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TTT ClassicNews2 September Patch
In-game event

2 September Patch

TTT Classic · published 2 Sep 2026, 05:10 UTC · build 25072644

All newsPlayers around this dateRead on Steam

This update's most notable change is for porting maps: the map entity-file system (the one used to add TTT-specific entities and tweaks to maps without recompiling them) gained several new abilities: You can now copy an existing brush from the map into a new visible entity, add invisible collision-only walls anywhere with the new ttt_clip entity, and target entities to modify or remove by using a compiled model name or by the nearest position to a point, instead of only by targetname or exact origin.

Three new entities were also added: ttt_loudspeaker relays voice chat to scattered PA-style points around a map, ttt_random_delay fires a target after a randomized delay, and ttt_blood lets a map override the color and decal texture of blood players leave behind.

Servers can now push more than one Workshop addon to connecting clients at once (previously only a single custom map could be sent), but these addons CANNOT replace stock mod files. They can only add additional ones.

On the gameplay side, servers get new settings: ttt_starting_equipment (and per-role variants) to customize what players spawn with, ttt_damage_multiplier to scale all damage, and ttt_player_collision to toggle whether players physically block each other. Defusers can now disarm tripmines as well as C4, the Ricochet Disc charge can be canceled with Reload, and C4 positions are now shown during Waiting for Players (and to dead players who already know traitor info).

The rest is mostly reliability work: more consistent avatar and Steam ID handling across the scoreboard, corpse icons, and voice chat, a new Viewmodel FOV/Viewmodel vertical position setting, and a handful of bug fixes covering corpses, detective body-searching, achievements, and a few mapper-facing entity bugs.

The Mapping and Entity Editing guides have been updated with all these changes.
https://steamcommunity.com/sharedfiles/filedetails/?id=3750177826
https://steamcommunity.com/sharedfiles/filedetails/?id=3750179485


Map Maker & Entity Updates

  • Entity Files: You can now render an existing compiled brush as a new entity by setting its model key to that brush's model reference (e.g. *47). Use func_wall for a solid copy or func_illusionary for a walk-through one. There's no way to build brand-new brush shapes this way, only copy ones the map already compiled.
  • ttt_clip (new): An invisible collision volume, placed only through an entity file (not available in a map editor). Blocks players, monsters, and projectiles like a solid wall but has no visible model. Supports a custom mins/maxs bounding box (defaults to a 32-unit cube), and can be toggled on/off via Use if given a targetname.
  • modify/remove blocks: Can now match a target entity by model (its exact compiled brush model, e.g. *137) or by near (the entity of that classname whose bounding-box center is closest to a given position) in addition to targetname/origin. near is usually the easiest way to target a specific brush entity without a map viewer/decompiler. Just stand next to it and use getpos. A new + prefix (e.g. +targetname) lets a modify block set one of the reserved filter keys as a literal keyvalue, most commonly to give a targetname to an entity that doesn't have one yet.
  • ttt_loudspeaker (new): Relays nearby players' voice chat to a network of scattered point entities elsewhere on the map (PA-speaker style). Configurable pickup radius (around the loudspeaker) and speaker radius (around each relay point).
  • ttt_random_delay (new): Fires its target after a random delay, re-rolled between a configurable Min Time and Max Time on every trigger. Supports Fire Once and Cyclic (auto-repeating) modes, and can be canceled mid-delay without disabling the entity.
  • ttt_blood (new): Overrides the wall/floor blood decal texture and/or the in-air blood spray color players leave behind when hit. Only one is used per map. Doesn't affect monster blood.
  • Require Line of Sight spawnflag: Added to func_door, func_door_rotating, func_button, func_rot_button, momentary_rot_button, button_target, func_pushable, func_tankcontrols, func_healthcharger, monster_barney, and monster_scientist. Off by default (these entities can normally be +used through thin walls). Enable it on a specific instance to require that a player has a clear line of sight to +use it.
  • Fixed env_state not resetting to its initial state when the round restarts.
  • Fixed env_state trying to fire a target/sound key that was left blank.
  • Fixed multimanager entities incorrectly re-firing their targets when the round restarts.
  • Fixed monstermaker spawning monsters infinitely instead of respecting its limit, when that limit was set to exactly 1.
  • Custom map overview images (overviews/mapname.txt/.bmp/.tga) are now automatically precached if present, so they no longer need an extra workaround to show up in-game.

Gameplay & Mechanics

  • Server Settings:
    • Added ttt_starting_equipment (and per-role ttt_starting_equipment_innocent/_traitor/_detective) cvars, letting servers customize what weapons/items every player spawns with.
    • Added ttt_damage_multiplier to scale all damage players take.
    • Added ttt_player_collision to control whether players physically collide with and block each other.

  • Weapons & Equipment:

    • Defusers can now disarm tripmines, not just C4.
    • The disc launcher's charge can now be canceled by pressing Reload.
    • The flaregun can now ignite players during post-round deathmatch.
    • The Teleporter can now be used during Waiting for Players and the post-round period.

  • Rounds:

    • C4 positions are now shown to all players during Waiting for Players, and to dead players who already know traitor info.

Visuals & UI

  • Added Viewmodel FOV and Viewmodel Vertical Position sliders under Settings > Video, letting you customize your held-weapon's field of view and vertical position. Viewmodel FOV now also stays consistent regardless of your default_fov setting.
  • Hovering over an achievement notification in chat now shows its details.
  • Steam Avatars now show throughout the UI in LAN mode.

    • Disguise/radar HUD info no longer shows while spectating.

    Workshop Addons

    • Servers can now send multiple addons to clients at once (previously limited to a single custom map).
    • Server-provided addons cannot overwrite one of the game's own stock files.

    Maps

    • Updated ttt_747: added a ladder to the vent, added a flashlight, removed some seats and doorway-blocking props, fixed some brushes, and increased the duration of the lights-out trap.
    • Updated the TTT entity overrides for as_oilrig and rock2.

    Technical & Bug Fixes

    • Fixed body-search results being completely overwritten instead of merged when a corpse is searched by a detective.
    • Updated the "Free Falling" achievement to be awarded to the killer instead of the victim.
    • Fixed C4, radios, tripmines, and decoys attached to surfaces being movable by trigger_push.
    • Fixed a weapon-switching bug.
    • Fixed corpses (and dying players) sometimes ending up with invalid bone data.

    Other

    • Updated community translations.
    • Fixed tripmines using the C4 hold/deploy animation instead of their own. Player models now include dedicated tripmine animations.
    More from TTT Classic

    Other announcements

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