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1.6.7: Difference between revisions

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Ratboy Slim (talk | contribs)
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{{Patch|before=1.6.6|after=1.7.0}}
'''1.6.7''' was an update for Team Fortress 2 Classic. It was released on January 19, 2015. It featured a few new additions. The patch notes are on the [https://web.archive.org/web/20171203004224/http://tf2classic.com/wiki/Patch_1.6.7_-_Released_January_19th_2015 archived TF2C Wiki].
'''1.6.7''' was an update for Team Fortress 2 Classic. It was released on January 19, 2015. It featured a few new additions. The patch notes are on the [https://web.archive.org/web/20171203004224/http://tf2classic.com/wiki/Patch_1.6.7_-_Released_January_19th_2015 archived TF2C Wiki].
This update came after [[1.6.6]] and before [[1.7.0]].


== Changes ==
== Changes ==
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* Added new movement related cvars
* Added new movement related cvars


So, a little bit about the new weapon switching system. We're no longet{{sic}} using the tf2c_* weapon commands, we're now using weaponpreset
So, a little bit about the new weapon switching system. We're no longet{{sic}} using the tf2c_* weapon commands, we're now using {{code|weaponpreset}}


weaponpreset takes 2 arguments. The weapon slot and the weapon preset If you're a [[scout]], entering weaponpreset 0 1 would change your primary weapon to a [[Nail Gun|nailgun]].{{sic}}
{{code|weaponpreset}} takes 2 arguments. The weapon slot and the weapon preset If you're a [[scout]], entering {{code|weaponpreset 0 1}} would change your primary weapon to a [[Nail Gun|nailgun]].{{sic}}


* Entering weaponpreset 0 0 would change it back to a [[scattergun]].
* Entering {{code|weaponpreset 0 0}} would change it back to a [[scattergun]].
* Entering weaponpreset 1 1 would change your secondary weapon to the [[SMG]].
* Entering {{code|weaponpreset 1 1}} would change your secondary weapon to the [[SMG]].


Of course, we are working on a menu system for this. By the way. I've added a couple of new console variables to control the jumping mechanics in the game.
Of course, we are working on a menu system for this. By the way. I've added a couple of new console variables to control the jumping mechanics in the game.


* tf2c_bunnyjump_max_speed_factor (default 1.2) can be used to change the Bunnyhop max speed
* {{code|tf2c_bunnyjump_max_speed_factor}} (default 1.2) can be used to change the Bunnyhop max speed
* tf2c_autojump (default 0) can be enabled to allow auto jumping while holding the space button down. For now, doublejumping is broken when this is on.
* {{code|tf2c_autojump}} (default 0) can be enabled to allow auto jumping while holding the space button down. For now, doublejumping is broken when this is on.
* tf2c_duckjump (default 0) allows jumping while ducked
* {{code|tf2c_duckjump}} (default 0) allows jumping while ducked
* tf2c_groundspeed_cap (defualt 1) toggles the max speed cap imposed when a player is standing on the ground
* {{code|tf2c_groundspeed_cap}} (defualt 1) toggles the max speed cap imposed when a player is standing on the ground


I'd like to thank Agent Agrimar for the new intro, Billy2600 for the initial tranq slowdown effect, MrModez Pineapple for working on the new weapon switching system, Chowder908 for the blue dart texture and sndrec for the new cvar suggestions.
I'd like to thank Agent Agrimar for the new intro, Billy2600 for the initial tranq slowdown effect, MrModez Pineapple for working on the new weapon switching system, Chowder908 for the blue dart texture and sndrec for the new cvar suggestions.