2.2.0: Difference between revisions
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{{Patch | |||
|prev = 2.1.5 | |||
|next = 2.2.1 | |||
|date = January 24, 2025 | |||
|major = yes | |||
|update = [[Double Down Update]] | |||
|blogpost = [https://tf2classic.com/double_down/day4update Double Down Day 4] page | |||
|archives = | |||
|new-weps = 4 | |||
|new-maps = 5 | |||
|mapfix = yes | |||
|wepfix = yes | |||
|genfix = yes | |||
|bugfix = yes | |||
}} | |||
[[File:Double down logo.png|500px|right]] | |||
== Changes == | == Changes == | ||
=== Weapon | === Weapon changes === | ||
* Added the [[Derby Cane]] | * Added the [[Derby Cane]] | ||
* Added the [[Rejuvenator]] | * Added the [[Rejuvenator]] | ||
| Line 53: | Line 67: | ||
** Added kill icon for deflected darts | ** Added kill icon for deflected darts | ||
=== Gameplay | === Gameplay changes === | ||
* Updated the Spy: | * Updated the [[Spy]]: | ||
** Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients | ** Effects, animations, and conditions applied to the player when cloaking are now properly predicted by clients | ||
** Pressing reload while disguised will now perform a fake reload visible to other players | ** Pressing reload while disguised will now perform a fake reload visible to other players | ||
| Line 60: | Line 74: | ||
* Added Chickens | * Added Chickens | ||
=== Map | === Map changes === | ||
* Added vipr_2bridge (abp, 14bit, Waugh101) | * Added [[vipr_2bridge]] (abp, 14bit, Waugh101) | ||
* Added vipr_drizzle (14bit) | * Added [[vipr_drizzle]] (14bit) | ||
* Added dom_railway (ultr4nima, 14bit) | * Added [[dom_railway]] (ultr4nima, 14bit) | ||
* Added dom_sawtooth (Suo, Waugh101, Mazern, abp, 14bit) | * Added [[dom_sawtooth]] (Suo, Waugh101, Mazern, abp, 14bit) | ||
* Added td_sunnyside (fizzyphysics, Waugh101, erk, Suo, abp, 14bit) | * Added [[td_sunnyside]] (fizzyphysics, Waugh101, erk, Suo, abp, 14bit) | ||
* Updated ctf_penguin_peak: | * Updated [[ctf_penguin_peak]]: | ||
** Added new map thumbnail | ** Added new map thumbnail | ||
* Updated cp_gullywash: | * Updated [[cp_gullywash]]: | ||
** Clipping adjustments | ** Clipping adjustments | ||
** Restored missing detailing from Live | ** Restored missing detailing from Live | ||
* Updated pl_jinn: | * Updated [[pl_jinn]]: | ||
** Adjusted lighting on BLU Team's first spawn room | ** Adjusted lighting on BLU Team's first spawn room | ||
** Made a detail pass on RED Team's final spawn room | ** Made a detail pass on RED Team's final spawn room | ||
| Line 78: | Line 92: | ||
** Fixed soundscapes not working for most of the map | ** Fixed soundscapes not working for most of the map | ||
** Fixed some lighting bugs | ** Fixed some lighting bugs | ||
* Updated vip_badwater: | * Updated [[vip_badwater]]: | ||
** Fixed missing and incorrect cubemaps | ** Fixed missing and incorrect cubemaps | ||
* Updated [[cp_dustbowl]]: | |||
** In-house edit replaced with Korkade's overhaul | |||
* Updated [[pl_goldrush]]: | |||
** In-house edit replaced with Korkade's overhaul | |||
* Updated [[cp_yukon]]: | |||
** Fixed out-of-bounds exploit | |||
* Updated [[tc_hydro]]: | |||
** Lighting fixes | |||
** Fixed several stuck spots | |||
* Updated [[dom_hydro]]: | |||
** Updated logic to Domination 2.0 (see Mapping Changes) | |||
** Lighting improvements | |||
** Adjusted fog on point D (The Dam) | |||
* Updated [[dom_oilcanyon]]: | |||
** Updated logic to Domination 2.0 (see Mapping Changes) | |||
* Updated [[td_caper]]: | |||
** Updated logic to use Vscript TD implementation | |||
*** Teams now instantly respawn after losing a control point | |||
** Fixed several spawn points on B not working for BLU team | |||
** Made water fancier | |||
** Updated textures and overlays | |||
* Updated navigation meshes for the following maps: | |||
** [[cp_dustbowl]] | |||
** [[cp_amaranth]] | |||
** [[vip_badwater]] | |||
** [[vip_harbor]] | |||
** [[vip_trainyard]] | |||
* Updated mission briefing photos for the following maps: | |||
