2.1.3: Difference between revisions

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{{Patch|before=2.1.2|after=2.1.4}}
{{Patch
|prev = 2.1.2
|next = 2.1.4
|date = December 12, 2023
|major =
|update =
|blogpost = [https://tf2classic.com/?id=6464 official blog]
|archives =
|new-weps =
|mapfix = yes
|wepfix = yes
|genfix = yes
|bugfix = yes
}}


'''2.1.3''' was a minor update for Team Fortress 2 Classic, released on December 12, 2023. Its largest additions include adjusting the game's Phong shading and adding SourceMod support, and its largest removal was that of the native Linux client. A new [[CTF]] map named [[Penguin Peak]] was added, which is a winter version of [[Pelican Peak]]. It also featured some weapon rebalances, general gameplay changes, map updates, and bug fixes. The patch notes were released on the [https://tf2classic.com/?id=6464 official blog].
The patch's largest additions include adjusting the game's Phong shading and adding SourceMod support, and its largest removal was that of the native Linux client. A new [[CTF]] map named [[Penguin Peak]] was added, which is a winter version of [[Pelican Peak]].


[[File:2.1.3 Christmas patch photos.png|700px|right]]
[[File:2.1.3 Christmas patch photos.png|700px|right]]
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== Changes ==
== Changes ==
=== Important Changes ​===
=== Important Changes ​===
'''<u>Linux Client support is now [https://tf2classic.com/?id=6192 officially discontinued].</u> Please read [[End of Linux Client support|this FAQ page]] on how to continue playing on Linux.'''
'''<u>Linux Client support is now [https://tf2classic.com/?id=6192 officially discontinued].</u> Please read [[End of Linux Client support|this FAQ page]] on how to continue playing on Linux.'''


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=== Weapon Changes ===
=== Weapon Changes ===
 
* Updated the [[Brick]]:
Updated the [[Brick]]:
** Implemented unique killfeed icon for [[Engineer]] [[building]] destruction (Hunter R. Thompson)
*Implemented unique killfeed icon for [[Engineer]] [[building]] destruction (Hunter R. Thompson)
* Updated the [[Harvester]]:
Updated the [[Harvester]]:
** [[Afterburn]] tick heals while active no longer apply while [[Critical hits|crit]] is ready
*[[Afterburn]] tick heals while active no longer apply while [[Critical hits|crit]] is ready
** Crit now instantly heals for 195HP upon hit
*Crit now instantly heals for 195HP upon hit
** A sound cue audible to all players now plays when crit is ready
*A sound cue audible to all players now plays when crit is ready
** Wearable now has critglows when crit is ready and weapon is holstered
*Wearable now has critglows when crit is ready and weapon is holstered
* Updated the [[Mine Layer]]:
Updated the [[Mine Layer]]:
** Increased clip size and max active mines to 6 (from 4)
*Increased clip size and max active mines to 6 (from 4)
** Reduced player detection radius of proximity mines by 20% of their explosion radius
*Reduced player detection radius of proximity mines by 20% of their explosion radius
** Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
*Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
** Now uses the Rump Shake taunt
*Now uses the Rump Shake taunt
* Updated the [[Minigun]]:
Updated the [[Minigun]]:
** Each stored [[Chekhov's Punch]] [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)
*Each stored [[Chekhov's Punch]] [[Critical hit|crit]] now takes 1.5s of firing to deplete (from 0.75s)
** Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
*Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
* Updated the [[Anti-Aircraft Cannon]]:
Updated the [[Anti-Aircraft Cannon]]:
** Overhauled weapon model (Mazern, SamDum)
*Overhauled weapon model (Mazern, SamDum)
** Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
*Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
** Implemented lag compensation to the delayed explosion
*Implemented lag compensation to the delayed explosion
** Overhauled killfeed icon (Hunter R. Thompson)
*Overhauled killfeed icon (Hunter R. Thompson)
* Updated the [[Sandvich]]:
Updated the [[Sandvich]]:
** Can now be [[Critical hit|critboosted]]
*Can now be [[Critical hit|critboosted]]
** Consumes one [[Chekhov's Punch]] stored crit when thrown or eaten
*Consumes one [[Chekhov's Punch]] stored crit when thrown or eaten
** Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
*Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
** Thrown critical Sandviches heal as much as a full health pack
*Thrown critical Sandviches heal as much as a full health pack
* Updated [[Chekhov's Punch]]:
Updated [[Chekhov's Punch]]:
** The chain wearable now [[Critical hit|critglows]] in both first person and third person
*The chain wearable now [[Critical hit|critglows]] in both first person and third person
* Updated the [[Kritzkrieg]]:
Updated the [[Kritzkrieg]]:
** Updated the world and view models to include a higher polygon front and a less polygonal hose
*Updated the world and view models to include a higher polygon front and a less polygonal hose
* Updated the [[Fishwhacker]]:
Updated the [[Fishwhacker]]:
** Overhauled first person animations (Ventrici)
*Overhauled first person animations (Ventrici)
** Damage now deals increased knockback to all nearby players
*Damage now deals increased knockback to all nearby players
** Added -45% damage penalty downside
*Added -45% damage penalty downside
** Removed self marked-for-death on miss penalty
*Removed self marked-for-death on miss penalty
** Removed no random [[Critical hit|critical hits]] penalty
*Removed no random [[Critical hit|critical hits]] penalty
* Updated the [[Tranquilizer Gun]]:
Updated the [[Tranquilizer Gun]]:
** Implemented unique killfeed icon for [[Compression blast|deflected]] dart (Hunter R. Thompson)
*Implemented unique killfeed icon for [[Compression blast|deflected]] dart (Hunter R. Thompson)


