TF2 Classified 3.0.12 Update Released

Team Fortress 2 Classified · published · build 24498055

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:

    • Fixed the Cyclops' antenna particle appearing on disabled/invisible viewmodels (#658)

    • Fixed being able to earn the Fuse Refusal achievement using the Cyclops (#945)

  • 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:

    • Dispensers no longer affect ÜberCharge build rate (#60)

    • Fixed leaving Dispenser ranges not properly stopping health regeneration until the player moves much farther away (#954)

    • Fixed players getting double metal from Dispensers when touching them (#978)

  • 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:

    • Fixed missing stair clips (#648)

    • Fixed a nodraw roof in the play area (#630)

    • Fixed incorrect locker skins in all team spawns (#146)

  • 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:

TF2 Classified 3.0.12 Update Released · Team Fortress 2 Classified patch notes · SteamPeaks