Not to be confused with Cheats, console commands that need
sv_cheats 1
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Material wallhacking on 2Fort.
Material wallhacking on 2Fort.
Cheater using ESP on Dustbowl.
“ | Nothing stokes my ire like a cheater. Deception, duplicity, murder -- these are merely tools in a toolbox one can use to ensure a job done well. But cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything? | ” |
Cheating is a term that describes the use of third-party programs or material changes in order to gain an unfair advantage.
Valve has a strict policy against cheating and will ban detected cheats with the Valve Anti-Cheat system, also known as VAC.Unfortunately, most current cheat providers bypass VAC. This means the users won't recieve a VAC ban unless Valve patches the method.
Players can be reported in game via the scoreboard or by pressing escape, clicking the report button on the menu, or by sending an abuse report (Default key: F7).
Most cheats take the form of:
- Engine hooks, which 'hook' parts of the Source Engine and use them for their cheat.
Ex: Createmove, PaintTraverse, DrawModelExecute..
- Material cheats (chams, short for chameleon skins), use custom materials to lower the opacity of walls or make players easier to see.
These cheats are referred to as 'internal cheats'.
'External cheats' also exist. They do not 'hook' but they read/write the game memory externally. These are fairly uncommon in Team Fortress 2.
- 1Working Cheats
- 2Patched Cheats
Working Cheats
These are features in cheats that work in the latest version of Team Fortress 2
Achievement Unlocker
Some community hosted servers have a plugin which is able to unlock all achievements in-game with a special command, granting all achievement items. This can also be achieved by using third-party softwares.
Aimbot
Automatically aim at an enemy for the player. This can be customized to ignore Spy's cloak, disguise, or Medic's Vaccinator and have 'legit' features such as smoothing.
Some cheats have 'Projectile Aimbot' which predicts where a player will be and aims ahead to hit them.
Silent Aim
Hides the aggressive 'snapping' caused by aimbots quickly locking onto players from the cheater's (and subsequently people spectating the cheater) perspective.
Hitscan Silent Aim can be spotted if the player is flicking for 1 tick and 'returns' to the position their cursor was before. Silent Aim still works for projectile and melee based weapons.
Backtrack
Abuses the Source Engine's lag compensation to 'send people back in time'. Cheats can backtrack up to ~12 ticks on 64 tick servers and ~25 on 128 tick servers. Cheaters using backtrack are obvious if a player is killed after walking behind cover.If a player or bot is holding the Intelligence / Mann vs. Machine bomb and they get backtracked, the Intelligence (or bomb) gets teleported to the position they were backtracked to.
NPCs, such as tanks or ghosts can not be backtracked due to them not being lag compensated.Cheaters cannot backtrack with projectile weapons due to the same reason.
Often people accuse players who seem to facestab them of abusing the cl_interp command. In most cases, this simply is not true.
Fake Latency / Ping Increaser
Artificially inflates your ping to the server. The higher the ping is, the longer the backtrack is, meaning cheaters can hit players way after they went behind a wall.Cheats can mitigate the inflated ping by using 'cl_cmdrate 0' in console, but you can always see their real ping by typing 'ping' in console.You can recreate this without cheats through the use of the net_fakelag command however, unlike fake latency this command actually increases your real ping.
Crit Bucket Manipulation
To fix constant criticals, Valve released a new random crit system which requires players to fill a bucket by shooting before they can receive random crits.
It's possible to 'store' random crits by filling up the crit bucket (range 0-1000) and sending crit requests to get crits on demand as long as you have it filled. Some weapons can take longer to receive crits as they require a bigger bucket.
Melee weapons do not follow this crit bucket system, which allows them to crit 100% of the time with cheats. For a short period it was discovered that weapons with 'No Random Crits' could still crit (0.015% chance). This was abused to get nearly constant crits on these weapons until it was fixed in the Meet Your Match update.
In order for any sort of crit hack to work, the server must have 'tf_weapon_criticals' and 'tf_weapon_criticals_melee' set to 1 respectively. (which is enabled on valve casual servers)
Custom Item Schema
Cheaters can load a temporary custom item schema that normally defies the rules of the item schema provided by the game.
Things custom item schema can do:
- Remove any equip_region restriction, which can be seen by everybody
- Add attributes to any item in the game, which only shows up for them and disappears once the schema is unloaded
- Add any item into their backpack, which only shows up for them and disappears once the schema is unloaded
- Increase the amount of backpack slots they have, which can trick websites that use Steam's API to get false backpack data
This does not allow for any economy breaking exploits as Valve has added extra measures to prevent that from happening.
