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Team Fortress 2 Classified News

TF2 Classified 3.0.7 Update Released

[p]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:[/p][p][/p][h3]General Changes[/h3][hr][/hr]
  • [p]Fixed an issue where the previous update was not applying properly[/p]
[p][/p][hr][/hr][p]If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.[/p]

TF2 Classified 3.0.6 Update Released

[p]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:[/p][p][/p][h3]Custom Weapons Additions[/h3][hr][/hr]
  • [p]Added support for custom soundscripts[/p]
  • [p]Added support for custom particle manifests[/p]
  • [p]Re-implemented [c]trail_effect[/c], [c]trail_effect_crit[/c], [c]explosion_effect[/c], [c]explosion_effect_crit[/c] for custom particles[/p]
  • [p]Re-implemented [c]beam_effect[/c] and [c]beam_effect_crit[/c] for custom Medi Guns and Flame Throwers[/p]
  • [p]Added [c]extra_wearables[/c] keyvalue, allowing for several extra wearables per weapon[/p]
  • [p]Custom attribute and weapon descriptions can now be added without a localization file (#104)[/p]
  • [p]Added [c]item_name_color[/c] and [c]custom_color[/c] keyvalues[/p]
  • [p]Added [c]tf2c_civilian_loadout_slots[/c], allowing servers to add extra slot weapons for the Civilian[/p]
  • [p]Fixed issue where [c]show_in_armory[/c] did not properly hide weapons[/p]
  • [p]Fixed issue where custom projectiles overrode kill feed icons[/p]
  • [p]Added [c]weapon_exclusive_to_holiday[/c][/p]
  • [p]Added [c]sapper_cant_sap[/c][/p]
  • [p]Added [c]mod_set_fire_arrows[/c][/p]
  • [p]Added [c]set_sentry_rocket[/c], which changes the projectile of sentry rockets[/p]
  • [p]Added [c]set_sentry_bullet[/c], which changes the projectile type of sentry bullets[/p]
  • [p]Added [c]mod_outline_on_hit[/c][/p]
  • [p]Added [c]mod_set_beam_range[/c], which changes Medi Gun range[/p]
  • [p]Added [c]mod_set_healbomb_lifetime[/c], which changes Rejuvenator projectile fuse time[/p]
  • [p]Added [c]set_rocket_detonation_mode[/c]:[/p]
    • [p]0 = Explode on contact with walls[/p]
    • [p]1 = Shatters on walls[/p]
    • [p]2 = Bouncy rockets; explodes after 5 bounces[/p]
    • [p]3 = Homing rockets[/p]
  • [p]Added [c]mod_use_custom_ammo_type[/c][/p]
  • [p]Reworked [c]clipsize_increase_on_kill[/c] to take 2 values:[/p]
    • [p]First value sets the amount of ammo on kill[/p]
    • [p]Second value sets the maximum clip size[/p]
  • [p]Reworked [c]explosive_sniper_shot[/c] to take 2 values:[/p]
    • [p]First value sets explosion range[/p]
    • [p]Second value sets explosive damage[/p]
  • [p]Replaced [c]no_tranq_melee_criticals[/c] with [c]tranq_melee_boost[/c]:[/p]
    • [p]0 = Standard damage[/p]
    • [p]1 = Minicrits[/p]
    • [p]2 = Crits[/p]
  • [p]Added [c]mod_ubercharge_cond[/c][/p]
  • [p]Added [c]mod_set_sniper_lazer_sight[/c], adds the MvM sniper lazer to a sniper rifle[/p]
  • [p]Added [c]mod_projectiles_per_shot[/c][/p]
  • [p]Added [c]mod_set_player_scale_on_wearer[/c] and [c]mod_set_player_scale_on_active[/c][/p]
  • [p]Added [c]mod_sustained_fire_accuracy[/c][/p]
  • [p]Added [c]mod_sustained_fire_damage[/c][/p]
  • [p]Setting [c]set_detonate_mode 3[/c] on Grenade Launchers now lets them explode on walls[/p]
  • [p]Fixed issue where some items were not equipable when reloading the schema[/p]
  • [p]Fixed a crash caused by the Wrangler[/p]
  • [p]Fixed issue where [c]can_headshot[/c] did not work on Sniper Rifles when hip firing[/p]
  • [p]Fixed issue where [c]mod_pierce_resists_absorbs[/c] did not pierce Civilian aura damage resist[/p]