=== Gameplay Changes ===
=== Gameplay Changes ===
 
* Updated [[Arena|Arena Mode]]:
Updated [[Arena|Arena Mode]]:
** Killed players now drop health pickups that can only be used by their killer's team
*Killed players now drop health pickups that can only be used by their killer's team
** If a team gets eliminated, any remaining health pickups they own become neutral
*If a team gets eliminated, any remaining health pickups they own become neutral
* Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)
Raised afterburn condition duration for [[Pyro|Pyros]] to 0.5s (from 0.25s)
** This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
*This allows for [[Flare Gun|Flaregun]]{{sic}} combos in certain situations
* Ragdolls are now affected by explosions
Ragdolls are now affected by explosions
* Active [[Teleporter|Teleporters]] now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
 
* [[Spy|Spies]] now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs
Active [[Teleporter|Teleporters]] now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
* [[Sapper]] outline is no longer visible when sapper is not yet ready to be placed
 
* Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage
[[Spy|Spies]] now gain double the amount of [[Invis Watch|cloak]] from [[Buildings|building]] gibs
* [[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]
 
[[Sapper]] outline is no longer visible when sapper is not yet ready to be placed
 
Damage over time conditions ([[bleed]], [[afterburn]]) no longer apply on the very same tick as damage
 
[[Invis Watch|Cloaked]] [[Spy|Spies]] now correctly take 20% less damage even from [[Critical hit|crits]]


=== Map Changes ===
=== Map Changes ===
 
* Added [[ctf_penguin_peak]]
Map Changes:​
** Created by Erk, Chin, Phi, and Another Bad Pun
 
