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Latest News

The Double Down Update: Day 4

January 24, 2025 - hunterbunney
Tags:
announcement
patch

It's the final day of The Double Down Update, but while the update is over, the update has just begun. While you strain a five-gigabyte packet through whatever poor overtaxed mirror is handling your download — get the update now, by the way — you can read about Day 4, featuring a new friend, a new map, a new under-the-hood utility (woah!), and a wall of patch notes so dense that someone walking past your screen might be fooled into thinking you're doing important work.

Click here to view Day 4, and enjoy the Double Down Update!

2.1.5 Patch Release

June 6, 2024 - azzy
Tags:
patch

Before we go on...​

Our very own Benjamoose, the voice actor of the Civilian, is currently separated from his family due to major immigration changes in the U.K. that have introduced a financial requirement, and left him stranded in another country. If you're in a position to help out, you can find more information and donate here.

The 2.1.5 Patch for Team Fortress 2 Classic has been released. To apply this update to TF2 Classic, use the latest version of our downloader. The major changes include:

Weapon Changes:​

  • Updated the Flamethrower:
    • Fixed airblast sound sometimes not emitting properly
  • Updated the Flare Gun:
    • Increased deploy speed by 15%
    • Fixed a bug that caused fizzling flares to attempt to move ragdolls across the entire map
  • Updated the Stickybomb Launcher:
    • Updated stickybomb break sound
  • Updated the Mine Layer:
    • Reduced clip size and max active mines to 4 (from 6)
    • Updated proximity mine break sound
  • Updated the Anti-Aircraft Cannon:
    • Increased base damage back to 60 (from 58)
    • Increased damage against buildings to 70 (from 58)
    • Fixed bullets colliding with certain projectiles
  • Updated Jump Pads:
    • Increased jump height impulse to 770 (from 750)
    • This addresses some inconsistencies introduced in 2.1.4
    • If both Jump Pads have been built in Medieval Mode, attempting to build another now destroys the Jump Pad that is the farthest away from the player
  • Updated the Sniper Rifle:
    • Other players' laser dots now always use server-provided position data instead of interpolated player eye angle data.
    • This fixes unreliable positions when the laser dot's owner is outside of PVS
  • Updated the Umbrella:
    • Alt-fire is now properly lag compensated

Map Changes:​

  • Updated ctf_2fort:
    • Fixed broken color correction in both teams' intelligence room
  • Updated vip_badwater:
    • Construction work opens up a small shortcut
    • Various lighting adjustments around the map
  • Updated koth_frigid:
    • Fixed some inconsistent textures on the walls on Mid
  • Updated pl_upward:
    • Reverted some detailing changes to the second point made in the last update
    • Reverted reflectivity settings back to their values from 2.1.3
    • Improved lighting around the bridge's supports near the 3rd point
  • Updated koth_harvest:
    • Rebased on Improved Harvest by Horiuchi! Their changelog is below:
    • Cleaned up any unintended aspects of Pro Harvest's spawn edits left over
    • Added windows near both spawn exits
    • Doubled the opening/closing speed of spawn doors
    • Added an extra stairway on the left side of each spawn
    • Added back the broken roof from vanilla TF2
    • Made the roof that sticks out the sides of the main building non-solid
    • Drastically improved lighting quality
    • Added a light to the control point, similar to Powerhouse
    • Improved clipping
  • Updated navigation meshes for the following maps (Suo):
    • cp_amaranth
    • pl_jinn
    • td_caper
    • vip_badwater
    • vip_harbor
    • vip_trainyard

Mapping Changes:​

  • Implemented tf2c_trigger_playermovement_fix:
    • If enabled, respawning will reset any movement restrictions set by trigger_playermovement on the previous life
  • Added missing SetTargetEntity input for point_proximity_sensor (14bit)
  • Added the ability for point_event_proxy to use !caller (14bit)
  • Fixed func_nogrenades, now also works for rocket based projectiles
  • Fixed tf_point_weapon_mimic radius override not applying to rocket based projectiles