  • [p]Fixed issue where [c]fuse_mult[/c] allowed for infinite mine layer mines[/p]
  • [p][c]mod_sniper_zoom_while_jumping[/c] now works with bows[/p]
  • [p][c]wearer_cannot_disguise[/c] no longer prevents disguise on kill[/p]
  • [p]Disguise on kill now automatically applies global disguises in games with 3 and 4 teams[/p]
  • [p]Knives now respect [c]keep_disguise_on_attack[/c][/p]
[p][/p][h3]General Changes[/h3][hr][/hr]
  • [p]Re-added custom textures for bullet shells[/p]
  • [p]Fixed an issue where medals would not appear on Linux servers[/p]
  • [p]Fixed an issue where projectiles would collide with dropped weapons and pickups (#445)[/p]
  • [p]Fixed an issue where Heavy's Sandvich would lose its cooldown if he took damage while eating (#649)[/p]
  • [p]Fixed an issue where the Civilian's minicrit boost did not buff Medi Guns[/p]
  • [p]Bots will now run client commands sent by the player if bot_mimic is on[/p]
  • [p]Ragdoll wearables now inherit cloak value and properly disappear after being fully cloaked[/p]
  • [p]Fixed an issue where healing particles did not respect the team of disguised Spies (#650)[/p]
  • [p]Fixed an issue where the Tranquilized overlay did not properly fade out[/p]
  • [p]Fixed an issue where overlays such as ÜberCharge would hide specific HUD elements[/p]
  • [p]Fixed an issue where the Tranquilized background glow appeared in the kill feed for non-melee kills[/p]
[p][/p][h3]Server Browser Changes[/h3][hr][/hr]
  • [p]Server browser bumps a max of 5 verified servers when first opening it (from 3.0.4 Update)[/p]
  • [p]Servers will not be recommended if there are more than 21 active players[/p]
    • [p]This encourages player seeding, allowing servers to fill up and make way for servers with less players[/p]
  • [p]Custom Weapons server tag will now automatically be applied to a server with a custom item schema[/p]
  • [p][c]type_customweapons[/c] and [c]type_customrules[/c] sv_tags can now be applied by all servers[/p]
[p][/p][h3]Map Changes[/h3][hr][/hr]
  • [p]Updated [c]vipr_chopper[/c]:[/p]
    • [p]Door models are now available for community mappers[/p]
[p][/p][h3]Particle Changes[/h3][hr][/hr]
  • [p]Added Yellow and Green team versions of several live TF2 particles:[/p]
    • [p]Medi Gun beams[/p]
    • [p]Soldier banner buffs[/p]
    • [p]Throwable trails[/p]
    • [p]Ball trails (Sandman, Wrap Assassin)[/p]
  • [p]Fixed Scout extra jump (Soda Popper, Atomizer) particle not spawning[/p]
[p][/p][h3]UI Changes[/h3][hr][/hr]
  • [p]Added default HUD meters for all live TF2 weapons (#666)[/p]
  • [p]Fixed an issue where Shield HUD meter would not appear when wearing a shield (#223)[/p]
[p][/p][h3] Shader Changes[/h3][hr][/hr]
  • [p]Fixed a false-positive warning on VertexLitGeneric[/p]
  • [p]Fixed [c]$detailtint[/c] colorspace for [c]$DetailBlendMode 5[/c][/p]
  • [p]Fixed triplanar shaders using wrong constant register [/p]
  • [p]Fixed triplanar shaders fallback for [c]$seamless_scale[/c] [/p]
  • [p]Fixed [c]$lightwarptexture[/c] behavior on LightmappedGeneric and [c]$lightwarpnobump[/c][/p]
  • [p]Fixed custom-shader-shader using an incorrect alphablending mode for projected textures[/p]
  • [p]Fixed an Issue on AMD & Intel GPUs where glow outlines were not displaying properly[/p]
  • [p]Added emissive-pass [c]$basetexture[/c] opacity support[/p]
  • [p]Added emissive-pass [c]$alpha[/c] & [c]$alpha2[/c] support[/p]
[p][/p][hr][/hr][p]If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.[/p]