Triggerbots
Triggerbots automatically perform an action and are harder to spot.
- Auto-Backstab, backstabs when it is possible to.
- Auto-Detonate, detonates stickies and Detonator flares when near a player.
- Auto-Airblast, reflect projectiles perfectly.
- Auto-Uber, ÜberCharge or Vaccinator charge when the receiver is in danger or at low health.
- Original Triggerbot, shoots when a player is under the crosshair.
Thirdperson
Allows cheaters to go into thirdperson regardless if the server has 'sv_cheats' set to 1 or has any plugins installed on a community server.
Bunny Hop / Bhop
Automatically jumps when you land giving you an increased amount of speed, this has been nerfed in Team Fortress 2 in a patch soon after release to only give a very slight boost.
Autostrafer
Automatically strafes when you turn your mouse or strafes where you look. When combined with Bunny Hop it is very easy to gain distance as Scout or reduce the issue of heavy's speed.
Taunt Slide
Originally a bug that would allow player actions when taunting if you taunted right before you fell off something. Cheaters took advantage of this so they could taunt slide whenever they taunted, without needing to fall off anything.
This was fixed in an update but is still partially possible, using moving taunts to instantly turn without any turn delay.
Followbot / Walkbot / Multiboxing
A bot that can perform actions without user input. Commonly used to assist cheaters or cause mayhem.
Unlike regular bots, these bots are different because of how they are presented. For instance, regular bots are able to freely roam around a specific map, while walkbots must have a set path that is created by the host.
These bots will usually walk on a predefined path and aimbot at the location set. Unlike regular bots, walkbots do not detect Sentry Guns, and will usually walk straight into their line of sight, allowing for a well-hidden Engineer to easily deal with them.
Capabilities:
- Following a player
- Healing and ubering players
- Defending a location
Server Seed Prediction
If the server runs long enough, the seed value (which determines the spread for client weapons) will be a big floating point.
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This introduces a big imprecision (as it gets rounded more and more). The client can predict the pattern generated by the server as you only need a value approximately close to that of the servers, and the rounding will do the rest, which will allow for no spread-like properties to work again. This doesn't work that well on Valve's Casual servers due to them not running for a long enough, however it can work well on some community servers depending if they automatically restart or not.
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Name Stealer
Steals the names of players to get them kicked or help cheaters avoid kicks.
Valve introduced several fixes to mitigate the issue of namestealing, such as:
- Showing avatars in callvote UI
- Adding sv_namechange_cooldown_seconds: Set amount of time before a player can change their name again
- Adding sv_vote_issue_kick_namelock_duration: Set amount of time a player can set their name again after getting a vote called on them.
Chatspam
Spams messages in chat, normally advertising something. Some cheats abuse newlines / linebreaks to 'clear' chat and make only their messages visible.
Killsay
Says a message when a player is killed, normally insulting them with the victim's steam username, class, or weapon.
ESP
ESP stands for Extra Sensory Perception. ESP is considered anything that gives extra information visually.
- Showing player positions
- Showing player health
- Showing player ÜberCharge and its current percentage
- Showing player class
- Chams (changes the colors of the model, making them easier to spot & visible through walls)
- Making the players glow constantly, similar how your teammates glow after you respawn.
- Showing information about the player, such as the currently equipped weapons, or if the player is zoomed in.
Spinbot / Anti-Aim
Commonly used to counter other cheaters to make their aimbot miss, modifies the viewangles sent to the server.
Since the viewangles are sent to the server, the cheater does not see this on their client if the cheat does not visualize it.
If a cheater's pitch is greater than 158 or less than -203, 'fake / OOB / null' angles to appear. These angles mean their head will not be where their hitboxes are.
It is also possible for a cheater to abuse bSendPacket that will fake their yaw. To you they may be looking forward, but in reality their hitbox could actually be facing to the left.
Anti-Aim can be if a cheater kills you while looking at the direction they didn't kill you in, such as looking upwards.
Anti-Backstab is achieved with Anti-Aim. It detects if a Spy is near your back hitbox and snaps the view-angles backwards ( 180 ), making the Spy miss their stab.
Roll Speedhack
When Valve patched 'viewangle speedhack', they only patched it for people standing, the patch does not apply to cheaters that crouch and can be easily seen as they crouch and walk backwards.
This will allow cheaters to crouch at walking speeds.
Fakelag
Abuses bSendPacket so the server doesn't update your position for a maximum of ~22 ticks. To others it looks like they are 'lagging', but their ping will be relatively low and from their view the game looks fine.
