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Team Fortress 2 Classified News

TF2 Classified 3.0.2 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]Server Browser[/h3][hr][/hr]
  • [p]Significantly improved Server Browser performance[/p]
  • [p]Server Browser now hides servers that do not match the current version of the game[/p]
  • [p]Fixed Server list sometimes disappearing when becoming too tall[/p][p][/p]
[h3]Map Changes[/h3][hr][/hr]
  • [p]Updated VIP Avanti: [/p]
    • [p]Fixed the final control point not triggering final control point warnings from the Announcer while being captured[/p]
    • [p]Even more improvements to collisions on the staircases around the fountain at Final[/p]
    • [p]Adjustments to clipping and detailing to make it easier to jump into the bell tower window from below[/p]
  • [p]Updated VIPR Drizzle: [/p]
    • [p]Fixed an incorrect sign[/p]
    • [p]Fixed a visible nodraw brush[/p]
  • [p]Updated 4PLR Sisyphus: [/p]
    • [p]Adjusted clipping in playable area for smoother movement[/p]
    • [p]Fixed out of map spot by YLW spawn[/p]
    • [p]Adjusted frequency of announcer voice lines[/p]
  • [p]Updated TD Sunnyside:[/p]
    • [p]Fixed bug that occurred where players were not properly being teleported out of their spawns after losing the point[/p]
    • [p]Fixed some chicken stuck spots[/p]
    • [p]Adjusted some small visual errors[/p]
  • [p]Updated CTF Doublecross:[/p]
    • [p]Fixed a large number of lighting bugs[/p]
[p][/p][h3]LUX Shaders[/h3][hr][/hr]
  • [p]Fixed models sometimes not disappear into the fog properly[/p]
  • [p]Fixed WorldVertexTransition phong clobbering registers[/p]
[p][/p][h3]Visuals[/h3][hr][/hr]
  • [p]Tweaked GRN and YLW team objective glows[/p]
  • [p]Updated cubemaps:[/p]
    • [p]Cubemap reflections between viewmodels will now fade between different cubemaps[/p]
    • [p]Fixed some edge-cases where the cubemap reflection on the Tranquilizer Gun was too strong[/p]
    • [p]Removed cubemap reflection from the Flare Gun viewmodel[/p]
[p][/p][h3]HUD[/h3][hr][/hr]
  • [p]Properly added Colorblind Mode to settings (adds patterns to players from different teams, try it out!)[/p]
  • [p]Overhauled Discord RPC icons[/p]
  • [p]Adjusted size of individual killfeed entries[/p]
  • [p]Added avatars to voice chat[/p]
  • [p]Fixed avatars in vote menus[/p]
  • [p]"Right Click to Enable" now disappears after right clicking on the scoreboard[/p]
  • [p]Fixed Civilian showing up on class select menu after joining a server previously where special classes were enabled[/p]
  • [p]Fixed wrong Jump Pad string appearing for Jump Pad B when not built.[/p]
  • [p]Adjusted tip box on spectator to fit better on 4:3[/p]
  • [p]Updated Main Menu:[/p]
    • [p]Fixed issue where audio would become extremely quiet after a music track finished playing[/p]
    • [p]Added Latest Update and Bug Report buttons to the main menu[/p]
    • [p]Updated default config to include bindings for spectators and for slots 6-10[/p]
  • [p]Updated Target IDs:[/p]
    • [p]Fixed avatars appearing on secondary Target ID when setting is on "None" or "Friends Only".[/p]
    • [p]Fixed Target IDs sometimes changing in size when text updates as Spectator[/p]
    • [p]Fixed Target ID still showing Medi Gun status on dead players[/p]
  • [p]Updated Nemesis and Domination:[/p]
    • [p]Various adjustments to account for GRN and YLW teams[/p]
    • [p]Fixed an issue where Nemesis particles would be unconditionally removed on team swap[/p]
[p][/p][h3]Miscellaneous[/h3][hr][/hr]
  • [p]Fixed several achievements being unobtainable[/p]
  • [p]Fixed issue where custom item schemas did not flush/reset upon disconnecting from a server[/p]
  • [p]Fixed loadouts failing to update for players with high latency[/p]
  • [p]Fixed initial player health not respecting modified max health value from equipped weapons[/p]
  • [p]Fixed an exploit that allowed players to reset their weapons by switching classes while outside of their spawn[/p]
  • [p]Fixed various missing VIP announcer voice lines [/p]
  • [p]Revenge/Domination handler now respects assister and the speaker[/p]
  • [p]Raised max weapon clip limit to 65535[/p]
  • [p]Fixed a crash related to the Rejuvenator's Über Generator[/p]
  • [p]Fixed a crash related to the Civilian's heal aura[/p]
  • [p]Fixed various crashes regarding weapon icons in ammo HUD[/p]
  • [p]Fixed linking the wrong engine binaries on dedicated servers[/p]
  • [p]Updated localization files[/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]

Team Fortress 2 Classified (formerly Team Fortress 2 Classic) has launched on Steam

Team Fortress 2 Classified (formerly Team Fortress 2 Classic) is a mod for Valve's Team Fortress 2 updated with refreshed visuals, new game modes and more.