** Assets by SamDum, Square, void, Stuffy360, Diva Dan
Added [[ctf_penguin_peak]]
** Winter themed version of [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 CTF Pelican Peak], with slippery ice, snow, and penguins!
*Created by Erk, Chin, Phi, and Another Bad Pun
* Updated [[koth_lakeside_final]]:
*Assets by SamDum, Square, void, Stuffy360, Diva Dan
** Water sources around the map now use modern custom materials, instead of water_well
*Winter themed version of [https://steamcommunity.com/sharedfiles/filedetails/?id=2886563496 CTF Pelican Peak], with slippery ice, snow, and penguins!
** The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
Updated [[koth_lakeside_final]]:
** The sun angle has been slightly tweaked to allow sun to shine into the water temple
*Water sources around the map now use modern custom materials, instead of water_well
** Cubemaps in the team spawns and water temple are now parallax-corrected
*The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
** Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
*The sun angle has been slightly tweaked to allow sun to shine into the water temple
** The sand-tile blend material used in many places now has a proper $blendmodulatetexture
*Cubemaps in the team spawns and water temple are now parallax-corrected
** The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
*Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
** The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
*The sand-tile blend material used in many places now has a proper $blendmodulatetexture
** A few playerclips have been converted to blockbullets where appropriate
*The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
* Updated [[pl_upward]]:
*The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
** Fix exploit where you could build [[Teleporter|teleporters]] in RED's final spawn
*A few playerclips have been converted to blockbullets where appropriate
** Fix some pixelwalks and minor clipping issues across the map
Updated [[pl_upward]]:
** Reduce map size from 36MiB to 11MiB
*Fix exploit where you could build [[Teleporter|teleporters]] in RED's final spawn
* Updated [[tc_hydro]]:
*Fix some pixelwalks and minor clipping issues across the map
** Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
*Reduce map size from 36MiB to 11MiB
** Cubemaps across the map now have their boundaries set in most cases (this took four hours)
Updated [[tc_hydro]]:
** Reduced map size from 65MiB to 36MiB
*Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
* Updated [[vip_badwater]]:
*Cubemaps across the map now have their boundaries set in most cases (this took four hours)
** Added sound to the spinning fan in RED's spawn
*Reduced map size from 65MiB to 36MiB
** Added envmapmask to the floor tile in BLU's forward spawn
Updated [[vip_badwater]]:
** A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
*Added sound to the spinning fan in RED's spawn
* Updated [[vip_mineside]]:
*Added envmapmask to the floor tile in BLU's forward spawn
** The now-obsolete {{code|game_text_tf}} entity has been replaced with {{code|env_instructor_hint}}
*A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
* Updated [[cp_mountainlab]]:
Updated [[vip_mineside]]:
** Rounds are no longer interrupted by the map timer running out
*The now-obsolete game_text_tf entity has been replaced with env_instructor_hint
** Lightmaps are much sharper across the map
Updated [[cp_mountainlab]]:
** Parallax-correction applied to the map's cubemaps
*Rounds are no longer interrupted by the map timer running out
** Other minor visual tweaks
*Lightmaps are much sharper across the map
* Updated [[ctf_2fort]]:
*Parallax-correction applied to the map's cubemaps
** Water appearance slightly adjusted to be more clear
*Other minor visual tweaks
Updated [[ctf_2fort]]:
*Water appearance slightly adjusted to be more clear


=== Mapping Changes ===
=== Mapping Changes ===
We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including {{code|lava_smoke}}, {{code|dust_ceiling_rumble}}, {{code|flies}}, {{code|leaky_pipe}}, {{code|leaky_roof}}, {{code|pipe_drips}}, {{code|sprinkler_system}}, {{code|steam_jet}}, {{code|steam_low_vent}}, and lots of variations thereof.


 
* Updated Game Instructor:
We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including lava_smoke, dust_ceiling_rumble, flies, leaky_pipe, leaky_roof, pipe_drips, sprinkler_system, steam_jet, steam_low_vent, and lots of variations thereof.
** Now has a stylized, team colored background, akin to the one used by {{code|game_text_tf}}
 