Due to the nature of fakelag, it is mostly used to counter cheaters to make their aimbot miss.
Noisemaker Spamming
Allows cheaters to use any noisemakers that have limited uses without actually using their limited use.
No Recoil
Removes any bobbing received by shooting weapons or getting hurt, mostly cosmetic but can help with aimbot accuracy.
No Projectile Inaccuracy
Under the same category as No Spread, this removes any inaccuracy projectile weapons have, such as Beggar's Bazooka deviation or Huntsman charge inaccuracy.
Patched Cheats
These are features in cheats that have been patched by Valve within content updates.
Achievement Spammer
Cheaters could rapidly unlock and relock achievements, which would spam the chat and constantly play the achievement earned sound.
This was fixed sometime in 2014 by Valve adding a limit of how many achievements can be displayed in chat at once.
Anti-Votekick
Cheaters could type 'retry' on Quickplay accepted servers in the Developer Console right before a votekick would go through, making the vote useless.
Fixed in July 7, 2016 Patch with the introduction of Casual Mode.
Again fixed in July 3, 2020 Patch to automatically vote yes for anyone who hasn't already voted if the target for the vote leaves the server.
Airstuck
Causes a cheater to float in mid-air by sending no usercmds to the server.
This was found to contain various exploits, such as:
- Building velocity with Soldier's Rocket Launcher or Demoman's Stickybomb Launcher
- Pyro's Phlogistinator to have infinite ÜberCharge if one activated it and spammed taunts
- Infinite Bonk! Atomic Punch / ÜberCharge
- Infinite Medi Gun healing range
- Capture Control Points in Casual Mode during countdown timer
Fixed in April 20, 2017 Patch by introducing a new command 'sv_player_usercommand_timeout' which will require cheaters to send a usercmd depending on the value set, setting to 0 disables the fix.
Constant Criticals
Originally cheats could get 100% crits by setting the tickcount to when they would get crits.
Fixed sometime in 2013 with the introduction of the crit bucket system.
Minigun Jumping
Normally when you're revved up with the Heavy's Minigun, you can not jump. Cheats could remove this restriction by simply telling the game that you're not revved up.
Fixed sometime in 2013.
No Spread
Predicts or changes the seed of a weapon to remove/reduce weapon spread.
Fixed in July 23, 2015 Patch by making the server control the seed instead of the client.
Anti-Backstab
Tf2 Spy Auto Backstab Script
Replace the backstab to normal hit that deals 40 damage.
Hitscan Silent Aim
Hitscan refers to weapons that use hitscan to hit players, like Shotguns or Pistols.
'Perfect Silent Aim' (commonly known as pSilent in cheats) used to hide silent aim snaps from spectators.
Fixed in July 23, 2015 Patch by introducing a new command 'sv_maxusrcmdprocessticks_holdaim' which allows servers to hold client ticks for multiple ticks, setting to 0 disables the fix.
Speed Hack
Caused by cheats sending a lot of usercmds at once. Fixed across the Source Engine games by limiting the number of usercmds accepted at a time.
Scope Hack
This hack helps you charge the scope faster/instantly.
Another form of speedhacking rose soon after the patch, known as 'viewangle speedhack', it would give a massive velocity boost, but wouldn't have the same effects of normal speedhacking.
Original speedhacking was fixed sometime in 2013, viewangle speedhack was fixed in July 24, 2014 Patch.
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Sequence Freezing / Remove Conditions
Abused the netchannel to skip sequences. Nearly all conditions could be removed such as fire/bleed.
Depending on how many sequences you skipped, cheaters could break player lag compensation, making it hard for people to hit the cheater with hitscan based weapons.
Other side effects included:
- Prematurely ending taunts (Phlogistinator included giving extended ÜberCharge protection)
- Removing stuns applied by ghosts
- Duping infinite Health Packs
- Duping infinite Ammo Packs
- Infinitely throw Sniper's Jarate or Scout's Mad Milk
- Instantly or speed up captures on control points
- Instantly decloak as Spy, skipping the decloak animation
- Instantly reload, depending on the weapon
- Instant spinup with Heavy's Minigun
- Reverse capture control points, allowing the defending team to capture points for the attacking team. This also caused sequence breaks, causing no MVP screens and long setup times.
