2.1.2: Difference between revisions
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{{Patch| | {{Patch | ||
|prev = 2.1.1 | |||
|next = 2.1.3 | |||
|date = September 6, 2023 | |||
|major = | |||
|update = | |||
|blogpost = [https://tf2classic.com/?id=6264 official blog] | |||
|archives = | |||
|new-weps = | |||
|mapfix = yes | |||
|wepfix = yes | |||
|genfix = yes | |||
|bugfix = yes | |||
}} | |||
== Changes == | == Changes == | ||
=== Important Changes === | === Important Changes === | ||
'''<u>We have removed support for DirectX 8.0</u>. <u>This effectively breaks support for SDK2013's map compiler tools (vbsp, vvis, vrad)</u>. Please consult our [[Setting up Hammer|wiki guide]] on how to update your toolset.''' | '''<u>We have removed support for DirectX 8.0</u>. <u>This effectively breaks support for SDK2013's map compiler tools (vbsp, vvis, vrad)</u>. Please consult our [[Setting up Hammer|wiki guide]] on how to update your toolset.''' | ||
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=== Weapon Changes === | === Weapon Changes === | ||
* Updated the [[Brick]]: | |||
Updated the [[Brick]]: | ** Increased base damage to 65 (from 50) | ||
*Increased base damage to 65 (from 50) | ** Overhauled first person animations (Ventrici) | ||
*Overhauled first person animations (Ventrici) | ** Overhauled trail particle (boba) | ||
*Overhauled trail particle (boba) | ** Overhauled impact sounds (Raptor Dan) | ||
*Overhauled impact sounds (Raptor Dan) | ** Projectile trail now gets removed upon collision | ||
*Projectile trail now gets removed upon collision | ** Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies | ||
*Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies | ** Fixed projectile being deflectable by airblast after impact | ||
*Fixed projectile being deflectable by airblast after impact | ** Fixed missing min-viewmodel offset | ||
*Fixed missing min-viewmodel offset | * Updated the [[Anti-Aircraft Cannon]]: | ||
Updated the [[Anti-Aircraft Cannon]]: | ** Reduced bullet hull size to 6.5HU (from 10HU) | ||
*Reduced bullet hull size to 6.5HU (from 10HU) | ** Increased base damage to 58 (from 55) | ||
*Increased base damage to 58 (from 55) | ** Fixed the Heavy's voicelines and expressions not playing while revved and firing | ||
*Fixed the Heavy's voicelines and expressions not playing while revved and firing | * Updated the [[Sniper Rifle]]: | ||
Updated the [[Sniper Rifle]]: | ** Updated tracer particle appearance (boba) | ||
*Updated tracer particle appearance (boba) | ** Extra damage dealt from headshots no longer contributes to the random crit chance bucket | ||
*Extra damage dealt from headshots no longer contributes to the random crit chance bucket | * Updated the [[Revolver]] | ||
Updated the [[Revolver]] | ** Reduced damage penalty against sapped Sentry Guns to -33% (from -66%) | ||
*Reduced damage penalty against sapped Sentry Guns to -33% (from -66%) | * Updated the [[Tranquilizer Gun]]: | ||
Updated the [[Tranquilizer Gun]]: | ** Overhauled trail particle appearance (boba) | ||
*Overhauled trail particle appearance (boba) | * Updated [[L'escampette|L'Escampette]]:{{sic}} | ||
Updated [[L'escampette|L'Escampette]]:{{sic}} | ** Added +100% cloak regeneration rate (hidden stat) | ||
*Added +100% cloak regeneration rate (hidden stat) | ** Simplified "+100% cloak consumption rate" and "+100% cloak regeneration rate" to "-50% cloak capacity" | ||
*Simplified "+100% cloak consumption rate" and "+100% cloak regeneration rate" to "-50% cloak capacity" | ** Fixed missing phongwarp texture | ||
*Fixed missing phongwarp texture | |||
=== Gameplay Changes === | === Gameplay Changes === | ||
* Updated the [[Spy]]: | |||
Updated the [[Spy]]: | ** The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]] | ||
*The Spy now has a +20% damage resistance and reduced debuff duration while [[Invis Watch|cloaked]] | * Fixed cases of [[Flame Thrower]] flames going through thin walls or floors (Nito) | ||
* Added an option that allows projectiles to fire from the center of the screen, like the Original (enabled via {{code|tf2c_centerfire_preference}}, disabled by default) | |||
Fixed cases of [[Flame Thrower]] flames going through thin walls or floors (Nito) | * [https://github.com/tf2classic/tf2classic-issue-tracker/issues/239 #239] - Fixed [[Huntsman]] fire arrows not applying [[Fire|afterburn]] on taunt kill | ||