** Hint text now properly supports localized strings and can include newlines
Updated Game Instructor:
** Added filters for class and team to {{code|env_instructor}} hint
*Now has a stylized, team colored background, akin to the one used by game_text_tf
* Updated {{code|tf_logic_arena}} entity:
*Hint text now properly supports localized strings and can include newlines
** Added {{code|RoundTimeOverride}} keyvalue for overriding round time
*Added filters for class and team to env_instructor hint
** Added {{code|switch_teams}} keyvalue. If enabled, teams will be swapped around on a new round
Updated tf_logic_arena entity:
* Updated {{code|item_healthkit_small}} entity:
*Added RoundTimeOverride keyvalue for overriding round time
** In [[Arena|Arena mode]], small health kits assigned to a specific team now have unique assets to signify which team they can be used by
*Added switch_teams keyvalue. If enabled, teams will be swapped around on a new round
* Updated {{code|tf_logic_domination}} entity:
Updated item_healthkit_small entity:
** Added outputs for each team that trigger every time team score updates
*In [[Arena|Arena mode]], small health kits assigned to a specific team now have unique assets to signify which team they can be used by
* Updated {{code|math_counter}} entity:
Updated tf_logic_domination entity:
** Now uses float values for I/O instead of integers
*Added outputs for each team that trigger every time team score updates
** Added {{code|SetMinValueNoFire}} and {{code|SetMaxValueNoFire}} inputs
Updated math_counter entity:
* Added several math related entities from Mapbase:
*Now uses float values for I/O instead of integers
** {{code|math_counter_advanced}}
*Added SetMinValueNoFire and SetMaxValueNoFire inputs
*** A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
Added several math related entities from Mapbase:
** {{code|math_clamp}}
*math_counter_advanced
*** Clamps input values between the specified min/max, which can be integers, floats or vectors
**A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
** {{code|math_bits}}
*math_clamp
*** Performs calculations involving bits and bit operations
**Clamps input values between the specified min/max, which can be integers, floats or vectors
** {{code|math_vector}}
*math_bits
*** Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
**Performs calculations involving bits and bit operations
** {{code|math_mod}}
*math_vector
*** Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
**Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
** {{code|math_lightpattern}}
*math_mod
*** Replicates baked light patterns and fires outputs accordingly
**Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
** {{code|math_generate}}
*math_lightpattern
*** Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
**Replicates baked light patterns and fires outputs accordingly
* Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
*math_generate
** These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
**Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
* Added {{code|[https://developer.valvesoftware.com/wiki/CAreaPortalOneWay func_areaportal_oneway]}} to the FGD
Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
* Added new entries to the {{code|game_sounds_tf2c}} soundscript:
*These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
** {{code|Ambient.Lightning_strike}}
 
** {{code|Ambient.Thunder}}
Added [https://developer.valvesoftware.com/wiki/CAreaPortalOneWay func_areaportal_oneway] to the FGD
** {{code|Ambient.LargeFanLoop}}
 
* Backported {{code|[https://developer.valvesoftware.com/wiki/Beam_spotlight beam_spotlight]}} from Left 4 Dead
Added new entries to the game_sounds_tf2c soundscript:
* Implemented {{code|OnSuddenDeath}} output to {{code|tf_gamerules}}
*Ambient.Lightning_strike
*Ambient.Thunder
*Ambient.LargeFanLoop
 
Backported [https://developer.valvesoftware.com/wiki/Beam_spotlight beam_spotlight] from Left 4 Dead
 
Implemented OnSuddenDeath output to tf_gamerules


=== General Changes ===
=== General Changes ===
 
* Boioing and Stomp suicide commands are now properly shown to all players
Boioing and Stomp suicide commands are now properly shown to all players
** Has unique killfeed text
*Has unique killfeed text
** Can be toggled client-side with {{code|tf2c_boioing}}
*Can be toggled client-side with tf2c_boioing
* Implemented loadout page grid and pagination
Implemented loadout page grid and pagination
** Can be toggled via {{code|tf2c_loadout_grid}}
*Can be toggled via tf2c_loadout_grid
* Implemented {{code|-defaultscheme}} launch options
Implemented -defaultscheme launch options
** Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
*Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
** The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
*The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
** For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to {{code|-defaultscheme}} reverts to the old behavior
*For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to -defaultscheme reverts to the old behavior
* The [[Civilian|VIP]] no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
 
* Added support for closed captions (currently in English only), by SilentFox03/Kiri
The [[Civilian|VIP]] no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
* The default font for closed captions is now antialiased, and uses Lato
 
* Unclamped {{code|mat_picmip}}, {{code|r_lod}} and {{code|r_rootlod}}
Added support for closed captions (currently in English only), by SilentFox03/Kiri
* Added server list refresh button
 
* Added {{code|mp_scrambleteams_auto_arena}} convar for autoscrambling even on [[arena]] mode
The default font for closed captions is now antialiased, and uses Lato
* Updated bot_teleport command:
 
** Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
Unclamped mat_picmip, r_lod and r_rootlod
* Re-implemented {{code|tf_bot_reevaluate_class_in_spawnroom}} from live:
 
** When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
Added server list refresh button
** Uses same logic as {{code|tf_bot_keep_class_after_death}} set to 0 to evaluate a balanced team roster
 
** Respects {{code|tf_bot_force_class}} value
Added mp_scrambleteams_auto_arena convar for autoscrambling even on [[arena]] mode
* Added {{code|cl_load_custom_item_schema}} command:
 
** Allows loading any item schema on demand
Updated bot_teleport command:
** Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
*Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
** Not compatible with {{code|cl_reload_item_schema}}. Reuse the command to reload
 
* Added {{code|cl_print_item_schema_items}} and {{code|cl_print_item_schema_attributes}}
Re-implemented tf_bot_reevaluate_class_in_spawnroom from live:
** Prints names and IDs for all currently loaded items and attributes the console
*When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
** Use alongside {{code|con_filter_text}} (and {{code|con_filter_enable 1}}) to search for specific lines in the output. Useful when using {{code|give_econ}} or playing on devtest_equip
*Uses same logic as tf_bot_keep_class_after_death set to 0 to evaluate a balanced team roster
* Added {{code|tf2c_allow_maptime_reset}}
*Respects tf_bot_force_class value
* Added {{code|tf2c_sapped_building_outlines}}
 
* Added {{code|tf2c_vip_persist}}
Added cl_load_custom_item_schema command:
** If enabled, the player who is the current [[VIP]] does not change to another class on round restart
*Allows loading any item schema on demand
* Fixed [[Stickybomb Launcher|Stickybombs]] and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne
*Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
* Fixed [[Mine Layer|mines]] sinking into {{code|func_brush}} and {{code|func_breakable}} entities
*Not compatible with cl_reload_item_schema. Reuse the command to reload
* Fixed physics projectiles blocking {{code|func_door}} from opening or closing
 
* Fixed physics projectiles blocking {{code|func_tracktrain}} movement
Added cl_print_item_schema_items and cl_print_item_schema_attributes
* Removed several old and deprecated Logitech LCD integration features
*Prints names and IDs for all currently loaded items and attributes the console
* Fixed crash regarding Spywalk indicator elements missing on custom HUDs
*Use alongside con_filter_text (and con_filter_enable 1) to search for specific lines in the output. Useful when using give_econ or playing on devtest_equip
* Fixed crash regarding [[Civilian|VIP]] bots trying to boost teammates who had just disconnected
 
* Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
Added tf2c_allow_maptime_reset
* Fixed Party Hat/Santa Hat wearables being drawn in first person when spectating
 
* Implemented Winter holiday. Can be activated with {{code|tf_forced_holiday 3}}
Added tf2c_sapped_building_outlines
* Added support for Steam API chat filtering
 
* Chat messages are now shown in color in console
Added tf2c_vip_persist
* Updated cURL to version 8.5.0 to patch some vulnerabilities
*If enabled, the player who is the current [[VIP]] does not change to another class on round restart
* Added several new attributes
 
* Updated localization files
Fixed [[Stickybomb Launcher|Stickybombs]] and [[Mine Layer|proximity mines]] becoming invincible against bullets if they get moved without becoming airborne
* Updated medals
 
Fixed [[Mine Layer|mines]] sinking into func_brush and func_breakable entities
 
Fixed physics projectiles blocking func_door from opening or closing
 
Fixed physics projectiles blocking func_tracktrain movement
 
Removed several old and deprecated Logitech LCD integration features
 
Fixed crash regarding Spywalk indicator elements missing on custom HUDs
 
Fixed crash regarding [[Civilian|VIP]] bots trying to boost teammates who had just disconnected
 
Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
 
Fixed Party Hat/Santa Hat wearables being drawn in first person when spectating
 
Implemented Winter holiday. Can be activated with tf_forced_holiday 3
 
Added support for Steam API chat filtering
 
Chat messages are now shown in color in console
 
Updated cURL to version 8.5.0 to patch some vulnerabilities
 
Added several new attributes
 
Updated localization files
 
Updated medals
 
[[Category:Patch Notes]]
[[Category:Minor Updates]]
[[Category:Updates]]

Revision as of 23:11, 2 February 2025

List of patches 2.1.2 2.1.3 2.1.4

2.1.3 was a minor update for Team Fortress 2 Classic. It was released on December 12, 2023. The patch notes were initially released on the official blog. It featured some map changes, weapon changes, general changes, and bug fixes.