- Getting ignored by NPCs, such as an Engineer's Sentry Gun
- Using the Sniper's Huntsman to deal negative damage, giving enemies massive overheal
- Shoot twice at once with weapons that have delays before their next shot (ex. Shotguns or Rocket Launchers)
- Firing Demoman's Stickybomb Launcher stickies all at once
- Abusing Healthpacks to give infinite overheal using Heavy's Gloves of Running Urgently
- Delay charges on any weapon that could be charged, such as Soldier's Cow Mangler or Demoman's Stickybomb Launcher
The remove conditioning effect could be done by legitimate means by purposely freezing the game (such as spamming snd_restart) to desync yourself from the server.
Condition removing was fixed in November 7, 2017 Patch, but some of the effects still remained, which were patched at a later date.
Server Lagging
Spamming commands per tick could cause the server rubberband or completely freeze players, often timing out connected players.
Fixed in June 7, 2018 Patch by limiting the amount of commands a player can send per tick.
Bots
Since late 2019, bots (fully automated cheating programs with no input from humans) have been created to join Casual servers using aimbot cheats, chat spam (such as changing team names, or regular messages), lagging the server, spinbot cheats, and unequipping cosmetics from other players.
Tf2 Spy Auto Backstab Hacks
Several updates have fixed the chat and voice spam, changing team names, lagging the servers, and unequipping cosmetics.
Retrieved from 'https://wiki.teamfortress.com/w/index.php?title=Cheating&oldid=2812174'
Weapon Changes:
- Added The Coilgun
- Added The Dynamite Pack
- Added The Huntsman
- Added The Mine Layer
- Added The Sandvich
- Added The Shock Therapy
Reworked the Nailgun:
- Fires slower than before.
- Nerfed the clipsize down to 25.
- Nails now do more damage than before.
- Added a new taunt when equipped with the Nailgun.
- Updated Viewmodel animations.
Reworked the RPG:
- Rockets do more damage, and have less damage fall-off.
- Rockets fire in an arc, and whistle upon decent.
- Rockets fly slower than normal rockets.
- Added a different taunt when equipped with the RPG.
- Updated Viewmodel animations.
Reworked the UberSaw:
- Renamed the Ubersaw to the Uberspritze.
- Equipping the Uberspritze will now remove 25 health.
- Can now Taunt Kill.
- Updated the Taunt Kill voicelines to fit the model.
- Updated Viewmodel animations to reduce clipping from the plunger.
Reworked the Poachers Pride:
- Renamed to the Hunting Revolver.
- Uses a new model.
- Fires 6 shots, rather than 2.
- Added damage fall-off for bodyshots.
- Can only headshot while zoomed in.
- Shortened the Zoom distance.
- Updated Viewmodel animations.
Reworked the Fishwhacker:
- Swings slower.
- Causes concussional bleeding on hit for 2s.
- Crits on bleeding enemies.
- Marked for death whilst holding the Fishwhacker.
- Updated Viewmodel animations to all be overhanded.
- Uses new impact sounds.
Reworked the Tranquilizer Gun:
- Uses a new model.
- Color blind's victims and reduces their move and turn speed for 5s.
- Tranqed enemies draw, reload and swing weapons slower.
- Reloads faster.
- Reloads whilst holstered.
- Tranqed enemies now have Snooze Particles to indicate they've been hit.
- Dart Projectiles now work more like Flares.
- Has no damage fall-off.
Updated the Grenade Launcher:
- Clipsize is now shown on the model.
Updated the Sticky Launcher:
- Added damage ramp-up over time
- Immediate detonations do half damage
- Full damage is reached 2s after firing (1.3s after arming)
- Self-damage and Sticky Jumping are unchanged
- Damage ramp-up period starts when charging instead of upon fire.
- Updated Viewmodel animations to include the other arm.
Updated the Minigun:
- Shortened the un-deploy time to allow for faster weapon switching after firing.
- Updated Viewmodel animations to lock the hand to the front grip.
Updated the Knife:
- Added blood upon backstabbing Enemies.
- Blood washes off in water.
- Added the ability to grab ammo whilst having full reserve ammo, if your clip isn’t completely full.
- Added tf2c_weapon_noreload cvar (0 or 1). Disables reloading for all weapons. All ammo is pooled into the clip.
- Added tf2c_infinite_ammo cvar (0 or 1). All reserve ammo and recharge meters are infinite. This also applies to metal.
- Added tf2c_old_pistol cvar that restores the original semi-automatic pistol behavior.
- Added more assist conditions (Under Civilian Damage Boost, Tranq, ETC)
- Added weapon clip drops upon reloading clip-based weapons.
- Updated brass shells to properly land on top of the ground.
- Updated brass shells to appear in the world.
- Updated the Heavy’s reload animations to be lower on the screen.
- Updated the Disguise Kit with GRN and YLW textures.
