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How Many Downloads Does Old Animations Mod Have

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June i, 2022 - TF2C Team

Hello everyone.

We'd like to let everyone know that at that place's been no response dorsum from Valve, and that nosotros plan to re-open downloads to the public. In doing so, we'd also similar to update anybody on what's been happening.

Behind THE SCENES
Every bit we've mentioned in the past, we had gotten in contact with Valve about a few questions regarding TF2 Sourcemods. In detail, about their stance on opposite-engineering, as the Open Fortress team was working on a contrary-engineered TF2 base of operations to utilize in place of the 2008 leaked source code that most TF2 mods at the moment use.

In short, their response stated that, while the Software Service Agreement allowed for modding to a sure extent, it both does not utilise to the leaked code, and forbids the use of reverse-applied science. As such, they asked usa to "end distributing opposite engineered or leaked code, including anything compiled using that code or otherwise derived from information technology."

In the aforementioned email, Valve made it clear to u.s.a. that they recognize and capeesh the creativity and motivation of the TF2 customs, and were internally discussing the best mode to let us express information technology. They asked united states of america if we were interested in releasing our projects in the course of a mod on Steam, which would have required work from both parties.

We sent them a response confirming that we would suspend downloads, alongside stating that we were very much interested in a Steam release, forth with a few questions.

Unfortunately, Valve has not responded to united states in any course, despite us trying various ways to contact them after this initial e-mail. Due to the lack of response, we've tried contacting them in multiple dissimilar means, including through Steam support. On March 10, around 6 months later on their last respond, we decided to send a final email announcing that we program on opening our downloads back up until they re-affirm that they want us to go along them downwards. So our reasons for re-opening are due, in short, to the lack of response from Valve.

HOW THIS AFFECTED US
Information technology's very of import to let everyone know this has been very hard for our developers. Anybody'southward been worried that all the work we've done would be for null. We've been hard at piece of work on a proper content update that includes new weapons, maps, quality of life changes, and the likes. Nosotros plan to show off some content at some point in the hereafter, though getting the avails in a presentable state is currently proving hard for us, over at Eminoma.

For context, we'd like to let anybody know that for the past two years or and so, nosotros've run dry out on finding team members who can create assets for the mod, such every bit: weapon concepts, weapon models and textures, map textures, and map art-passing. We could really use some aid in existence able to get weapons and maps done. We had tried reaching out in the past, merely only had a scattering of applicants who could help us out.

This all said, nosotros're incredibly thankful for the developers on our team who've created what they can for the mod, even when times have been tough for united states of america. We'd merely like to accept more folks who can help carry the weight of asset creation. We'd too similar to express our gratitude to Valve for giving the TF2 Sourcemod community the hazard to create these projects to begin with.

We don't want to push any arraign onto Valve. We mean Valve no ill will, and we'd appreciate if the TF2 modernistic customs would do the same. As stated before, we do program to have our downloads back down, if and when Valve replies dorsum to united states with anything concrete.

Closing THOUGHTS
Thank you all for sticking with u.s. through these terminal 8 months. Information technology's been hard on everyone - both our developers and you guys. We hope to share some of what we've been working on with you quondam in the time to come.

Recollect that the only official news regarding our mods will be coming directly from us and not anyone else. Please do non harass Valve over anything that has happened, nosotros don't believe they meant any impairment in trying to aid us out. Thank y'all.

"Happy Anniversary... to The states!" 2.0.3 Patch Release

July 4, 2021 - TF2C Team

Happy Altogether, Squad Fortress 2 Archetype! We sure hope you weren't celebrating the ceremony of anything else today, considering the official release of TF2Classic, along with The Death & Taxes Update, dropped exactly one yr ago! It's been a long year for all of us, and while we're still difficult at work on future content, we appreciate that so many of you have stuck around since release, and that so many more have trickled in this past twelvemonth.

Every bit a show of appreciation, we've gone dorsum on the but unpopular update we've ever released: changing the VIP variant of Badwater from night to day! That's right, Badwater is night time once again! Originally, nosotros brought back daytime to address visibility issues; some parts of the map, especially outdoors and under cliffs and balconies, were too dark and muddy without a strong source of natural light, and players' team colors could get lost in the shadows. But with help from Savva (one of our community contributors), we've lit Badwater upwards enough to brand players stand out, without ruining what made it wait special. Beneath are example comparisons of each version, in guild of when they were changed.

[​IMG]

Nosotros know this isn't much on its own, and we can tell yous're eager for more than content. With our next update, you'll be seeing some proper new weapons and overdue quality-of-life features. Hither's an anthology of sly teaser pictures, as if to say, "Nosotros promise nosotros're working on stuff, please don't leave!"

[​IMG]
[​IMG]

And don't worry, we're still working on maps. Exercise yous dearest Four-Team, just find you've grown numb to Hydro and Flask? Then we've got bad news: betwixt its freezing temperatures and its broken, mercenary-sized air duct arrangement, this Antarctic map will probably exit yous numb to the core!