The patch's largest additions include adjusting the game's Phong shading and adding SourceMod support, and its largest removal was that of the native Linux client. A new CTF map named Penguin Peak was added, which is a winter version of Pelican Peak.

Trailer

Changes

Important Changes ​

Linux Client support is now officially discontinued. Please read this FAQ page on how to continue playing on Linux.

Full Lambertian lighting is now enabled by default for all materials using Phong shading. This can be toggled in the Video Settings.

The Steam Overlay is now disabled by default. To enable again, launch the game using the -fixoverlay launch option.

We have temporarily disabled the Medi Gun sound collage feature introduced with version 2.1.0 to address some crashes (#272). As such, Attribute Manager compiler optimizations have been enabled again. (Thanks Sappho & Avast Antipony)

We now have official SourceMod support. This allows for automatic gamedata updates for server owners. Please update to the latest version of SourceMod and TF2Classic-Tools.

Weapon Changes

  • Updated the Brick:
    • Implemented unique killfeed icon for Engineer building destruction (Hunter R. Thompson)
  • Updated the Harvester:
    • Afterburn tick heals while active no longer apply while crit is ready
    • Crit now instantly heals for 195HP upon hit
    • A sound cue audible to all players now plays when crit is ready
    • Wearable now has critglows when crit is ready and weapon is holstered
  • Updated the Mine Layer:
    • Increased clip size and max active mines to 6 (from 4)
    • Reduced player detection radius of proximity mines by 20% of their explosion radius
    • Reduced detonation delay of proximity mines to 0.4s vs enemy players (from 0.5s)
    • Now uses the Rump Shake taunt
  • Updated the Minigun:
    • Each stored Chekhov's Punch crit now takes 1.5s of firing to deplete (from 0.75s)
    • Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
  • Updated the Anti-Aircraft Cannon:
    • Overhauled weapon model (Mazern, SamDum)
    • Improved responsiveness when switching between revving states, especially noticeable when tapfiring on high ping
    • Implemented lag compensation to the delayed explosion
    • Overhauled killfeed icon (Hunter R. Thompson)
  • Updated the Sandvich:
    • Can now be critboosted
    • Consumes one Chekhov's Punch stored crit when thrown or eaten
    • Critical Sandviches heal 3 times the amount of health of a non-critical Sandvich when eaten, allowing for overheal
    • Thrown critical Sandviches heal as much as a full health pack
  • Updated Chekhov's Punch:
    • The chain wearable now critglows in both first person and third person
  • Updated the Kritzkrieg:
    • Updated the world and view models to include a higher polygon front and a less polygonal hose
  • Updated the Fishwhacker:
    • Overhauled first person animations (Ventrici)
    • Damage now deals increased knockback to all nearby players
    • Added -45% damage penalty downside
    • Removed self marked-for-death on miss penalty
    • Removed no random critical hits penalty
  • Updated the Tranquilizer Gun:
    • Implemented unique killfeed icon for deflected dart (Hunter R. Thompson)

Gameplay Changes

  • Updated Arena Mode:
    • Killed players now drop health pickups that can only be used by their killer's team
    • If a team gets eliminated, any remaining health pickups they own become neutral
  • Raised afterburn condition duration for Pyros to 0.5s (from 0.25s)
    • This allows for Flaregun(sic) combos in certain situations
  • Ragdolls are now affected by explosions
  • Active Teleporters now emit a heal particle when they get repaired from the other end and also emit spark particles when the other end gets damaged
  • Spies now gain double the amount of cloak from building gibs
  • Sapper outline is no longer visible when sapper is not yet ready to be placed
  • Damage over time conditions (bleed, afterburn) no longer apply on the very same tick as damage
  • Cloaked Spies now correctly take 20% less damage even from crits

