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__ | ||
<div style="clear: both"></div> | <div style="clear: both"></div> | ||
== Changes == | == Changes == | ||
=== Important Changes === | === 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.''' | ||
| Line 16: | Line 27: | ||
=== Weapon Changes === | === 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]]: | |||
** 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 | |||
* 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]]: | |||
** Reduced [[cloak]] penalty when damaged while [[cloak]]ed to -10% (from -15%) | |||
** Reduced [[cloak]] capacity penalty to -40% (from -50%) | |||
=== 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 | |||
=== Map Changes | ** Skylight is now emulated more accurately using light_directional | ||
Updated [[koth_frigid]] (Wheat): | ** Reflectivity has been increased, making many interiors slightly brighter and more colorful | ||
*Added a new dropdown route that leads from the rooftop to the side flank | ** Many props using the wrong team skin have been adjusted | ||
*Added reflections to various surfaces that didn't have them before | ** The lightmap scale across the map has been adjusted, making it less detailed in distant/inaccessible areas and far more detailed in gameplay spaces | ||
*Added parallax corrected cubemaps to most of the map | ** Most lights have been reconfigured to add greater contrast and visual interest to area | ||
*Increased detail on several brush-based decorations | ** 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. | ||
*Vents now drop down into the hallway below instead of leading to mid | ** Many stairs are now blockbulleted for better explosion handling | ||
Updated [[pl_jinn]] (14bit, abp): | ** Disabled collision on hanging lamps across the map | ||
*Reworked the track's path and surrounding geometry near the final point | ** The tonemap has been adjusted to make sunlit concrete materials no longer blinding | ||
*Reduced the number of crouch-jumps required to navigate final | ** Imprisoned cow | ||
*Reduced Red's spawn time at final to 9 seconds (down from 10) | ** Reduced map file size | ||
*Added dynamic team-colored lights to the [[Payload]] checkpoints (as seen on [[Lakeside]]) | * Updated [[vip_badwater]] (newgreenshoot): | ||
*Added parallax-corrected cubemaps | ** Fixed broken-looking shadows on players and dynamic props | ||
*Fixed the finale kill trigger not disabling properly | ** Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights | ||
*Miscellaneous ammo and health pack adjustments | * Updated [[dom_hydro]] (newgreenshoot): | ||
*Miscellaneous lighting and visual fixes | ** Updated [[water]] material to be more similar to [[tc_hydro]] | ||
*Miscellaneous clipping adjustments | ** Brightened up many areas around the map to aid in player visibility | ||
*Reduced map file size | ** Synchronized the parallax_obb brushes with [[tc_hydro]], for nicer vent reflections | ||
Updated [[cp_powerhouse]] (newgreenshoot): | * Updated [[ctf_2fort]] (newgreenshoot): | ||
*Sun angle has been rotated to match the skybox | ** Slightly adjusted lighting around the map, and fixed some previous lighting errors | ||
*Team-colored lights have been added to the control points, reflecting the point's owner | ** Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken) | ||
*Cubemaps across the map are now parallax-corrected | ** Added parallax correction for spawnroom floors across the map | ||
*The river now uses a new, custom water material, using our new shader | * Updated [[pl_frontier_final]] (newgreenshoot): | ||
*Volumetrics have been added to a few windows across the map | ** Fixed various displacement seams | ||
*Skylight is now emulated more accurately using light_directional | ** Adjusted some displacements outside of BLU's first spawn to look more natural | ||
*Reflectivity has been increased, making many interiors slightly brighter and more colorful | ** Some boulders are no longer hovering above the ground | ||
*Many props using the wrong team skin have been adjusted | ** Many, many lighting fixes | ||
*The lightmap scale across the map has been adjusted, making it less detailed in distant/inaccessible areas and far more detailed in gameplay spaces | ** The runoff puddle outside of BLU's spawn now uses the same modern water material as [[tc_hydro]] | ||
*Most lights have been reconfigured to add greater contrast and visual interest to area | ** Restored cubemaps, and added parallax correction for the floors in RED's final spawn | ||
*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. | * Updated [[pl_upward]] from f10 to f12 (refresh.tf/Hamn): | ||
*Many stairs are now blockbulleted for better explosion handling | ** Added back occluders from stock [[Upward]] | ||
*Disabled collision on hanging lamps across the map | ** Added more hints, areaportals and occluders for optimization | ||
*The tonemap has been adjusted to make sunlit concrete materials no longer blinding | ** Redone skybox brushes for optimization | ||
*Imprisoned cow | ** Changed the doors in dropdown to never be opened after closing | ||
*Reduced map file size | ** Changed the doors in dropdown from silent to making a sound when closing | ||
Updated [[vip_badwater]] (newgreenshoot): | ** Fixed detail brushes flickering on 1st point | ||
*Fixed broken-looking shadows on players and dynamic props | ** Fixed some lighting issues | ||
*Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights | ** Fixed some props and brushes being solid | ||
Updated [[dom_hydro]] (newgreenshoot): | ** Fixed water brushes in skybox with various cubemaps | ||
*Updated [[water]] material to be more similar to [[tc_hydro]] | ** Fixed unoptimized visleaves next to the hill | ||
*Brightened up many areas around the map to aid in player visibility | ** Fixed floating barrel near 2nd | ||
*Synchronized the parallax_obb brushes with [[tc_hydro]], for nicer vent reflections | ** Improved clip alignment under balcony on 3rd | ||
Updated [[ctf_2fort]] (newgreenshoot): | ** Added blockbullets in front of window and dropdown-elbow | ||
*Slightly adjusted lighting around the map, and fixed some previous lighting errors | ** Added resupply sign on last RED last spawn | ||
*Updated the basement floors for each team to be properly reflective (after the cubemaps on them were previously broken) | ** Reduced t-junctions and edict usage | ||
*Added parallax correction for spawnroom floors across the map | * Updated [[dom_oilcanyon]] (Waugh101): | ||
Updated [[pl_frontier_final]] (newgreenshoot): | ** Detail has been increased on and around cliff faces across the map | ||
*Fixed various displacement seams | ** Detail has been increased in the skybox terrain and foliage | ||
*Adjusted some displacements outside of BLU's first spawn to look more natural | ** Various skybox details have been tweaked to appear slightly more true-to-life | ||
*Some boulders are no longer hovering above the ground | ** Capture Point C's building has been modified to appear more visually interesting | ||
*Many, many lighting fixes | ** Multiple BLU buildings have been changed to better fit BLU's design language | ||
*The runoff puddle outside of BLU's spawn now uses the same modern water material as [[tc_hydro]] | ** Various structures have been subtly tweaked to increase consistency between them | ||
*Restored cubemaps, and added parallax correction for the floors in RED's final spawn | ** Minor optimization improvements | ||
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 | |||