TF2 Classified 3.0.5 Update Released

[p]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:[/p][p][/p][h3]Stability Fixes[/h3][hr][/hr]
  • [p]Fixed a number of startup and graphical issues when running the game on Intel graphics cards[/p]
  • [p]Fixed a crash related to kicking idle players[/p]
  • [p]Fixed a crash related to displaying medals in voice chat[/p]
  • [p]Fixed a crash related to firing the Anti-Aircraft Cannon while dead[/p]
  • [p]Fixed a crash on Payload maps with a lot of rollback zones[/p]
  • [p]Fixed a soft-lock when changing your resolution while in full-screen[/p]
  • [p]Fixed a memory leak related to VGUI scheme loading[/p]
    • [p]This fixes fonts getting corrupted after extended play (#42)[/p]
[p][/p][h3]General Changes[/h3][hr][/hr]
  • [p]Added [c]tf_use_circular_weaponspreads[/c] (from Team Comtress)[/p]
    • [p]Allows weapon spread to apply in a circular boundary rather than a box [/p]
    • [p]Disabled by default; servers can enable it to test the effect on game feel[/p]
    • [p]May be adjusted in future patches[/p]
  • [p]Added a large number of convars (under the prefix [c]tf2c_rollback[/c]) for reverting certain game mechanics and behaviors to imitate earlier versions of Team Fortress 2 (from Team Comtress)[/p]
  • [p]Added [c]tf2c_allow_special_suicides[/c][/p]
    • [p]Allowing all players on a server to use otherwise cheat-protected suicides[/p]
  • [p]Added [c]hud_medicautocallersound[/c][/p]
    • [p]Toggles the Medic autocaller's noise[/p]
  • [p]Added [c]mp_scrambleteams 2[/c][/p]
    • [p]Does not trigger a map timer reset[/p]
  • [p]Fixed Medic autocaller sounds playing while the player is not a Medic[/p]
  • [p]Fixed autobalance attempting to place players in teams which aren't active[/p]
  • [p]Added a sound for Cyclops projectiles detonating without triggering a combo[/p]
  • [p]Fixed heal target marker disappearing while using ÜberCharge (community fix from Squid-Eevee)[/p]
  • [p]Fixed an issue where Target IDs weren't displaying building haul prompts[/p]
  • [p]Fixed Engineer toolbox's icon showing as Destruction PDA/missing texture in HUD (#265, #546)[/p]
  • [p]Fixed an issue where environmental deaths could be survived while having damage resistance (#109)[/p]
  • [p]Fixed an issue where Spies could disguise as Civilian in modes where civilian was not enabled[/p]
  • [p]Fixed Spy disguise and undisguise sounds not playing[/p]
  • [p]Fixed Mine Layer kills showing as Stickybomb kills in kill feed[/p]
  • [p]Fixed dropdowns not functioning in the options menu[/p]
  • [p]Fixed Civilian haste boost particle not properly applying[/p]
  • [p]Updated sound cache[/p]
  • [p]Updated localization files:[/p]
    • [p]Added Turkish language support (Hoş geldiniz!)[/p]
    • [p]Added Brazilian language support (Bem-vindo!)[/p]
[p][/p][h3]Gameplay Changes[/h3][hr][/hr]
  • [p]Updated the Nail Gun:[/p]
    • [p]Fixed an issue where the Nail Gun did not have damage ramp up (#488)[/p]
  • [p]Updated live TF2 compatibility:[/p]
    • [p]Dragon's Fury projectiles will now only light models rather than brushes to reduce performance impact[/p]
    • [p]Crusader's Crossbow projectiles will correctly hit teammates instead of passing through them[/p]
  • [p]Spies no longer show speech bubbles while disguised[/p]
[p][/p][h3]Map Changes[/h3][hr][/hr]
  • [p]Updated [c]4koth_frigid[/c]:[/p]
    • [p]Moved the latest map to the actual maps folder (we cannot imagine how this happened)[/p]
  • [p]Updated [c]cp_dustbowl[/c]:[/p]
[p][/p][h3]Material Changes[/h3][hr][/hr]
  • [p]Added a normal map to the Flame Thrower[/p]
  • [p]Fixed selfillum mask on control room consoles[/p]
  • [p]Fixed incorrect alpha channels on several cloud textures[/p]
  • [p]Fixed [c]crosshair6[/c] looking identical to [c]crosshair1[/c] (#506)[/p]
  • [p]Updated Offline Training thumbnail for 4ARENA Flask (#314)[/p]
  • [p]Removed the following materials:[/p]
    • [p][c]player/items/crown_grn[/c][/p]
    • [p][c]player/items/crown_ylw[/c][/p]
    • [p][c]player/items/demo/crown_grn[/c][/p]
    • [p][c]player/items/demo/crown_ylw[/c][/p]
    • [p][c]vgui/achievements/*[/c][/p]
[p][/p][h3]Model Changes[/h3][hr][/hr]
  • [p]Made adjustments to the Medic's wrists (#317)[/p]
  • [p]Added global versions of various gameplay signs[/p]
  • [p]Fixed various models missing skins (#460, #470)[/p]
  • [p]Removed the following models:[/p]
    • [p][c]player/items/civilian/crown[/c][/p]
[p][/p][h3]Mapping Changes[/h3][hr][/hr]
  • [p]Added a black default cubemap (#413)[/p]
  • [p]Added [c]light_directional[/c] to FGD[/p]
[p][/p][hr][/hr][p]If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.[/p]