Map Changes

  • Added ctf_penguin_peak
    • Created by Erk, Chin, Phi, and Another Bad Pun
    • Assets by SamDum, Square, void, Stuffy360, Diva Dan
    • Winter themed version of CTF Pelican Peak, with slippery ice, snow, and penguins!
  • Updated koth_lakeside_final:
    • Water sources around the map now use modern custom materials, instead of water_well
    • The fog distance has been slightly tweaked to account for the newer radial fog, revealing some previously-invisible skybox detail
    • The sun angle has been slightly tweaked to allow sun to shine into the water temple
    • Cubemaps in the team spawns and water temple are now parallax-corrected
    • Brush materials inside of the water temple are slightly reflective, for a wet "pseudo-phong" look
    • The sand-tile blend material used in many places now has a proper $blendmodulatetexture
    • The map's stone floor material now has a proper bumpmap (the same one as the concrete floor texture it was derived from)
    • The lightmap scale has been adjusted across the map to make shadows less blobby where it was previously noticeable
    • A few playerclips have been converted to blockbullets where appropriate
  • Updated pl_upward:
    • Fix exploit where you could build teleporters in RED's final spawn
    • Fix some pixelwalks and minor clipping issues across the map
    • Reduce map size from 36MiB to 11MiB
  • Updated tc_hydro:
    • Replaced use of water_2fort_expensive (which visually regressed in a previous update to look almost invisible) with a new waterflow_hydro_daytime material
    • Cubemaps across the map now have their boundaries set in most cases (this took four hours)
    • Reduced map size from 65MiB to 36MiB
  • Updated vip_badwater:
    • Added sound to the spinning fan in RED's spawn
    • Added envmapmask to the floor tile in BLU's forward spawn
    • A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of
  • Updated vip_mineside:
    • The now-obsolete game_text_tf entity has been replaced with env_instructor_hint
  • Updated cp_mountainlab:
    • Rounds are no longer interrupted by the map timer running out
    • Lightmaps are much sharper across the map
    • Parallax-correction applied to the map's cubemaps
    • Other minor visual tweaks
  • Updated ctf_2fort:
    • Water appearance slightly adjusted to be more clear

Mapping Changes

We have a new collection of particles that were collected from other Valve games, environmental_fx.pcf, consisting of a handful of odds-and-ends which may prove useful to mappers, including lava_smoke, dust_ceiling_rumble, flies, leaky_pipe, leaky_roof, pipe_drips, sprinkler_system, steam_jet, steam_low_vent, and lots of variations thereof.

  • Updated Game Instructor:
    • Now has a stylized, team colored background, akin to the one used by game_text_tf
    • Hint text now properly supports localized strings and can include newlines
    • Added filters for class and team to env_instructor hint
  • Updated tf_logic_arena entity:
    • Added RoundTimeOverride keyvalue for overriding round time
    • Added switch_teams keyvalue. If enabled, teams will be swapped around on a new round
  • Updated item_healthkit_small entity:
    • In Arena mode, small health kits assigned to a specific team now have unique assets to signify which team they can be used by
  • Updated tf_logic_domination entity:
    • Added outputs for each team that trigger every time team score updates
  • Updated math_counter entity:
    • Now uses float values for I/O instead of integers
    • Added SetMinValueNoFire and SetMaxValueNoFire inputs
  • Added several math related entities from Mapbase:
    • math_counter_advanced
      • A special version of math_counter with advanced inputs, outputs and keyvalues for advanced operations and specialized calculations
    • math_clamp
      • Clamps input values between the specified min/max, which can be integers, floats or vectors
    • math_bits
      • Performs calculations involving bits and bit operations
    • math_vector
      • Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5"
    • math_mod
      • Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays
    • math_lightpattern
      • Replicates baked light patterns and fires outputs accordingly
    • math_generate
      • Generates numbers from a variety of algorithm, mostly taken from material proxies. (e.g. a sine wave)
  • Ported several soundscapes from Left 4 Dead 2 and Alien Swarm
    • These are in scripts/soundscapes_canada.txt and are unlisted by default. The pack intends to cover unusual environments that weren't adequately covered through preexisting soundscapes, such as for caverns, mineshafts, volcanoes, snowstorms, extremely large interiors, and swamps. It also includes numerous utility scapes that can be used when creating custom ones, and entries are all documented to make it clear how they're meant to be used. Read the file's introduction for more information.
  • Added func_areaportal_oneway to the FGD
  • Added new entries to the game_sounds_tf2c soundscript:
    • Ambient.Lightning_strike
    • Ambient.Thunder
    • Ambient.LargeFanLoop
  • Backported beam_spotlight from Left 4 Dead
  • Implemented OnSuddenDeath output to tf_gamerules