Miscellaneous Changes:​

  • Players who have played fewer than 3 rounds of VIP mode on the attacking team are no longer eligible to be randomly picked as VIP
  • Moved Chekhov's Punch crit counter HUD up by a few pixels (Thanks rc4322!)
  • Implemented rebuild command for Engineer
  • Implemented tf2c_allow_tpose for server owners
  • Implemented netprops to allow server owners to override player team skin (m_bForcedSkin, m_nForcedSkin)
  • Implemented netprop to allow server owners to force reset a custom player model's animation state (m_bCustomModelResetAnimState)
  • Implemented customizable Medi Gun heal sounds for modders via sound_single_shot
  • Implemented used_by_teams keyvalue on item schema
  • Implemented tf2c_jumppad_speed_hwg_mult and tf2c_jumppad_height_hwg_mult
  • Fixed a small error on Engineer's model (Sam D. Wich)
  • Fixed cubemaps on some older water materials
  • Fixed tooltips having invisible borders
  • Fixed a potential VGUI crash when loading onto a Control Point map
  • Fixed a potential VGUI crash regarding 4team scoreboard
  • Fixed a crash with bots on payload race maps
  • Fixed a crash when attempting to use build/rebuild/destroy commands and lacking a Builder weapon
  • Fixed multiple inconsistencies between Linux and Windows regarding rounding numbers
    • Small ammo packs should now properly grant 40 metal to Engineers regardless of dedicated server type
  • Fixed multiple crashes regarding Closed Captions
  • Fixed changing VIPs respawning teammates in Sudden Death
  • Setting tf2c_dev_mark to 0 now completely disables the player's medal regardless of rank
  • Removed query caching as it went completely unused, improving server performance
  • Added some item attributes
  • Updated Launcher version to 1.7
  • Updated English Closed Captions (Thanks SilentFox3!)
  • Updated medals
  • Updated localization files
    • Updated Brazilian translation (Thanks LuizFilipeRN)
    • Updated French translation (Thanks Surnist)
    • Added Finnish translation (Thanks Misterz, Rarru)

2.1.4 Patch Release

April 13, 2024 - azzy
Tags:
patch
patch_214.png

The 2.1.4 Patch for Team Fortress 2 Classic has been released. To apply this update to TF2 Classic, use the latest version of our downloader. The major changes include:

Important Changes:​

  • We have once again enabled the Medi Gun sound collage feature introduced with version 2.1.0, and all related crashes have been addressed.
  • Fixed a longstanding exploit that allowed any player to change a server's map to a random one (Sappho)
  • Implemented a few sanity checks during startup to ensure the game was properly installed; to disable this behavior, use the -nodircheck launch option

Weapon Changes:​

  • Updated the Nail Gun:
    • Increased fire rate by ~12.5% (to 0.1s, from 0.115s)
    • Updated first person model to animate the ammo belt (Raptor Dan)
  • Updated the Mine Layer:
    • Reload animation is now slightly lowered to improve visibility (Raptor Dan)
  • Updated the Anti-Aircraft Cannon:
    • Updated the model and textures (Sam D. Wich)
  • Updated the Sandvich:
    • Heavy now carries a lunchbox with him when equipped (Sam D. Wich)
    • Fixed crit particles not showing on the throwable
    • Throwable no longer detonates friendly Mine Layer mines
  • Updated Chekhov's Punch:
    • Sounds for gaining or losing crits are now audible to all players
    • Crit glows are now only visible on the weapon's own model if crits are full
  • Updated Jump Pads:
    • Jump Pads are now fully client predicted and consistent on any ping (Wonderland_War)
    • Can now be built in Medieval Mode
  • Updated the Fishwhacker:
    • Updated first person animations (Ventrici)
    • Ragdolls now take extra knockback from Fishwhacker kills
  • Updated L'Escampette:
    • Reduced cloak penalty when damaged while cloaked to -10% (from -15%)
    • Reduced cloak capacity penalty to -40% (from -50%)