[​IMG]
[​IMG]
[​IMG]
[​IMG]

Let'south exist articulate, once again, the only content being added with this anniversary update is Night-Time Badwater. Everything else shown today is only a little gustatory modality of our modernistic's future. Happy Birthday!

Equally far as time to come game-modes go, nosotros're working on things internally, but we aren't ready to release any future plans or a road map yet. (This means "don't ask the developers nigh it when you lot run across them in-game!") Merely know that we haven't started work on the "Overpowered" game-style even so. First, nosotros want to drib a big update with content that'll last; we don't desire to starting time working on Overpowered until we know that we can dedicate ourselves to information technology long-term, and that the community tin can be left alone for a while with the content they've got. With that in mind, stay tuned.

Here'south to many more than years, and many more updates, for Squad Fortress 2 Classic. Thanks for being a role of this, and we promise yous continue to be a office of our community while we work on hereafter updates!

2.0.2 Patch Release

May 21, 2021 - TF2C Team

The two.0.2 Patch to Squad Fortress 2 Archetype has been shipped. To download the update to TF2Classic, open up the TF2Classic Launcher executable within the tf2classic folder, and press the Update button, and the files will automatically be downloaded. The major changes include:

Weapons:
Updated the Nailgun:

  • Reverted back to its 2.0.0 stats

Updated the Flamethrower:

  • Afterburn length is now 25% shorter, total damage output is unchanged

Updated the Stickybomb Launcher:

  • Consistent with Live'south Stickies
  • Fixed Stickies non suffering from damage falloff
  • Damage Rampup changed from 70% to 100%
  • Explosion Radius Rampup from 80% to 100%
  • Projectiles no longer bounce off friendly buildings

Updated the Dynamite Pack:

  • Added the ability to taunt kill your enemies with this weapon

Updated the Mine Layer:

  • Increased clip size & max stickies from 3 to iv
  • Max Charge time decreased by l%

Updated the Bottle:

  • Added particles upon breaking the bottle

Updated the Minigun:

  • Reduced the bulletspread from 0.1 to 0.08

Updated the Coilgun:

  • Fully charged shots are now 100% accurate

Updated the Syringe Gun:

  • Lowered the reload time from 1.5s to 1.2s to match the reload animation

Updated the Uberspritze:

  • Health Penalisation has been lessened from -25 to -10 wellness

Updated the Daze Therapy:

  • 15% slower Heal Rate on all Mediguns when equipped
  • Decreased the ammount of healing done on hit from 150% to 100% of a classes health
  • Health is given to the target instantly
  • No longer uses Knife Impact sounds when hitting players
  • Removed guaranteed crits against moisture enemies

Updated the Hunting Revolver:

  • Removed the visual recoil
  • Lowered the fire rate from 0.75s to 0.675s

Updated the Fishwhacker:

  • Removed -xx% slower fire charge per unit
  • Replaced "Marked for Decease while active" with "On Miss: Marked for Decease for 3s"
  • Updated its Clarification and item-type
  • Added particles on touch on to add to the new description

Updated the Tranquilizer Gun:

  • Tranquilized enemies now take full crits from Knives

General:

  • Jittering atop sure props has been stock-still. (Primarily noticable on Capture Points)
  • Added the London asset pack - for more info see https://london.tf2maps.net/
  • Added "Vocalisation Commands" to the Chat Filter.
  • Added tf2c_domination_uncap_factor. Maks CP Progress recede faster in Domination.
  • Added Burning and Backstab animations for the Noncombatant.
  • Updated Domination'south HUD to show which team is in the lead.
  • Updated impairment rounding to match Live TF2. (I.East. Minigun minimum damage has been updated from 4 to v)
  • Updated Players who have simply spawned to now recieve the full heal-charge per unit from Mediguns.
  • Updated explosions to laissez passer through friendly Engineer buildings.
  • Updated highlighted dropped ammo to be a clientside option.
  • Updated the Round timer to no longer clip through the Arena and DOM HUD.
  • Updated tf2c_spy_gun_mettle to include updated Sapper Damage modifier.
  • Updated dropped sandwiches from expressionless Heavies to give points on pickup.
  • Updated tf_arena_override_team_size to 64, then players don't sit down out.
  • Updated 2team Arena to accept before-circular queues turned off, consistent with 4team.
  • Updated tf_dingalingaling clarification.
  • Updated Grade gibs to exist compatible with custom skins.
  • Disabled random bullet spread off by default.
  • Disabled Arena Queue in 2Team, to exist consistent with 4team.
  • Restored custom map description txt files.
  • Stock-still bullets from Sniper primaries not ignoring teammates.
  • Stock-still the Edit Loadout button not working on the Class Select screen.
  • Stock-still being able to freely respawn in Loonshit.
  • Fixed newly continued players from not getting DOM scores until they update.
  • Fixed KOTH HUD non properly flashing when a team is highlighted.
  • Fixed Lunchbox items non named "The Sandvich" existence inedible.
  • Stock-still Contempo-Kill, Killstreak, and Achievement Voicelines not playing when triggered.
  • Fixed Sappers being hard to place from on summit of buildings.
  • Fixed Spywalk not beingness applied clientside.
  • Fixed lastdisguise to now recall enemy vs ally disguise, rather than accented team colour.
  • Fixed the tranquilized debuff being about instantly removed by healing. Now halves duration as intended.
  • Fixed Death Animations playing at the world origin.
  • Fixed flame touch on sounds on friendly buildings.
  • Stock-still a issues where Flames would linger between Circular changes or restarts.
  • Fixed Tranquilized Particles from staying on the role player after immediately switching weapons.
  • Fixed an exploit where the Huntsman Arrows could exist used to requite players large wellness pools.
  • Fixed not beingness able to selection up dropped flags in spawn rooms that permit them.
  • Fixed HLTV/Replay Players being able to join teams.
  • Fixed crash related to giving yourself an invalid aspect ID via give_econ.
  • TFBot: GRN/YLW Spawn Doors now properly block bots in 4team.
  • TFBot: Added basic back up for GRN/YLW Invasion Areas.
  • TFBot: Lowered the ammount of VIP Escorting bots.
  • TFBot: Civilian and Spotter bots volition be less probable to destroy Sentries.
  • TFBot: Adjusted Demoman bots from preparing mucilaginous traps if enemies are nearby.
  • TFBot: Adjusted Engineer bots to place Teleporter Entrances more reliably.
  • TFBot: Snipers are able to detect the opposing teams improve in 4team.
  • TFBot: Improved Spy bots by retreating when revealed, no longer targeting Sentries from long distances, using the Revolver to finish depression-health targets, and backstabbing enemies that come in range whom are not the initial target.
  • TFBot: Bots now spend less time retreating.
  • TFBot: Bots now spend less time holding the fire button.