** [[arena_floodgate]] | |||
** [[ctf_penguin_peak]] | |||
** [[ctf_pelican_peak]] | |||
** [[dom_hydro]] | |||
** [[dom_oilcanyon]] | |||
** [[koth_frigid]] | |||
** [[td_caper]] | |||
Mapping | === Mapping changes === | ||
* Added [[VIP Race]] as an Official Gamemode | |||
** Added the VIP Race HUD! Fully customizable via new keyvalues in {{code|tf_logic_vip}} | |||
* Updated [[Domination]] Gamemode (Domination 2.0): | |||
** Spawn times now dynamically adjust for teams that are behind | |||
** New Total Domination mechanic | |||
*** If a non-leading team captures all control points at once, they will be awarded bonus points | |||
*** Bonus points will take the team to 98% of the leading team's current score | |||
*** May be toggled and customized via KeyValues on the {{code|tf_logic_domination entity}}, or with {{code|tf2c_domination_comeback 1}} | |||
* Updated [[VIP]] Gamemode: | |||
** VIPs now get switched out for another teammate instead of being kicked when idle | |||
** VIP idle check logic now uses regular player kicking behavior if the VIP is the only person in the team | |||
* Restructured FGDs, you only need to specify tf2c.fgd in your Hammer configuration | |||
* Added {{code|restrict_classes}} keyvalue to {{code|info_player_teamspawn}} to limit spawn points to specific classes | |||
* Fixed {{code|func_tracktrain}} facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar) | |||
* Fixed {{code|func_tracktrain}} getting stuck when traveling from a high speed to a low speed path node (Ben Lubar) | |||
* Moved {{code|sound/ambient/ambience/rainscapes}} (accidentally shipped in a previous release) to {{code|sound/scapes/rainscapes}} to match the format of other imported soundscapes. | |||
** This will break existing custom soundscapes using these files until you rename them! | |||
** Added {{code|trigger_catapult}} to the FGD, this should be used instead of {{code|func_jumppad}} which is now considered to be deprecated and will be reworked in a future release. | |||
=== Mapbase === | |||
TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what's changed is too big to summarize, and we encourage exploring what's now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions. | TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what's changed is too big to summarize, and we encourage exploring what's now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions. | ||
Some highlights include: | Some highlights include: | ||
* VScript! It currently lacks many TF2-specific features, which will be added incrementally. Not all functions behave the same as TF2 either, porting for all but the simplest scripts is expected. Please use script_help in-game for comprehensive documentation, and see the list of Mapbase script functions) | |||
* Compared to TF2, VScript can load custom fonts packed into maps, create custom VGUI panels, and control the visibility of HUD elements | |||
* Major overhaul of our FGDs with many additions, fixes, clarifications, etc. (including pending work by vizzys) | |||
* Clientside ragdolls will show new decals when hit or shot, and decals from "killing blow" shots will also appear | |||
* All filters have new I/O/KV, with a number of new filters being added, see here | |||
* I/O supports wildcards in any position, one-character ? wildcards, and regular expressions | |||
* {{code|point_camera}} and {{code|func_reflective_glass}} can use different render targets, allowing multiple cameras and mirrors to be active at the same time | |||
* {{code|sky_camera}} has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and more | |||
* Various console messages have unique colors, adjustable via convars or the mapbase_con_groups.txt file | |||
* New commentary nodes are available for greater flexibility in creating developer commentaries, and they can now be placed in Hammer directly without using the commentary editor | |||
* Custom videos and text can be shown in a map with {{code|vgui_movie_display}} and {{code|vgui_text_display}} | |||
