system" where up to 45 tracers can spawn once a second and once that quota has been reached no more will be created to help performance on servers with many Engineers

    • Added [c]tf2c_sentrytracer_bucketsize[/c] to control the limit


    • Intended to replace [c]tf2c_sentrygun_oldtracer[/c]; servers are encouraged to feel out the difference

  • Rockets now spawn with the skin corresponding to their team color, instead of only switching on Airblast

    • This only creates a visual difference for rockets with team skins (i.e. custom/modded rocket models)

  • Flare projectiles now change skins when reflected for consistency with their particles


  • Fixed the Heavy's Minigun dry firing when only revving and not shooting when out of ammo


  • Fixed the Heavy's Minigun spinning when redeploying after holstering it while spinning


  • Fixed the Pyro's hands still being visible with the Flamethrower when disabling viewmodel hands (#999)


  • Fixed the Engineer incorrectly using a removed battle cry (#1060)


  • Fixed the [c]filter_tf_damaged_by_weapon_in_slot[/c] entity being dysfunctional (#773)


  • [c]r_pixelfog[/c] ConVar is now cheat-protected


  • MvM and Doomsday Event scenario assets will now precache like they do in Live TF2


  • Fixed touching the upgrade station as Civilian crashing the game (#18)


  • Fixed a crash related to loading into MvM maps


  • Civilian will now instantly respawn when changing his loadout in the respawn room similar to other classes


  • Fixed burning screen overlay not properly fading in and out


  • Rejuvenator projectile can now explode on teammates the same tick it's shot out instead of waiting one


  • Added [c]tf2c_debug_rejuvenator[/c] to draw the box traces it makes and display colors depending on the action the projectile took


  • Fixed the Coilgun's charge-up animation not playing (#1064)


  • Fixed bots disguising as inactive teams (#1057)


  • Civilian's damage boost now makes weapons glow the same color as other mini-crit boosts do


  • Extended Civilian's damage boost's healing buffs to other sources of mini-crits


  • Fixed "Don't Fear the Reaper" being awarded to the wrong player in its interaction (#1083)


  • Fixed the Rejuvenator using the Tranquilizer Gun's muzzleflash instead of its own


  • Fixed a case where Teleporters and Jump Pads could have their sounds and particles displaced from them


  • Fixed the Engineer using his (partially broken) removed battle cry (#1060)


  • Implemented a speculative fix for occasional [c]cannot find bg_(mapname)[/c] console errors (#1010)


  • Re-added a few chair materials that were mistakenly not brought over from legacy TF2C (#1069)


  • Fixed missing empty clip sounds for Anti-Aircraft Cannon (#1107)


  • Fixed non-predicted ÜberCharge deny sound effects on Medi Guns to prevent rapid playing


  • Allowed the [c]hurtbuilding[/c] command able to be used outside of debug


  • Repairing a low health building in the very low ammo/health state will not trigger another alert when it hits low state, to prevent additional beeps


  • Updated localization files


Gameplay Changes


  • Updated the Dynamite Pack:

    • Reduced cooldown to 8s (from 10s)

  • Updated the Rejuvenator:

    • Increased fire rate to 0.75s (from 0.85s)


Randomizer Changes


  • Rejuvenator can now get randomized attributes


  • Wearables can now receive randomized attributes (double Gunboats fans rejoice!)


  • Players can now taunt with any weapon in Chaotic Item Randomizer


  • Attributes now always update in the Loadout menu when opening it in Randomizer Mode


  • Added [c]melee range multipler[/c] (0.5x-3.0x) to the pool


  • Removed [c]mod horizontal spread[/c] for non shotgun weapons


  • Speed attributes now snap to the nearest 5%


  • Bullets per shot attributes now snap to the nearest 50%


  • Enabling Randomizer will now append the [c]randomizer[/c] tag to the server's [c]sv_tags[/c]


  • Randomizer attributes now filter classname based on the one defined in the item schema and the translated entity classname