Maps:
Updated arena_flask:

  • Updated a few displacements to forbid mobility classes from camping ground above the battleground

Updated cp_amaranth:

  • Added Localization Strings
  • Time has shifted, and sunlight covers more of the map
  • Updated the lighting in Bespeak A
  • Adjusted the visual clarity of Point A, so it's easier to locate
  • Improved clipping effectually the map
  • Updated the Train Bells to play a few seconds before the train actually arrives
  • Immune projectiles to pass through railings on the map
  • Removed the Train Gate Doors near the far exit of Caves to B
  • Removed the Nobuild on the Traintracks at B
  • Fixed a few minor visual issues
  • Fixed a few Soundscapes to work properly

Updated dom_hydro:

  • Added Localization Strings
  • Added a minor room to BLU side to give Engineers and Spy'south more utility
  • Added a new road from the caves between Cherry and BLU to connect to YLW
  • Combined the ii caves between RED and YLW into ane larger cavern

Updated ctf_casbah:

  • Fog has settled into the seas, to match the earth fog
  • Improved visuals and details across the map
  • Added an extra spawn door for each team's spawn
  • Added item doors to BLU's intel room entrances, to be consistent with Ruddy base
  • Added cover for BLU side'southward balustrade route
  • Added an actress Resupply Cabinet to each team's spawn
  • Adjusted each spawn indicate to directly face up the exit from spawn
  • Adjusted the windows in front of RED's intel room to close off a window, while besides adding a new route to Blood-red intel
  • Adjusted the Windows leading into BLU side to exist larger
  • Adjusted clipping to prevent mobility classes from camping up above the battleground
  • Adapted the Full Ammo and Small Medkit at Mid to be easier to see
  • Adjusted pickups around RED and BLU side to be somewhat consistent
  • Adjusted a few wooden planks to be easier to walk on
  • Replaced a few models at Mid with crates
  • Updated the stairs near BLU side of Mid to be easier to move effectually
  • Fixed a visual issues when falling beneath the h2o
  • Fixed up the concrete doorways to prevent players from getting stuck when walking against them
  • Removed the Setup timer
  • Removed a few pickups from each squad'due south Intel room
  • Removed the Fence in Ruby-red spawn to allow for better movement
  • Removed a pipe near Scarlet side's entrance, for the same reason
  • Removed a pillar nearly RED spawn, for the same reason
  • Removed a pillar in BLU spawn, for the same reason

Updated vip_badwater:

  • Removed Capture Point C, due to its redundancy in actual play
  • Bumped the Round Timer'south max limit from half dozen minutes to ten minutes, to compensate for Capture Indicate C'south removal
  • Updated the visual design of each betoken's platform
  • Added a NoBuild to finish Engineers from building out of bounds

Updated vip_harbor:

  • Shrunk Blood-red's window on Capture Signal C's building
  • Removed some props to open up the play-space
  • Adjusted the Nobuild on the shed in forepart of Get-go RED Spawn to only be on the roof
  • Adjusted some Item Pickups
  • Added a Small Medkit about Capture Point C'south upper flank route
  • Improved the visuals of the maps lighting a bit
  • Stock-still the water cubemaps

Source: https://tf2classic.com/

Posted by: mckinleywriney.blogspot.com

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