Map Changes:​

  • Updated koth_frigid (Wheat):
    • Added a new dropdown route that leads from the rooftop to the side flank
    • Added reflections to various surfaces that didn't have them before
    • Added parallax corrected cubemaps to most of the map
    • Increased detail on several brush-based decorations
    • Vents now drop down into the hallway below instead of leading to mid
  • Updated pl_jinn (14bit, abp):
    • Reworked the track's path and surrounding geometry near the final point
    • Reduced the number of crouch-jumps required to navigate final
    • Reduced Red's spawn time at final to 9 seconds (down from 10)
    • Added dynamic team-colored lights to the Payload checkpoints (as seen on Lakeside)
    • Added parallax-corrected cubemaps
    • Fixed the finale kill trigger not disabling properly
    • Miscellaneous ammo and health pack adjustments
    • Miscellaneous lighting and visual fixes
    • Miscellaneous clipping adjustments
    • Reduced map file size
  • Updated cp_powerhouse (newgreenshoot):
    • Sun angle has been rotated to match the skybox
    • Team-colored lights have been added to the control points, reflecting the point's owner
    • Cubemaps across the map are now parallax-corrected
    • The river now uses a new, custom water material, using our new shader
    • Volumetrics have been added to a few windows across the map
    • Skylight is now emulated more accurately using light_directional
    • Reflectivity has been increased, making many interiors slightly brighter and more colorful
    • Many props using the wrong team skin have been adjusted
    • The lightmap scale across the map has been adjusted, making it less detailed in distant/inaccessible areas and far more detailed in gameplay spaces
    • Most lights have been reconfigured to add greater contrast and visual interest to areas
    • The turbines are now static props, rather than dynamic props. This makes them more realistically lit, but they're currently lacking their internal animation. We'll improve this in the future
    • Many stairs are now blockbulleted for better explosion handling
    • Disabled collision on hanging lamps across the map
    • The tonemap has been adjusted to make sunlit concrete materials no longer blinding
    • Imprisoned cow
    • Reduced map file size
  • Updated vip_badwater (newgreenshoot):
    • Fixed broken-looking shadows on players and dynamic props
    • Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights
  • Updated dom_hydro (newgreenshoot):
    • Updated water material to be more similar to tc_hydro
    • Brightened up many areas around the map to aid in player visibility
    • Synchronized the parallax_obb brushes with tc_hydro, for nicer vent reflections
  • Updated ctf_2fort (newgreenshoot):
    • Slightly adjusted lighting around the map, and fixed some previous lighting errors
    • Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken)
    • Added parallax correction for spawnroom floors across the map
  • Updated pl_frontier_final (newgreenshoot):
    • Fixed various displacement seams
    • Adjusted some displacements outside of BLU's first spawn to look more natural
    • Some boulders are no longer hovering above the ground
    • Many, many lighting fixes
    • The runoff puddle outside of BLU's spawn now uses the same modern water material as tc_hydro
    • Restored cubemaps, and added parallax correction for the floors in RED's final spawn
  • Updated pl_upward from f10 to f12 (refresh.tf/Hamn):
    • Added back occluders from stock Upward
    • Added more hints, areaportals and occluders for optimization
    • Redone skybox brushes for optimization
    • Changed the doors in dropdown to never be opened after closing
    • Changed the doors in dropdown from silent to making a sound when closing
    • Fixed detail brushes flickering on 1st point
    • Fixed some lighting issues
    • Fixed some props and brushes being solid
    • Fixed water brushes in skybox with various cubemaps
    • Fixed unoptimized visleaves next to the hill
    • Fixed floating barrel near 2nd
    • Improved clip alignment under balcony on 3rd
    • Added blockbullets in front of window and dropdown-elbow
    • Added resupply sign on last RED last spawn
    • Reduced t-junctions and edict usage
  • Updated dom_oilcanyon (Waugh101):
    • Detail has been increased on and around cliff faces across the map
    • Detail has been increased in the skybox terrain and foliage
    • Various skybox details have been tweaked to appear slightly more true-to-life
    • Capture Point C's building has been modified to appear more visually interesting
    • Multiple BLU buildings have been changed to better fit BLU's design language
    • Various structures have been subtly tweaked to increase consistency between them
    • Minor optimization improvements

Mapping Changes:​

  • tf2c_ctf_4team_no_repeats 1 is now enabled by default (Trotim)
    • Each team can only capture each enemy team's flag only once. Neutral flags are unaffected.
  • Included additional developer textures
  • Civilian's limousine model is now usable as prop_static
  • Added several missing game_text inputs
    • SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2
  • Add class limit option to info_player_teamspawn (Trotim)
    • Uses Spawnflags to see which classes are allowed to spawn if the restrict_classes keyvalue is set to 1
  • Implemented force_respawntime_override and force_respawntime_override_timer for health and ammo pickups

Miscellaneous Changes:​

  • Reset stats button on the stats page now has a confirmation dialog
  • Implemented support for custom keybindings for Engineer's PDAs
  • Implemented LanguagePreference material proxy, for localized materials
  • Implemented tf2c_force_thirdperson for server owners
  • Implemented mp_bots_must_join_team, mp_humans_must_join_team
  • Implemented tf2c_arena_always_start_round
  • Implemented bot_mirror
  • The minimum for fov_desired is now 20, if sv_cheats is enabled
  • Lowered support points rewarded to UberCharged Medics for blocking Sentry damage (Trotim)
  • Passing no arguments to bot_teleport now iterates upon the player list instead of picking a random bot every time
  • Fixed a bug where normal muzzle flash appeared under beta muzzle flash (NitoAndTheFunkyBunch)
  • Fixed VIP being able to avoid respawn by staying in class selection menu
  • Fixed cl_load_custom_item_schema loading the wrong path on server
  • Fixed a crash regarding the boioing suicide command
  • Fixed a crash caused by healing someone while dead
  • Fixed a crash in loadout screen if the class model's flex controller is missing
  • Fixed a crash with bots being unable to find a fallback area for spawn
  • Fixed hidden attributes counting towards the attribute limit in the item tooltip
  • Fixed Flame Thrower airblast overriding custom visual effects
  • Updated the appearance of tf_grenade_show_radius and tf_rocket_show_radius spheres (Azzy)
  • Grenades using the set_detonate_mode 2 attribute now use the correct explosion particle
  • Removed tf_bot_reevaluate_class_in_spawnroom
  • Exposed several hidden console variables and commands
  • Added a few item attributes
  • Updated localization files
    • Added Polish translation (zbik)
  • Updated medals
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