  • Fixed Anti-Aircraft Cannon & Sniper Rifles getting attributes that break them


  • Fixed randomized Items breaking in Medieval Mode


  • Fixed loadouts never randomizing on the 3rd stage of [c]plr_nightfall[/c]


Map Changes


  • Removed [c]dom_canalzon[/c]


  • Removed [c]rctf_epicenter[/c]


  • Removed [c]4tdm_gasworks[/c]


  • Removed [c]ff_dustbowl[/c]

UI Changes


  • Fixed issues with kerning on all TF2 fonts


  • Allowed all fonts and languages to use full glyph ranges

    • This should fix issues with some languages displaying unique glyphs with fallback fonts

  • Removed Advanced Options button from the Legacy Options


  • Replaced the crosshair preview background with a higher quality version


  • Added a confirmation prompt on disconnecting from a server

    • Can be disabled with a checkbox, and re-enabled with an option

  • Added armor support to floating healthbar target ID


  • Added in-game friends list display logic to properly display all online states in a more clear way


  • Scoreboard ping should now show more accurate numbers


  • Notifications from [c]game_text_tf[/c] entity now appear on Minmode HUD


  • Target IDs are now decoupled from classes, allowing them to display information in the following situations, regardless of classes being played:

    • Healing with a Medi Gun


    • Medi Gun ÜberCharge percentage


    • Umbrella boost percentage


    • Hauled building information

  • "On the bright side..." panel display time cut shortened to 10s (from 20s)


  • Added viewmodel offset settings to the list of Options

    • Added [c]viewmodel_offset_enable[/c], for enabling viewmodel offsets

  • Added Discord Rich Presence options to the list of Options


  • Fixed missing localization strings for Resume Game and Quit Game


Custom Weapons


  • Added [c]set_weapon_range[/c] attribute to set hitscan weapon range (#988)


  • Added [c]no_headshot[/c] attribute to deny headshots on Sniper Rifles and arrows (#1092)


  • Allowed [c]add_ammo_on_direct_hit[/c] to also work with hitscan weapons


  • Made [c]reveal_cloaked_victim_on_hit[/c] & [c]reveal_disguised_victim_on_hit[/c] not flash the victim's screen as hard when activated on them


  • FIxed [c]brass_eject_model[/c] key on weapons being nonfunctional


  • Fixed Sandvich bite effects not respecting [c]mod_lunchbox_critboostable[/c]

Material Changes


  • Fixed [c]sky_harvest_01[/c] HDR materials being pixelated (#1016)


  • Fixed missing [c]chair_sidearmrest[/c] materials (#1069)


  • Moved the following materials:

    • [c]hud/medal_*[/c] → [c]hud/medal/medal_*[/c]

  • Adjusted hue of the YLW Toolbox




While we have you, we still need a backend web developer! Our biggest focus is creating a new blog system, so we can get back to sharing development insights and spotlighting the community. If you can help, please contact us!


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


Continue reading...
 
r_pixelfog ConVar is now cheat-protected
actually 1984; was a great vision accessibility option
Updated the Dynamite Pack:
  • Reduced cooldown to 8s (from 10s)
did it really need this? its okay though
Updated the Rejuvenator:
  • Increased fire rate to 0.75s (from 0.85s)
halfway there; still not better than stock but definitely more reasonable now
Fixed issues with kerning on all TF2 fonts
actually huge
"On the bright side..." panel display time cut shortened to 10s (from 20s)
great change, but please make the same adjustment to the round information panels. i don’t want to have “YOU ARE NOW DEFENDING” covering my upper half of the screen when i’m already on a midfight
 
actually 1984; was a great vision accessibility option

did it really need this? its okay though

halfway there; still not better than stock but definitely more reasonable now

actually huge

great change, but please make the same adjustment to the round information panels. i don’t want to have “YOU ARE NOW DEFENDING” covering my upper half of the screen when i’m already on a midfight
I Killed You In-Game Earlier Haha
 

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