Added an option that allows projectiles to fire from the center of the screen, like the Original (enabled via tf2c_centerfire_preference, disabled by default) | |||
[https://github.com/tf2classic/tf2classic-issue-tracker/issues/239 #239] - Fixed [[Huntsman]] fire arrows not applying [[Fire|afterburn]] on taunt kill | |||
=== Map Changes === | === Map Changes === | ||
* Updated [[pl_jinn]] (abp, 14bit): | |||
** Adjusted scaffolding at A to allow for jump pad shortcuts | |||
** Increased RED's initial respawn wave time by up to 3 seconds | |||
** Increased max round time from 10 minutes to 11 minutes | |||
** Adjusted the position of some ammo and health packs around the last point | |||
** All modular pipe props (and the potted plant!) now have skins for all teams | |||
** Fixed lighting issues with some props | |||
** Brightened lighting on A Point | |||
** Removed some unused props | |||
* Updated [[dom_krepost]] (Suomimies55): | |||
** Added new arrow signs to help players exiting after leaving forward spawns | |||
** Adjusted cap point model locations to be consistent | |||
** Fixed missing rock prop around YLW mid and braziers from YLW and RED | |||
* Updated [[vip_badwater]] (Sniffy194, abp): | |||
** Added a new exit for BLU team's forward spawn next to B point | |||
** Added a new pathway that connects RED team's lower and upper spawnrooms on last point | |||
** Severely reduced the amount of fog present on the skybox | |||
** Added Parallax Correction to cubemaps in some indoor areas | |||
** Improved lighting across the map, using light_directional | |||
* Updated [[dom_hydro]] (Sniffy194, abp): | |||
** Overhauled lighting across the map, now featuring a new sunset setting, achieved with light_directional | |||
** Overhauled the appearance of water across the map, now featuring the new WaterFlow shader | |||
** Added Parallax Correction to cubemaps in some indoor areas | |||
** Many smaller clipping changes and visual fixes across the map | |||
* Updated [[ctf_2fort]] (Sniffy194): | |||
** Overhauled the appearance of water across the map | |||
* Added class and team options for {{code|env_instructor_hint}} | |||
* Added {{code|filter_tf_flagholder}} entity filter | |||
* Added {{code|light_directional}} to the FGD file | |||
* Added a handful of new water materials to the new "liquids" folder. These all use real-time reflections, and are based on the new WaterFlow shader. Area9800 liquid materials were created by [https://steamcommunity.com/profiles/76561197965959160 Arjen de Graaf]. | |||
* Some Portal 2 models have been selectively added to the game assets where they were deemed generic enough to be useful - see props/techdeco, props/miscdeco, props/utilities, props/floor, and props/railings | |||
* Stuffy360's tree packs are now included with the game, and can be found under props/forest | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/227 #227] - Fixed arena maps not playing arena class selection music | |||
=== Shader Changes === | |||
* The default shaders have been overridden with the equivalents from Mapbase. Custom materials should prefix SDK_ to their shaders, such as replacing LightmappedGeneric with SDK_LightmappedGeneric. This can be automated using the [https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool Mapbase Multi-Tool]. | |||
* Radial fog is now globally enabled. This should make fog rendering look much nicer, and behave consistently instead of moving with your view angle | |||
* Parallax-corrected cubemaps are now available for cheap, realistic reflections on brush surfaces. See the [https://developer.valvesoftware.com/wiki/Parallax_obb Valve Developer Community] for documentation. This requires our new set of custom map compilers | |||
* The WaterFlow shader can now be used on materials. This is an updated version of the default Water shader using newer code from Alien Swarm, which includes all changes from Left 4 Dead 2 (flowmaps, lightmap water fog, skybox-only reflections) and most of the changes from Portal 2 (a basetexture "sludge layer", custom fresnel values). This code was originally backported by [https://github.com/DownFall-Team/DownFall DownFall]. | |||
* {{code|$blendmodulatetexture}} now renders properly in Hammer | |||
* {{code|$basetexturetransform2}} now works properly when using DirectX 9 | |||