TF2 Classified 3.0.3 Update Released

[p]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:[/p][p][/p][h3]Balance Changes[/h3][hr][/hr]
  • [p]Updated the Mine Layer:[/p]
    • [p]Reduced projectile speed by 50%[/p]
    • [p]Lowered fire rate by 50%[/p][p][/p]
[h3]New Commands[/h3][hr][/hr]
  • [p]Added [c]viewmodel_offset_x[/c], [c]viewmodel_offset_y[/c], and [c]viewmodel_offset_z[/c][/p]
  • [p]Added [c]viewmodel_offset_pitch[/c], [c]viewmodel_offset_yaw[/c], and [c]viewmodel_offset_roll[/c][/p]
[p][/p][h3]Bug Fixes[/h3][hr][/hr]
  • [p]Fixed an issue where teams could get two Civilians in VIP and VIP Race[/p]
  • [p]Fixed an issue where Rejuvenator projectiles were hitting prop bounding boxes[/p]
  • [p]Fixed an issue where Rejuvenator projectiles were bouncing off of Control Points[/p]
  • [p]Fixed an issue where heals were applying to dead players[/p]
  • [p]Fixed an issue where Medics with an active Über Generator would allow players to be ÜberCharged indefinitely[/p]
  • [p]Fixed an issue where the Über Generator could only stay active for 10 seconds maximum[/p]
  • [p]Fixed an issue where ÜberCharge penalties were not being applied correctly to the Rejuvenator[/p]
  • [p]Fixed issues with UnlitGeneric materials using [c]$selfillum[/c][/p]
  • [p]Fixed an issue where equipping the Anti-Aircraft Cannon made Shotguns use player hulls for hit detection[/p]
  • [p]Fixed Dispensers maintaining overheal[/p]
  • [p]Added lag compensation to Stickybomb-based melees[/p]
  • [p][c]mp_match_end_at_timelimit 0[/c] now properly prevents stalemate at server time limit from triggering (18 year old annoyance!)[/p]
  • [p]Harvester taunt kill now only has a critical hit visual on kill feed and damage feedback[/p]
  • [p]Harvester taunt kill attack now takes 0.1s longer to trigger to better match the animation[/p]
  • [p]Fixed the Dynamite Pack taunt kill achievement triggering on any Dynamite Pack kill[/p]
  • [p]Fixed the Birthday Blowout achievement trigger being able to be spammed on extinguished bomblets[/p]
  • [p]Fixed Harvester decapitation kill icon/logging[/p]
  • [p]Fixed the player being able to reload while taunting[/p]
  • [p]Fixed servers never reading [c]tf2c_avoid_becoming_vip[/c][/p]
  • [p]Fixed tranquilizer darts pinning ragdolls[/p]
  • [p]Added medals to voice chat feed[/p]
  • [p]Reimplemented the ability to force a Spycrab taunt by looking upwards[/p]
  • [p]Made NPC nextbots respect [c]cl_interp_npcs[/c][/p]
  • [p]Ran a pass on streamer mode to ensure player-identifying information is never shown[/p]
  • [p]Refactored disguises to not run on impulse[/p]
  • [p]Added missing stats for the Anti-Aircraft Cannon[/p]
  • [p]Added global variants to gameplay signs[/p]
  • [p]Added global variants to the signs used in Doomsday and Hydro[/p]
  • [p]Added deflected Coilgun kill icon[/p]
  • [p]Added four-team skins to the uniform locker[/p]
[p][/p][hr][/hr][p]If you find a bug or other issue with TF2 Classified, please submit it to our bug tracker.[/p]

