<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="3.10.0">Jekyll</generator><link href="https://prefortress.com/feed.xml" rel="self" type="application/atom+xml" /><link href="https://prefortress.com/" rel="alternate" type="text/html" /><updated>2026-04-10T19:53:53+00:00</updated><id>https://prefortress.com/feed.xml</id><title type="html">Pre-Fortress 2</title><subtitle>Pre-Fortress 2 is a mod for Team Fortress 2 that brings back grenades, armor and much more! It aims to bridge the gap between Team Fortress installments and the art-style is heavily inspired by the pre-release era of Team Fortress 2!</subtitle><entry><title type="html">Cold Snap Patch 0.7.6 - Patch Notes</title><link href="https://prefortress.com/updates/0.7.6/" rel="alternate" type="text/html" title="Cold Snap Patch 0.7.6 - Patch Notes" /><published>2026-04-10T16:00:00+00:00</published><updated>2026-04-10T16:00:00+00:00</updated><id>https://prefortress.com/updates/update-076</id><content type="html" xml:base="https://prefortress.com/updates/0.7.6/"><![CDATA[<blockquote>
  <p>IMPORTANT: This is not the Steam release. This is a patch to the Legacy version of Pre-Fortress 2</p>
</blockquote>

<h2 id="changes">Changes</h2>
<hr />
<ul>
  <li>Updated various item pickups to be slightly cheaper to render</li>
  <li>Updated clipping, areaportals, textures on beams, and chimney models in Canalzone</li>
  <li>Updated <code class="language-plaintext highlighter-rouge">item_generic</code> to play the sound of the highest priority resource that is restored
    <ul>
      <li>Health -&gt; Armor -&gt; Ammo -&gt; Grenades</li>
    </ul>
  </li>
</ul>

<h2 id="bug-fixes">Bug fixes</h2>
<hr />
<ul>
  <li>Fixed the Napalm Grenade playing a fizzle sprite at the end of its lifespan instead of fading out with the flame pool particle</li>
  <li>Fixed the Napalm Grenade’s flame pool bouncing on the ground when deployed on top of players models</li>
  <li>Fixed a bug where holding the flag as Civilian did not apply flag speed penalty where applicable</li>
  <li>Fixed a bug where forced team changes failed to update the viewmodel’s team textures</li>
  <li>Fixed Sapper holstering animations erroneously playing the deploy animations</li>
  <li>Fixed a bug where Medic’s Medigun speed buff negated flag speed penalty</li>
  <li>Fixed a bug where <code class="language-plaintext highlighter-rouge">pf_pickup_spawner</code> was unable to spawn backpacks</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Patch Notes for version 0.7.6]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Steam Progress Report</title><link href="https://prefortress.com/blog/steam-progress-report" rel="alternate" type="text/html" title="Steam Progress Report" /><published>2026-03-01T05:20:00+00:00</published><updated>2026-03-01T05:20:00+00:00</updated><id>https://prefortress.com/blog/steam-progress-report</id><content type="html" xml:base="https://prefortress.com/blog/steam-progress-report"><![CDATA[<blockquote>
  <p>The Steam page wasn’t always intended to be delayed, and if you’re interested in an in-depth look at the history of our Steam page view the link below</p>
</blockquote>

<ul>
  <li><strong><a href="/blog/steam-progress-report/story-time">Developer commentary on the history of the Steam Page</a></strong></li>
</ul>

<h1 id="developer-applications">Developer Applications</h1>
<hr />

<p>We are excited to announce that Pre-Fortress 2 is <strong>now accepting applications for volunteer developers</strong> and those who are interested can view the <strong>available roles in the <a href="/join-us">Join Us</a> page</strong>. We look forward to working with new team members, but right now we have some previews we’d like to share with you!</p>

<h1 id="sneak-peek-of-the-steam-release">Sneak Peek of the Steam Release</h1>
<hr />
<p><em>Take a look under the hood!</em></p>

<h2 id="weapon-overhauls">Weapon Overhauls</h2>

<p>The <code class="language-plaintext highlighter-rouge">0.8</code> update is an opportunity for us to remake and optimize some of our existing weapon models. Some these models include the Mat-49, Pipe, Tranq Gun and Grenade Gibs. No model is truly safe from the grasp of model remakes as we want our game to be polished as best we can for our debut on Steam.</p>

<p>Additionally, we will be renaming the Mat-49 and Mac-10 to be more in line with the existing naming scheme of our weapons. We haven’t finalized the names yet, but you can expect them to both have the word “SMG” in it.</p>