- Updated the Spy's Cigarette “shell” to be slightly higher poly.
- Enabled impact sounds for ejected brass shells.
- Implemented “backstab ready” animations for Knife.
- Clip Size Multiplier attribute will now round clip size to the nearest integer.
- Flamethrower is now lag compensated. This should dramatically improve flame hit detection at higher latency values.
- Fixed a lot of minor animation errors on Viewmodels.
- Fixed an issue with The Hunting Revolver viewmodel being visible while zoomed in.
- Fixed an issue where first person tracers would sometimes be fired from an incorrect position.
- Fixed an issue where weapons would sometimes subtract reserve ammo if the player touched a resupply locker while reloading.
- Fixed an issue with grenades colliding with respawn room visualizers.
- Fixed player being able to reload Tranquilizer Gun while cloaked.
- Fixed an issue causing Minigun barrel to spin up/down too fast at high network latency values.
- Fixed an issue causing sticky bomb detonation sound to rapidly play multiple times in a row.
- Fixed a bug preventing the attacker from hearing crit sound on headshot.
- Fixed an attack delay bug after cloaking.
- Fixed disguised Critboost for the local player
- Fixed Projectiles from being able to be shot through thin surfaces.
- Clip Size Multiplier attribute will now round clip size to the nearest integer.
- Reverted Syringe Gun's projectile speed back to 1000 (was buffed to 1500 at some point in 2015)
UI Changes:
- Added kill sounds.
- Added achievements.
- Added medals for Developers, Community Contributors and Beta Testers.
- Added a bubble that appears above the player’s head while they have the chat window open.
- Added a Civilian icon to the scoreboard.
- Added a new hud for 4team CTF.
- Added low health warning sound.
- Toggle with tf2c_low_health_sound cvar. Set health percentage threshold with tf2c_low_health_sound_threshold (default is 0.49).
- Added the scrapped freezecam screenshot animation.
- Toggle with tf2c_freezecam_model cvar.
- Added ConVar hud_combattext_overhead (Default: 1):
- When set to 0, all damage text displayed will appear from where the damage occurred at
- Added a viewbob optional cvar that allows for visual motions similar to Half-Life 2 with tf2c_viewbob.
- Compressed viewmodel_offset_x, viewmodel_offset_y and viewmodel_offset_z cvars into a single cvar: tf_viewmodels_offset_override. Usage: ‘x y z’.
- You can still use the old commands.
- Target ID shows player’s ammo to their healer now.
- Ported HUD for Payload and Payload Race.
- Ported an option to hide crosshair when scoped in from live TF2.
- Ported Medic heal target marker from live TF2.
- Ported scoreboard dominations counter from live TF2.
- Ported alternate ping icons from live TF2.
- Ported full charge bell to Sniper Rifle.
- Ported Uber draining faster when healing multiple patients.
- Ported the Concise Disguise menu.
- Updated default FOV to 90.
- Updated scramble vote text to clarify it forces a round restart
- Updated the 4-team class select screen.
- Updated the 4-team Scoreboard.
- Updated the win-panel to show all team's scores in 4-team.
- Updated the Spectator bars to be transparent.
- Updated the color of damage numbers to yellow and increased font size.
- Updated Damage numbers to now be shown to the attacker’s healer.
- Updated Hit sounds to show for buildings as well.
- Updated Bots with default avatars.
- Updated behavior of outline glow on flag carrier to match live TF2.
- Fixed damage numbers not being reset properly on map change.
- Fixed Buildings that're Destroyed by a Sapper Not Showing Up in the Killfeed
- Fixed the new options menu not saving Video settings properly.
- Fixed Reset Stats button in Stats dialog not working.
- Fixed a camera bug appearing for dead players on a losing team.
- Fixed avatars in freezecam and win panel being offset.
- Fixed notifications becoming unread between launches.
- Fixed a jingle playing when notifications are closed.
- Fixed an issue where the cloak/uncloak sounds would play too loudly to the cloaking player.
- Fixed avatars in freezecam and win panel being offset.
- Fixed chat breaking when a message has too much whitespace.
- Fixed a visual issue where Capture Progress arrows would show a long thin line.
Gameplay Changes:
- Added the VIP gamemode.
- Added the Domination gamemode.
- Added and improved upon TFBots.
- Added a Steam Friends-list to the Main Menu. (Off by default.)
- Added a server option for turning off domination/nemesis relationships.
- Added support for custom Map-based weapons.
- Must be named “mapname”_items_game.txt in the maps folder.