* {{code|$phongdisablehalflambert}} can be used to enable Full-Lambertian lighting on model materials with phong shading | |||
* Brush materials can receive phong shading if lit by a projected texture | |||
* {{code|$treesway}} should now be functional on {{code|SDK_VertexLitGeneric}} materials | |||
=== Shader | |||
The default shaders have been overridden with the equivalents from Mapbase. Custom materials should prefix SDK_ to their shaders, such as replacing LightmappedGeneric with SDK_LightmappedGeneric. This can be automated using the [https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool Mapbase Multi-Tool]. | |||
Radial fog is now globally enabled. This should make fog rendering look much nicer, and behave consistently instead of moving with your view angle | |||
Parallax-corrected cubemaps are now available for cheap, realistic reflections on brush surfaces. See the [https://developer.valvesoftware.com/wiki/Parallax_obb Valve Developer Community] for documentation. This requires our new set of custom map compilers | |||
The WaterFlow shader can now be used on materials. This is an updated version of the default Water shader using newer code from Alien Swarm, which includes all changes from Left 4 Dead 2 (flowmaps, lightmap water fog, skybox-only reflections) and most of the changes from Portal 2 (a basetexture "sludge layer", custom fresnel values). This code was originally backported by [https://github.com/DownFall-Team/DownFall DownFall]. | |||
$blendmodulatetexture now renders properly in Hammer | |||
$basetexturetransform2 now works properly when using DirectX 9 | |||
$phongdisablehalflambert can be used to enable Full-Lambertian lighting on model materials with phong shading | |||
Brush materials can receive phong shading if lit by a projected texture | |||
$treesway should now be functional on SDK_VertexLitGeneric materials | |||
[[ | === Miscellaneous Changes === | ||
[[ | * Added a Spywalk indicator on the [[Disguise Kit|Disguise]] HUD (enabled via {{code|tf2c_spywalk_hud}}, enabled by default) | ||
[[ | * Added a slider to the video options for controlling the intensity of bloom, with 0 completely disabling it (Azzy) | ||
* Added an option to display the backpack icon of the currently active weapon next to the ammo HUD (enabled via {{code|tf2c_ammobucket}}, disabled by default) | |||
* Added the {{code|beam_effect}} visuals tag in the item schema, for custom [[Medi Gun]] and [[Flame Thrower]] particles | |||
* Added unique sound scripts for [[Brick]] impact, namely {{code|Weapon_Brick.ImpactSoft}} and {{code|Weapon_Brick.ImpactHard}} | |||
* Added the Expiration Date soundtrack back to the list of main menu music tracks (boba) | |||
* Improved main menu keyboard/gamepad navigation (boba) | |||
* Improved {{code|bot_teleport}} console command (angles optional, placed where crosshair is pointing when no position provided) | |||
* Updated [[Death & Taxes]] achievement icons (Hunter R. Thompson) | |||
* [[Coilgun|Coilgun's]] charging loop sound can now be customized using sound_special3 in the item schema | |||
* Fixed [[Nail Gun|nail]] and [[Syringe Gun|syringe]] projectiles playing impact sounds when touching friendly buildings | |||
* Fixed being able to taunt while having the shield charge condition | |||
* Fixed resistance buff condition having a missing particle for GRN and YLW team | |||
* Fixed [[Huntsman]] not respecting {{code|mod_sniper_zoom_while_jumping}} value | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/135 #135] - Fixed top section of the "resume game" button not being clickable (boba) | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/154 #154] - Fixed music in the main menu not being affected by the music volume (boba) | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/189 #189] - Fixed [[Huntsman|burning arrows]] not getting extinguished underwater | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/225 #225] - Fixed {{code|custom_projectile_model}} not precaching gibs | |||
* [https://github.com/tf2classic/tf2classic-issue-tracker/issues/232 #232] - Fixed electrifying crocodiles | |||
* Fixed a VPK packing regression that negatively impacted load times | |||
* Added 20+ new attributes | |||
* Updated medals | |||
* Updated the localization files | |||
** Added Ukrainian translation (panfractal, Coffee Bean) | |||
* Added easter egg™ | |||