General Changes

  • Boioing and Stomp suicide commands are now properly shown to all players
    • Has unique killfeed text
    • Can be toggled client-side with tf2c_boioing
  • Implemented loadout page grid and pagination
    • Can be toggled via tf2c_loadout_grid
  • Implemented -defaultscheme launch options
    • Allows for loading any custom client schemes. The game will append the value to the file name of the Scheme it loads
    • The default value for Wine/Proton is "linux", so the game will load "resource/ClientScheme_linux.res" instead of "resource/ClientScheme.res" by default
    • For Wine/Proton users, this may break Custom HUDs. For backwards compatibility, passing no values to -defaultscheme reverts to the old behavior
  • The VIP no longer instantly respawns all dead teammates if they change loadout in spawn or use the respawn command
  • Added support for closed captions (currently in English only), by SilentFox03/Kiri
  • The default font for closed captions is now antialiased, and uses Lato
  • Unclamped mat_picmip, r_lod and r_rootlod
  • Added server list refresh button
  • Added mp_scrambleteams_auto_arena convar for autoscrambling even on arena mode
  • Updated bot_teleport command:
    • Passing no arguments will now select a random bot to teleport where the crosshair is aiming, as long as one exists
  • Re-implemented tf_bot_reevaluate_class_in_spawnroom from live:
    • When another player changes class, friendly bots currently inside a spawn room who are that same class will switch to another class
    • Uses same logic as tf_bot_keep_class_after_death set to 0 to evaluate a balanced team roster
    • Respects tf_bot_force_class value
  • Added cl_load_custom_item_schema command:
    • Allows loading any item schema on demand
    • Takes the file name of the item schema as an argument. Please note that the file has to be present inside a /maps folder
    • Not compatible with cl_reload_item_schema. Reuse the command to reload
  • Added cl_print_item_schema_items and cl_print_item_schema_attributes
    • Prints names and IDs for all currently loaded items and attributes the console
    • Use alongside con_filter_text (and con_filter_enable 1) to search for specific lines in the output. Useful when using give_econ or playing on devtest_equip
  • Added tf2c_allow_maptime_reset
  • Added tf2c_sapped_building_outlines
  • Added tf2c_vip_persist
    • If enabled, the player who is the current VIP does not change to another class on round restart
  • Fixed Stickybombs and proximity mines becoming invincible against bullets if they get moved without becoming airborne
  • Fixed mines sinking into func_brush and func_breakable entities
  • Fixed physics projectiles blocking func_door from opening or closing
  • Fixed physics projectiles blocking func_tracktrain movement
  • Removed several old and deprecated Logitech LCD integration features
  • Fixed crash regarding Spywalk indicator elements missing on custom HUDs
  • Fixed crash regarding VIP bots trying to boost teammates who had just disconnected
  • Fixed longstanding issue with Payload HUD causing incorrect control point icon scaling when using minmode HUD
  • Fixed Party Hat/Santa Hat wearables being drawn in first person when spectating
  • Implemented Winter holiday. Can be activated with tf_forced_holiday 3
  • Added support for Steam API chat filtering
  • Chat messages are now shown in color in console
  • Updated cURL to version 8.5.0 to patch some vulnerabilities
  • Added several new attributes
  • Updated localization files
  • Updated medals