- Added proximity voice-chat, tf2c_proximity_voice. (Off by default)
- Added tf2c_ctf console commands to add some balance to the CTF Gamemode
- Disabled capture crits in CTF (0 by default, 10 before the update)
- Added tf_logic_classlimits for mappers to set class limits for their map.
- Added SetCustomModel for mappers to use their own player models within custom maps.
- Added a bunch of I/O and keyfields from live TF2 to tf_gamerules, item_teamflag and func_respawnroomvisualizer
- Added all entity filters from live TF2
- Added team colored critical explosion particles.
- Added Spywalk for Spies. (Bound to Shift by default)
- Added the Engineers pelvis hitbox.
- Added tf_glow:
- Map entity that adds a colored outline to a model.
- Added tf_player_equip:
- Map entity that gives econ items to players.
- Added tf_spectalk cvar that allows living players to hear spectators using text chat.
- Added tf2c_disablefreezecam server cvar that disables freezecam for all players.
- Added cl_fp_ragdoll (makes camera try to stay inside your ragdoll's head on death)
- Replaced tf_teamtalk cvar with tf_gravetalk that allows living players to hear dead players using text/voice chat (does not include spectators to prevent ghosting.)
- Added support for different team scramble player sorting modes, set by mp_scrambleteams_mode cvar.
0 - score/connection time ratio, 1 - kill/death ratio, 2 - score, 3 - class, 4 - random. Default is 0 (normal TF2 always sorts players by score.) - Allowed “god” and “notarget” cheats.
- Updated the Civilian’s Speed to be as fast as the Demoman.
- Updated the Sentry Gun’s animations to be Interpolated, like the Dispenser and Teleporter.
- Updated Rockets, Arrows, Syringes and Flares to pass through Teammates. (tf2c_projectile_ally_collide 1 to re-enable)
- Updated Stickies to be able to stick to certain moving surfaces. (Example: Nucleus’ Control Point.)
- Updated required backstab conditions to match live TF2
- Updated Melee weapons to prioritize hitting Enemies if standing inside a Teammate.
- Updated Sudden Death to be on by default upon Stalemates.
- Updated info_player_teamspawn (for map makers):
- Added support for the 'Any' in the 'Team' keyfield
- Updated Impulse 101 to now act like an Upgraded Resupply Locker. (Refills and fills Cloak, Uber and Recharge meters; Weapons can now be swapped out on the fly.)
- Updated Randomizer to properly work with item schema.
- Updated the Randomizer command to allow for toggling random classes, weapons and attributes.
- Attributes are handled through a Randomizer config file, that can be modified by the server.
- Randomizer Respects the 'tf2c_force_stock_weapons' ConVar.
- The Sandvich can now be eaten by all classes in Randomizer.
- Ammo grabbed from dropped metal (from destroyed buildings) has been nerfed from being counted as Medium Ammo
- Implemented the Thriller Taunt for all classes.
- Ported special death animations for headshots, backstabs and added burning deaths from live TF2.
- Players will now make louder pain sounds when below 25% health. (Originally, players would play louder pain sounds to attacker and normal sounds to everyone else.)
- Enemy Spies that are disguised as Spies will now properly appear disguised.
- Ported concise disguise menu from live TF2.
- Ported modified push physics used by live TF2 in Payload mode. (Players will no longer get stuck inside the cart.)
- Ported Medieval mode.
- Ported Special Delivery.
- Ported func_croc for map makers.
- Ported crumpkin/crit-pumpkin, pumpkin bombs and Halloween pickups.
- Reduced maxplayers limit to 64 due to performance issues.
- Fixed “Most points” stat not being tracked properly.
- Fixed a bug with player pose parameters causing player’s moving animations to mismatch on server and client.
- Fixed disguise weapons appearing with a wrong team color.
- Fixed jump sound not always playing to other players.
- Fixed the ammo dispensing radius of the payload cart’s dispenser not matching its healing radius.
- Fixed players keeping the intelligence when auto-switched to Spectator due to inactivity.
- Fixed Engineers being able to haul sapped buildings.
- Fixed Engineers being to build out of bounds and building inside nobuilds
- Fixed disguised Spies using a wrong skin in certain cases.
- Fixed certain teleporter particles not appearing.
- Fixed a bug related to spectating causing a player to become invisible.
- Fixed Medic’s “Ubercharge deployed” response not being triggered when activating Kritzkrieg charge.
- Fixed Medigun heal beams, Ubers & HUD not working for non-Medics in Randomizer mode
- Fixed syringes & nails colliding with players.