Read the full article here: https://www.gamingonlinux.com/2026/02/team-fortress-2-classified-formerly-team-fortress-2-classic-has-launched-on-steam/

TF2 Classified 3.0.1 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]Localization[/h3][hr][/hr]
  • [p]Implemented Russian localization (Извините, мы забыли!)[/p]
    • [p]Restart your Steam client for the option to appear[/p]
  • [p]Implemented Simplified Chinese closed captions[/p]
  • [p]Updated the localization files[/p]
[p][/p][h3]Server Browser[/h3][hr][/hr]
  • [p]Temporarily disabled "friends playing" indicators while we are investigating bugs with the Steam API[/p]
  • [p]Attempted a fix for refresh button sometimes not working properly[/p]
  • [p]Sorting by player count no longer includes bot count[/p]
  • [p]Implemented thumbnail precaching[/p]
[p][/p][h3]Crash Fixes[/h3][hr][/hr]
  • [p]Fixed a crash when rendering healing combat text[/p]
  • [p]Fixed a crash with tracking on-kill achievements[/p]
  • [p]Fixed a crash with translucent renderable sprites[/p]
  • [p]Fixed a potential crash with missing scoreboard medals[/p]
  • [p]Fixed a potential crash upon cleaning up the control point icon HUD[/p]
  • [p]Fixed a potential crash when smooth scrolling through the menus[/p]
  • [p]Fixed crashes regarding Medic callers, grenade trails and the flamethrower particle[/p]
  • [p]Fixed crashes with disguised spy Target IDs with an invalid disguise target/weapon[/p]
  • [p]Fixed crashes when initializing stock weapons in the inventory manager[/p]
[p][/p][h3]Performance Improvements[/h3][hr][/hr]
  • [p]Lowered player position precision back to default as we're investigating networking issues[/p]
  • [p]Removed shadows from grenade projectiles[/p]
  • [p]Limited max shadows to 32 by default[/p]
[p][/p][h3]Miscellaneous[/h3][hr][/hr]
  • [p]Fixed 4PLR Sisyphus's server browser thumbnail and mission briefing photos being VIP Trainyard[/p]
  • [p]Fixed Antialiasing option "None" always being detected as valid, thus not being selectable[/p]
  • [p]Fixed Spies being able to disguise as inactive teams[/p]
  • [p]Fixed user sprays being unable to be set via the options menu on Linux[/p]
  • [p]Fixed Control Points opening too early on some Arena maps[/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]

Team Fortress 2 Classified is Out Now

[hr][/hr][p]Hi! Yeah, this is weird for us too. After an exhausting year of porting, which followed an exhausting half-decade of legal uncertainty, Team Fortress 2 Classified is now available on Steam!

https://tf2classified.com/steampowered[/p]

PSA for Server Hosts

[p]Hello! Before we launch, we wanted to give a basic rundown of how server hosting will work in Team Fortress 2 Classified. We're expecting a lot of new faces and have made a lot of changes, so even if you're a seasoned server hoster, this is still worth the read.[/p][p][/p][h2]MANUAL VERIFICATION[/h2][hr][/hr][p]For those newer to TF2C, we run a manual server verification program. Essentially, so long as your server is stable and well-maintained, you can use our verified servers page and request verification. If passed, your server will be marked with a "Verified" tag in-browser, which lets new players know that your server is a good experience, and allows us to grant trusted hosts access to rich features.

If you don't pass verification or don't want to apply, don't worry—your server will still appear in the browser just fine, viewable and playable by everyone. We don't blacklist servers outside of the most extreme scenarios, such as hosting malware or illegal content. We don't intend to police servers heavily, but just know that it pays to play nice.[/p][p][/p][h2]SERVER BROWSER[/h2][hr][/hr][p]As we mentioned briefly a few months ago, our server browser has gotten a complete facelift! While we plan to overhaul it further in the future, for now it should be far easier to find servers to play on that suit your preferences.
[/p][p][/p][p][/p][h2]SERVER TYPE TAGS[/h2][hr][/hr][p]Come launch, servers can advertise themselves more accurately in-browser thanks to our new server type tagging system. After getting your server manually verified, simply setting a special tag in your [c]sv_tags[/c] allows your rulesets to be displayed front and center on the server browser!

After discussing with existing hosters, we've settled on a small list of type tags for launch, with the opportunity of easily expanding this system in the future as needed:[/p]
  • [p][c]type_customrules[/c] - For servers which make drastic changes to the base ruleset, such as globally enabling the Civilian, bunnyhopping, or custom gamemodes such as Engineer Fortress or TF2Ware. This does not apply to smaller changes such as fixed spread or random crits.[/p]
  • [p][c]type_customweapons[/c] - For any server that heavily modifies the item schema. This includes custom weapon packs, rebalance packs, and throwback servers.[/p]
[p]At launch, this will run on an honor system, and as such will only be open to verified servers. In the future, we may look into automating this system. We would love to hear feedback from server hosts post-launch.[/p]