* {{code|func_fake_worldportal}} can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through | |||
* Fish are now controllable | |||
* The {{code|$treesway}} parameter now works properly on materials | |||
* {{code|fog_volume}} is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects. {{code|trigger_tonemap}} is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area. | |||
* {{code|info_particle_system_coordinate}} has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usage | |||
* When opening chat, your mouse cursor is now positioned properly over the chat window instead of being placed above it so it's invisible until you move it down | |||
* Text selection in the chat and some other RichText fields now works properly, and lets you select text segments rather than whole lines at once (SanyaSho) | |||
General | === General changes === | ||
* Added 31 new achievements | |||
* Added 28 new [[Civilian]] voice lines | |||
* Implemented facial expressions and lipsync information to all Civilian voice lines and animations | |||
* Updated the Civilian model | |||
* Dropped [[Medigun]]s no longer have a hose attached | |||
* Added fish.mdl for use with func_fish_pool (model by SamDum) | |||
* Fixed mismatched resolution settings on first boot (Nooodles) | |||
* Fixed Intel GPUs being limited to Shader Model 2.0 (Nooodles) | |||
* Added smooth scrolling to various menu panels (Nooodles) | |||
* Reworked main menu server list (Nooodles, Azzy): | |||
** Implemented filters for region, official and vanilla servers | |||
** Now displays any verified server on https://tf2classic.org/serverlist/ by default | |||
* Fixed Main Menu not showing when friends are playing TF2 Classic | |||
* Fixed Main Menu background videos for ultrawide resolutions (Nooodles) | |||
* Fixed Loadout menu opening on its own when reloading the item schema or loading into a map (Nooodles) | |||
* Adjusted Sentry error report consent popup to appear sooner in the boot process | |||
* Removed the Blog panel, replaced by a link that opens the TF2 Classic website | |||
* Removed External IP prompt in Create Server dialog | |||
* Updated loadout team color buttons (Boba) | |||
* Updated main menu glyphs (Boba) | |||
* Updated Domination HUD to support minmode (SolarLight) | |||
* Updated list of bot names | |||
* Enabled {{code|sv_alltalk}} and {{code|tf_spectalk}} by default | |||
* Added "Custom Weapons Enabled" text to the loadout menu when using a custom item schema (Azzy) | |||
* Added {{code|mp_roundtimer_pause}} | |||
* Added {{code|bot_becomevip}} | |||
* Added {{code|mp_forcestalemate}} | |||
* Added {{code|mp_setuptime_cancel}} | |||
* Added {{code|tf_listrounds}} and {{code|tf_playround}} | |||
* Added {{code|tf2c_minigun_rampup}} | |||
* Added {{code|tf2c_minigun_airborne_spread}} | |||
* Removed {{code|tf2c_vip_persist}}, replaced with {{code|tf2c_vip_autoassign}} and {{code|tf2c_vip_switchteams}} | |||
* Renamed {{code|mp_roundtimer_pause}} to {{code|mp_pausetimer}} | |||
* Updated {{code|tf2c_allow_special_classes}}: | |||
** {{code|3}}: Enabled + Enabled in VIP mode | |||
** {{code|4}}: Enabled + Allow Spy disguising as Civilian + Enabled in VIP mode | |||
* Added basic Class Wars implementation (Technochips) | |||
** Enabled with {{code|tf2c_classwars}} | |||
* Added {{code|viewmodel_offset_pitch}}, {{code|viewmodel_offset_yaw}} and {{code|viewmodel_offset_roll}} | |||
* Added Thexa4's PBR shader with later changes from WhiteRedDragons, see here. This shader is likely temporary, do not rely on it | |||
* Fixed issues with flickering water and discolored eyes by replacing instances of the EyeRefract shader with the older Eyes shader (Thespikedballofdoom) | |||
* Fixed a number of memory leaks | |||
* Addressed several crashes | |||
* Improved general game performance | |||
* Updated localization files | |||
* Updated medals | |||
== Undocumented changes == | |||
* Changed the [[Twin Barrel]]'s attribute description from "Has horizontal spread" to "Bullets have a wide, horizontal spread" | |||