- Fixed teleporter exit incorrectly detecting if the target area is clear in certain cases. (RIP teleporter traps.)
- Fixed the bounding box size of Stickies to accurately depict the size of the model.
- Fixed damage fall-off on rockets fired by a sentry gun being calculated based on the distance from the sentry gun’s builder and not the sentry gun itself.
- Fixed Spies being able to destroy their own sappers.
- Fixed cloaking Spies being able to pick up CTF flags
- Fixed the flag remaining hanging in mid-air if dropped on a moving brush (e.g. elevator in sd_doomsday)
- Fixed certain teams in 4-team mode hearing disguised spies speaking in their normal voice and not as their disguise class.
- Fixed teleporter exit telefragging enemies standing on it even if the teleporting player is killed before teleportation completes.
- Fixed Hitboxes to properly match with taunt poses.
- Fixed Sentry Gun ammo being replenished when sentry gun is picked up and re-deployed.
- Fixed level 2 and level 3 Sentry Guns always firing tracers from the left muzzle instead of altering between the two.
- Fixed a bug relating to taking received knockback from the enemy beneath you on death.
- Fixed a bug causing player to retain standing view height while crouched.
- Fixed a server crash related to tf_generic_bomb.
- Fixed a game crash relating to the Engineers buildings.
Visual Changes:
- Added new music tracks to the Main Menu.
- Main Menu tracks are now handled by a soundscript.
- Added support for longer profile names on the main menu
- Added Discord Rich Presence support.
- Added Arena HUD.
- Added a sound for chat messages. (Disable via tf2c_message_alert.)
- Added tf2c_invisible_arms.
- Added tf2c_spec_playerinfo client command which shows spectated player's name, FOV, viewmodel FOV and viewmodel offset
- Added Streamer mode. (Hides chat, player names and avatars.)
- Added a glow to the Spy’s cigarette.
- Added player blinking.
- Player corpses will now have their eyes closed.
- Added a visual effect upon players disconnecting.
- Added aimmatrices to the Engineer’s PDA animations. (Previously would never look around when moving around the players view.)
- Added proper Fire and Reload animations for the Hunting Revolver for the Sniper.
- Added 'Clip Out' sounds on the Engineer's and Scout's reloads.
- Added special Class Select animations for the Nailgun, Huntsman and Hunting Revolver.
- Added Medieval specific health-kits.
- Added Status Effects. (Can be toggled with tf2c_show_status_effects)
- Added Last Survivor Announcer lines to Arena.
- Added Voice-lines for the Civilian. (Currently the Civilian cannot move his mouth; This will be fixed in a future update.)
- Added a Headshot death animation to the Civilian.
- Added unique HUD icons for Stickybombs, Proximity Mines, the Kritzkrieg, and the Medigun.
- Added water impact effects to projectiles. (Syringes, nails..)
- Added surface splash to underwater explosions.
- Added shells to the Minigun.
- Added an uncloaking effect to dying cloaked Spies.
- Re-used dominations for the main 9 classes to be used towards the Civilian.
- Updated Player gibs with consistent textures, illumination positions and jigglebones.
- Updated the Spy’s mask textures to be consistent with the 10 classes.
- Updated the Civilian model with proper animations.
- Updated the Civilian model to properly hold Briefcases and Party Hats.
- Updated the Civilian’s viewmodels to be more consistent with the rest of the classes.
- Updated the Civilian’s view-height to be more accurate to his height.
- Updated the 4team team select screen to be more consistent with every other screen.
- Updated the Sniper to be able to gesture while holding the Sniper Rifle and Huntsman.
- Updated the Pyro’s head to be consistent with the rest of the classes. (Uses a separate texture-sheet and higher poly mesh.)
- Updated the Fire overlay to fade out over time.
- Updated water entry/exit effects so they're properly predicted.
- Updated class selection screen so the chalkboard with tips looks like it does in old TF2.
- Updated over-the-shoulder third person mode:
- Renamed the cvar from cl_thirdperson to tf2c_thirdperson
- Changed camera offset from 64,30 to 80, 20
- Bullets are now fired with an offset so that they go down the center of the screen rather than where player's character is aiming at
- Improved our Speech Bubbles to be consistent and higher quality.
- Improved our Player textures to be easily distinguishable between teams. (Especially across GRN and YLW.)
- Improved Uber textures to now be modular with custom skins.
- Improved the Stickybombs GRN and YLW textures.
- Improved the Nailgun’s projectile trails.
- Improved the Spy’s PDA aimmatrices when crouched. (Spycrabbing has been left untouched.)
