An update to Team Fortress 2 Classified has been released. The update will be applied automatically when you restart Team Fortress 2 Classified. The major changes include:
General Changes
Added Italian language support
All explosions (rockets, heal grenades, etc.) now have leniency to prevent them from being eaten by stairs or small ledges
Players that die during setup time or 6 seconds after spawning will now respawn with instant wave time
Server hosts can control this behavior with tf2c_spawncamp_window_default ConVar
Added a new key spawncamp_window_override to tf_gamerules entity to allow map authors to override this behavior for their maps
Reintroduced mp_scrambleteams_mode, allowing server hosts to use different algorithms for balancing the teams on scramble
0 (default) is score/connection time ratio, 1 is kill/death ratio, 2 is score, 3 is class, 4 is random
Modes 0/1/2 operate in two passes, the first tries to even out the teams based on the scoring mode, the second is a "class pass" that looks for any cheap swaps to even out team composition
Scrambles can be automatically triggered at round end based on team-level score differences, win streaks, or lack of objective progress in a round
mp_scrambleteams takes "3" and "4" as arguments, for scrambling without restarting the round, and for scheduling a scramble at the start of next round, respectively. Mid-round scrambles attempt to move as few people as possible to balance the teams
Certain players will be ignored by scrambles, such as VIPs, Medics with full charge, or Engineers with nests up
Vote-derived scrambles don't restart the round by default
Depending on how they're written, this may interfere with existing scrambling plugins, if you run into any issues as a server host then try disabling your plugin first
Autobalance no longer gives up if the first three people it checks on a team are all alive
Reimplemented ejected casing and shell sounds
Fixed the Pistol and SMG only ejecting one casing during continuous fire in third-person
Player models now blink again
Added one new default spray
Default sprays are now randomized when launching the game for the first time
Fixed a startup crash related to Sentry crash reporting
Fixed a crash in PD and RD gamemodes related to more than 4 pickups being active at once
Fixed a crash caused by the Meteor Shower Halloween spell (#835)
Player ranks now use a new endpoint
lastdisguise now remembers if you were disguised as the enemy team or your own team, instead of restoring your previous disguise even after a team switch
disguise now accepts -2 as a value to disguise as your own team again
Item meters now get filled when dispatching impulse 101
Fixed GRN and YLW players being able to airblast others or be airblasted during truces
Fixed attacks on GRN and YLW players during truces creating blood (despite not doing damage)
Fixed tournament mode not being able to start if inactive teams (ex. GRN and YLW when only RED and BLU are playable) aren't ready
Fixed GRN and YLW players being able to use some restricted gameplay commands freely (#508)
Fixed tf2c_vip_low_health_warning not working on servers (#788)
Fixed an issue where you could join an invalid class when tf2c_allow_special_classes was enabled (#841)
Readded sayecho ConCommand (#941)
Readded tf2c_maxspeed ConVar
Added tf2c_disable_proximity_voice ConVar, for server hosts
Exposed r_FadeProps ConVar
Readded FlagGlowColor material proxy (#981)
Fixed tf2c_resupply_cabinet_sounds not working on servers (#955)
Sentry Guns now use particle bullet tracers (#957)
Mini-Sentries and certain Energy Weapons can now use GRN and YLW particles
Fixed nail projectiles sometimes being invisible
Fixed beach balls and other models using jigglebones becoming invisible when shot at (community fix from Joey Cheerio)
Fixed being able to push physics-based projectiles with +use
Fixed arrow-based projectiles changing direction when entering water (community fix from Bradasparky)
Fixed the Sapper's needle on the viewmodel not moving when highlighting a building
Fixed Arena rounds starting instantly when at least two players are present
Fixed kill_roulette ConCommand not working after last update's security fixes
Updated the localization files
Weapon Changes
Updated the Flame Thrower:
Flames now use lag compensation, like hitscan, so targets are rewound to align with where the Pyro is visibly aiming
This should make the Flame Thrower feel consistent regardless of ping
Rockets, grenades, and other derived projectiles can now be "rewound" (lag compensated) on airblast based on what the Pyro sees, just like players have always been
Airblasted enemies now have less air control again when trying to move back towards the Pyro; meaning it should now be easier to airblast people off cliffs
Rebased on the latest changes from Team Comtress 2, including:
Flames now more accurately distinguish between dense clumps of fire and stray particles, scaling down by their heat over time as they become stale
Fixed an exploit that allowed users to maintain full accuracy by puffing short bursts
Fixed alignment with tickrate that was causing inconsistent application of damage
General tweaks to DPS and scaling
Updated the Twin Barrel:
Fixed the Twin Barrel not using its third-person reloading animation (#351)
Updated the Cyclops:
Updated the Coilgun:
Fixed being able to stall charging indefinitely by holding alt-fire (#926)
Updated Medi Guns:
Fixed Haste and Mini-Crit buffs from the VIP not affecting heal rate properly (#716)
Updated the Rejuvenator:
Über generator now smoothly expands and fades out on end
Fixed heal grenades colliding and exploding with other projectiles
Fixed the Rejuvenator ÜberCharge area not actually being a sphere (#198)
Fixed the Rejuvenator applying overheal inconsistently (#242)
Fixed the Rejuvenator being able to consume ammo packs when its clip is not full (#554)
Fixed heal grenades not making sounds when exploding (#703)
Fixed heal grenades not being affected by heal rate modifiers (ex. Shock Therapy's downside) (#717)
Fixed the Rejuvenator not using its third-person reloading animation (#759)
Fixed an issue where activating ÜberCharge with the Rejuvenator would show a notification saying you cannot be invulnerable while carrying enemy intelligence (#862)
Fixed killing a fully-charged Rejuvenator Medic not counting as "dropping" them
Updated the Tranquilizer Gun:
Fixed the slowing effect ending early on the second time an enemy is hit in a given life
Updated Dispensers:
Updated Nail projectiles (Nail Gun and Syringe Gun):
Projectiles are now lag compensated, so they should match client visuals that were previously desynchronized from the server, and feel consistent regardless of ping
Map Changes
Updated 4koth_frigid:
Updated pl_goldrush:
Added collision around certain wooden barrier props
Increased the outer fading angle on lights using the lamp001 prop
Enabled generated lightmaps on various props
Tweaked soundscapes around the map
Fixed props rendering over certain respawn room visualizers
Fixed issues with lighting in various spots around the map
Optimization improvements
Updated vip_harbor:
Fixed misaligned road decal near BLU's first spawn
Removed plumbing for a flickering light that never worked anyways
Updated arena_ravine:
Fixed erroneous cubemap placement in spawn side room
Updated vip_badwater:
Fixed display name being "Badwater" instead of "Badwater Basin" (#966)
UI Changes
Engineer's metal changes now batch on the HUD
Added display of per-player voice volume percentage in Mute Players dialog
The next level will now display above the scoreboard, if set
In the intermission before the server changes level, you can now see information about the enemy team(s) in the scoreboard
Fixed "spectate" button not working on the scoreboard (#878)
Fixed underscore (_) character not displaying on certain screen resolutions on Windows (#161)
Fixed some extended font glyphs not displaying properly (#574)
Votes now appear with a timer to show how long until they expire, colored if it's a vote localized to only your team
Voting sounds will no longer stack (#478)
Fixed votes sometimes having the properties of a Yes / No vote when they shouldn't
Fixed votes sometimes appearing empty (#264)
Fixed avatars on votes not respecting Streamer Mode
Fixed Capture the Flag HUD not working properly when spectating (#951)
Fixed Capture the Flag notifications not always matching the color of their corresponding flag
Fixed the ÜberCharge overlay appearing as a missing material when spectating somebody on the spectator team in first-person (#762)
Fixed wearables not updating their bodygroups in the Loadout menu when equipped (#397)
Fixed Dynamite Pack defusals showing up as player deaths in the kill feed
Fixed the Arena win panel not displaying the winning team's name correctly
Fixed non-Sentry Gun buildings not properly displaying as upgrading in some cases (#756)
Custom Weapons
Fixed melee deflect attributes only deflecting friendly players and projectiles
Fixed mult_minigun_spinup_time attribute being applied twice
Scripting Changes
Updated to Squirrel 3.2, matching live Team Fortress 2
Added int C_BasePlayer::GetUserID( void ) script function
Fixed damage_blocked event not firing for ÜberCharge
Material Changes
Added train boxcar textures for RED, BLU and neutral
Updated YLW invulnerability textures
Updated funny gibs texture to be higher resolution
Model Changes
Updated player gib models:
Removed root bone at the model origin
Flame particles can now be attached without a hitbox encompassing the mesh
Fixed head gib jaw jigglebones not opening up properly when flying away
These changes are live now. If you'd like, you can support ongoing development of TF2 Classified by:
