2.1.4: Difference between revisions
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{{Patch| | {{Patch | ||
|prev = 2.1.3 | |||
|next = 2.1.5 | |||
|date = April 13, 2024 | |||
|major = | |||
|update = | |||
|blogpost = [https://tf2classic.com/?id=6767 official blog] | |||
|archives = | |||
|new-weps = | |||
|mapfix = yes | |||
|wepfix = yes | |||
|genfix = yes | |||
|bugfix = yes | |||
}} | |||
[[File:2.1.4 April patch photos.png|700px|right]] | [[File:2.1.4 April patch photos.png|700px|right]] | ||
__TOC__ | __TOC__ | ||
{{clear}} | |||
== Changes == | == Changes == | ||
=== Important | === Important changes === | ||
'''<u>We have once again enabled the Medi Gun sound collage feature</u> introduced with version [[2.1.0]], and all related crashes have been addressed.''' | |||
'''<u>We have once again enabled the Medi Gun sound collage feature</u> introduced with version 2.1.0, and all related crashes have been addressed.''' | |||
'''<u>Fixed a longstanding exploit</u> that allowed any player to change a server's map to a random one. (Sappho)''' | '''<u>Fixed a longstanding exploit</u> that allowed any player to change a server's map to a random one. (Sappho)''' | ||
| Line 15: | Line 26: | ||
'''<u>Implemented a few sanity checks during startup to ensure the game was properly installed</u>; to disable this behavior, use the -nodircheck launch option.''' | '''<u>Implemented a few sanity checks during startup to ensure the game was properly installed</u>; to disable this behavior, use the -nodircheck launch option.''' | ||
=== Weapon | === Weapon changes === | ||
* Updated the [[Nail Gun]]: | |||
Updated the [[Nail Gun]]: | ** Increased fire rate by ~12.5% (to 0.1s, from 0.115s) | ||
*Increased fire rate by ~12.5% (to 0.1s, from 0.115s) | ** Updated first person model to animate the ammo belt (Raptor Dan) | ||
*Updated first person model to animate the ammo belt (Raptor Dan) | * Updated the [[Mine Layer]]: | ||
Updated the [[Mine Layer]]: | ** Reload animation is now slightly lowered to improve visibility (Raptor Dan) | ||
*Reload animation is now slightly lowered to improve visibility (Raptor Dan) | * Updated the [[Anti-Aircraft Cannon]]: | ||
Updated the [[Anti-Aircraft Cannon]]: | ** Updated the model and textures (SamDum) | ||
*Updated the model and textures (SamDum) | * Updated the [[Sandvich]]: | ||
Updated the [[Sandvich]]: | ** [[Heavy]] now carries a lunchbox with him when equipped (SamDum) | ||
*[[Heavy]] now carries a lunchbox with him when equipped (SamDum) | ** Fixed [[crit]] particles not showing on the throwable | ||
*Fixed [[crit]] particles not showing on the throwable | ** Throwable no longer detonates friendly [[Mine Layer]] mines | ||
*Throwable no longer detonates friendly [[Mine Layer]] mines | * Updated [[Chekhov's Punch]]: | ||
Updated [[Chekhov's Punch]]: | ** Sounds for gaining or losing [[crit]]s are now audible to all players | ||
*Sounds for gaining or losing [[crit]]s are now audible to all players | ** [[Crit]] glows are now only visible on the [[weapon]]'s own model if [[crit]]s are full | ||
*[[Crit]] glows are now only visible on the [[weapon]]'s own model if [[crit]]s are full | * Updated [[Jump Pads]]: | ||
Updated [[Jump Pads]]: | ** [[Jump Pads]] are now fully client predicted and consistent on any ping (Wonderland_War) | ||
*[[Jump Pads]] are now fully client predicted and consistent on any ping (Wonderland_War) | ** Can now be built in [[Medieval Mode]] | ||
*Can now be built in [[Medieval Mode]] | * Updated the [[Fishwhacker]]: | ||
Updated the [[Fishwhacker]]: | ** Updated first person animations (Ventrici) | ||
*Updated first person animations (Ventrici) | ** Ragdolls now take extra knockback from [[Fishwhacker]] kills | ||
*Ragdolls now take extra knockback from [[Fishwhacker]] kills | * Updated [[L'Escampette]]: | ||
Updated [[L'Escampette]]: | ** Reduced [[cloak]] penalty when damaged while [[cloak]]ed to -10% (from -15%) | ||
*Reduced [[cloak]] penalty when damaged while [[cloak]]ed to -10% (from -15%) | ** Reduced [[cloak]] capacity penalty to -40% (from -50%) | ||
*Reduced [[cloak]] capacity penalty to -40% (from -50%) | |||
Updated | === Map changes === | ||
*Added | * 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 area | |||
** 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 === | |||
* {{code|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 | |||
** {{code|SetText}}, {{code|SetPosX}}, {{code|SetPosY}}, {{code|SetTextColor}}, {{code|SetTextColor2}} | |||
* Add class limit option to {{code|info_player_teamspawn}} (Trotim) | |||
** Uses Spawnflags to see which classes are allowed to spawn if the {{code|restrict_classes}} keyvalue is set to 1 | |||
* Implemented {{code|force_respawntime_override}} and {{code|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 [[PDA]]s | ||
* Implemented {{code|LanguagePreference}} material proxy, for localized materials | |||
* Implemented {{code|tf2c_force_thirdperson}} for server owners | |||
* Implemented {{code|mp_bots_must_join_team}}, {{code|mp_humans_must_join_team}} | |||
* Implemented {{code|tf2c_arena_always_start_round}} | |||
* Implemented {{code|bot_mirror}} | |||
* The minimum for {{code|fov_desired}} is now 20, if {{code|sv_cheats}} is enabled | |||
* Lowered support points rewarded to [[UberCharge]]d [[Medic]]s 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 {{code|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 {{code|tf_grenade_show_radius}} and {{code|tf_rocket_show_radius}} spheres (Azzy) | |||
* Grenades using the {{code|set_detonate_mode 2}} attribute now use the correct explosion particle | |||
* Removed {{code|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 | |||
Latest revision as of 18:41, 9 February 2025
| List of patches | ← 2.1.3 | 2.1.4 | 2.1.5 → |
|---|
2.1.4 was a minor update for Team Fortress 2 Classic. It was released on April 13, 2024. The patch notes were initially released on the official blog. It featured some map changes, weapon changes, general changes, and bug fixes.

Changes
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 (SamDum)
- Updated the Sandvich:
- Heavy now carries a lunchbox with him when equipped (SamDum)
- Fixed crit particles not showing on the throwable
- Throwable no longer detonates friendly Mine Layer mines
- Updated Chekhov's Punch:
- 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:
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 area
- 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 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