Reintroducing the Server Verification Panel

[hr][/hr][p]Hi. It's been an amazing week so far! We’ve been blown away by the number of servers coming online and the amount of players jumping in!

Alongside that excitement, we’ve received a lot of feedback about the server browser and, in particular, the verified server system.

As as reminder to those who weren't around during (or even before) launch: the server verification system is a system we've had in place for nearly 2 years, with the intent of being able to mark servers that are good experiences for players wanting to enjoy TF2 Classified. Verification shows a level of trust, and allows access to rich features not available in the Steam API (currently visible tags, soon to expand).

Today, we’re making changes to how verification works for server hosts: you can now manage it your damn self![/p][p][/p][h2]A NEW WAY TO VERIFY[/h2][hr][/hr][p]Over the weekend, we’ve been hard at work building a new system for server verification, and are happy to announce that it's finally ready.

Server hosts can now log in with their Steam account, choose a provider name, and submit servers for verification directly through a dedicated panel. EMINOMA-appointed moderators will review each submission to ensure it follows our rules. Once approved, the server will be marked as verified.
[/p][p]Verified Server Panel[/p][p][/p][p]If a server doesn’t meet the requirements, you’ll receive a notification on the dashboard explaining why, along with guidance on what needs to be changed. You’re free to make adjustments and resubmit at any time. The Verified Server Panel also includes a full list of rules that verified servers are expected to follow (as well as blacklist criteria that applies to all servers).

If verification isn’t something you’re interested in, no worries, as unverified servers will continue to appear in the server browser as normal.

This new list of verified servers is live, starting today.[/p][p][/p][h2]SERVER BROWSER & STABILITY IMPROVEMENTS[/h2][hr][/hr][p]Over the past week, we’ve also shipped updates to improve server stability and make the server browser experience smoother, including:[/p]
  • [p]\[NEW] Filters now auto-refresh the list of servers[/p]
  • [p]Fixed cases of servers disappearing from the list[/p]
  • [p]Significantly improved scrolling performance[/p]
[p]We’re continuing to work toward feature parity with the legacy server browser. Expect features like tabs and auto-retry to return in the near future.

Additionally, we are also planning on building new moderation tools to help server hosts manage servers more effectively, and players tailor their experiences how they'd like. The hope is to reduce reliance on tools like SourceMod to properly manage servers.[/p]