- Improved the Pyro’s Flamethrower aimmatrices to match up with the Flame’s hitboxes better.
- Improved the Scout’s Nailgun animations.
- Improved the Snipers Huntsman animations to be right-handed properly.
- Improved the Birthday Ball to remove it’s jigglebones, and updated the texture to be yearly-neutral.
- Improved Class ragdolls to have proper and consistent rotation distances.
- Improved Arrows to be ignited mid-air, both by triggers and the Pyro's flames.
- Improved Double jump particle effects to now be triggered in code rather than by animevent.
- Improved Kill Icons. (Thanks to Neodement for allowing us to use them.)
- Disabled muzzle light on Syringe Gun and Nailgun.
- Lowered model muzzle flash duration from 0.2 to 0.12.
- Muzzle flash particle effects are no longer disabled if model muzzle flashes are on.
- Being touched as a Spy now also affects the viewmodel.
- Ported Hitsounds & Killsounds.
- Ported 'Remember active weapon between lives' and 'Remember last weapon between lives' options.
- Ported Medic auto callers.
- Ported low ammo warning (pulsing animation) and improved it.
- Ported 'Damage text doesn't prevent overhead effects' option.
- Ported over TargetID.
- Ported 3D Player model class icon.
- Ported tf_scoreboard_mouse_mode cvar.
- Ported 'Spectator TargetID Location' option.
- Fixed all viewmodels to have consistent Illumination positions.
- Ported live TF2 class selection screen positions.
- Fixed the 'Toggle Weather Effects' option, so that it actually disables weather effects when enabled
- Fixed bullet shells from landing halfway into the ground.
- Fixed the railing on portable_stairs001 from disappearing on lower LODs.
- Fixed a bug involving speaking and switching classes.
- Fixed the issue with disappearing character eyes.
- Fixed the Civilians Gibs to be ordered correctly.
- Fixed the Syringegun’s Glass from being rendered behind viewmodels.
- Fixed the Stickybomb pulse effect to properly follow the entity.
- Fixed the Scout’s loser animations from playing faster when running slower than max speed.
- Fixed the Heavy, Pyro, and Soldier’s Place Sapper animations to be left-handed.
- Fixed the Scout’s Flinch animation to keep the weapon locked to his right hand.
- Fixed Flinch animations to lock the Classes feet in place.
- Fixed stickybomb pulse effect to properly follow the entity
- Fixed some classes not being able to look around in Thirdperson while jumping.
- Fixed the Gunboats from turning dark on the Soldier or Demoman’s ragdoll if equipped.
Map Changes:
Added the following maps:
- arena_flask
- dom_hydro (Replacing cp_hydro)
- dom_oilcanyon
- vip_badwater
- vip_harbor
- vip_mineside
- vip_trainyard
Added the following maps from Live TF2:
- arena_badlands
- arena_granary
- arena_lumberyard
- arena_nucleus
- arena_offblast_final
- arena_ravine
- arena_watchtower
- arena_well
- cp_5gorge
- cp_coldfront
- cp_degrootkeep
- cp_fastlane
- cp_foundry
- cp_freight_final1
- cp_gullywash_final1
- cp_steel
- cp_yukon_final
- ctf_doublecross
- ctf_landfall
- ctf_sawmill
- koth_badlands
- koth_harvest_event
- koth_highpass
- koth_king
- koth_lakeside_final
- pl_frontier_final
- pl_hoodoo
- pl_thundermountain
- pl_upward
- plr_nightfall
- sd_doomsday
Updated cp_amaranth:
- Updated the clipping of the map.
- Fixed the grinder at the end of the map from playing across the server upon someone falling into it.
- The grinder now gibs players upon being touched.
- Fixed a few visual issues.
- Fixed being able to build in RED spawn
- Fixed being able to place Stickies on spawn doors
Updated ctf_casbah:
- Fixed BLU's respawn door from locking on certain occasions.
- Fixed all soundscapes across the map. (Originally, they would never play properly)
- Updated the team colouring of both areas around each teams base.
- Updated RED's spawn to direct the player where to go to leave their spawn.
- Updated BLU's intel building to tell players that there are two entrances.
- Updated the clipping of the map.
- Removed some pipes around RED's base to remove extreme height variation. All other previous pipes have been clipped off for the same reason.
- Removed the overhang over BLU's spawn exit.
Removed the following maps:
- ctf_4grounds
- dm_2fort
- dm_axiomax
- dm_devtest
- dm_grain
- dm_liniage
- dm_lumberyard
- dm_parley
- dm_ravine
- dm_wiseau