<h2 id="player-models">Player Models</h2>

<p>The <code class="language-plaintext highlighter-rouge">0.8</code> update is planned to ship with remade player models. Progress on the remakes has been slow, but steady, with the heads of Soldier and Demoman (pictured) nearing completion. The next heads to be completed are Medic and Spy, which are not pictured. All heads are planned to ship with normal-mapped details, here most visible on Soldier’s rendered view.</p>

<p>Changes made to the bodies of the player models are and will not be immediately apparent, sans Medic, who will receive a noticeably higher definition coat. The improvements made to the body meshes will primarily concern adding additional polygons to the parts of the meshes that bend the most during animation, such as the elbows and knees. Similarly to the heads, the new body meshes will be complimented with higher resolution normal maps at a later stage of development.
<br />
<br />
<img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/demo_side.png" alt="Demo's Head Side Unrendered" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/demo_front.png" alt="Demo's Head Front Unrendered" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/demo_front_rendered.png" alt="Demo's Head Front Rendered with Texture" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/soldier_side.png" alt="Solder's Head Side Unrendered" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/soldier_front.png" alt="Soldier's Head Front Unrendered" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/soldier_front_rendered.png" alt="Soldier's Head Front Rendered" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/headshots/soldier_upper_body_render.png" alt="Soldier's Upper Body Rendered" /></p>

<h2 id="new-weapons">New Weapons</h2>
<p>The armory has a few new weapons at the disposal of our mercenaries! In the upcoming Steam release of our game, we intend to add a non-invasive loadout system that gives players access to more weaponry from older Team Fortress installments as well as weapons that take influence from cut content.</p>

<p>The <strong>“Mac-10”</strong>, which Based on the concept art of TF2 we have given Scout an additional choice of hardware.
<br />
<br />
<img src="/assets/blog/steam-progress-report/mac10_render.png" style="width: 80%;" alt="Mac-10" /></p>
<p class="credits-container">
<br />
"Out of all the TF2 styled weapons I've designed, the Mac10 is the one I'm most proud of. I did a lot of research on the weapon to make sure I did it justice. For me, it was an important milestone in learning the level of detail and proportional exaggeration that a TF2 styled weapon should have.
<br /><br />
I would like to thank everyone who contributed to bringing my concept to life, from the modelers and texture artists to the sound designers and animators."
<br /><br />
- HypnOS 1999 (Concept Artist)
</p>
<p class="credits-container">
<br />
"I'm quite happy on how the Mac-10 turned out! I worked on the textures and the render for this blog and It's been really fun working with my colleagues on this weapon and getting the Mac-10 to look just right for Pre-Fortress 2. The Mac-10 is a really good example on how we're going to build weapons in the future. From design, modelling, texturing, animation, sound design, and implementation within the game. Everyone did an amazing job on the Mac-10."
<br /><br />
- Justyn (Texture Artist)
</p>

<h2 id="new-maps">New maps</h2>

<p>Our level designers have been hard at work on some new content for the Steam release, and with their permission we’ve got a couple photos to share!
<br />
<br />
<img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/teaser_photo_in_color1.png" alt="Teaser for upcoming maps" />
<br />
<img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/teaser_photo_in_color2.png" alt="Teaser for upcoming maps" />
<br />
They told us we couldn’t reveal too much more, but we managed to sneak these photos out of the Hammer labs.
<img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/teaser_photos.png" alt="Teasers for upcoming maps" /></p>

<h2 id="ui-rework">UI Rework</h2>

<p>For the Steam release of Pre-Fortress 2 we took this as an opportunity to to updates certain parts of our menus.</p>

<p>Most importantly we will be taking influence from other mods and will be introducing a “Verified” and “Official” system. These servers will show up at the top of the Server list and can be toggled on or off by the user.</p>

<p>By using the modern TF2 menus as a base we will be modifying the Achievement menu to be a larger window in our existing style. Here is some concept art for what is to be expected in the Steam release.
<br />
<br />
<img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/achievements/mainmenu_achievements_unachieved.png" alt="Concept Achievements Menu Unachieved" /></p>

<p><img class="full-size" style="width:80%;" src="/assets/blog/steam-progress-report/achievements/mainmenu_achievements_achieved.png" alt="Concept Achievements Menu Achieved" /></p>

<h2 id="what-to-expect-from-the-new-sdk">What to expect from the new SDK</h2>

<p>The transition to the TF2 SDK has not only granted us access to Steam, but it also means we get some really cool features too.</p>

<p>On release we intend to:</p>
<ul>
  <li>Port VScript for mappers to be able to craft more intricate maps.</li>
  <li>Steam Networking for players to be able to connect to each other without needing a server.</li>
  <li>Replay Editor for players to record game highlights and share them with friends.</li>
  <li>Workshop support for easier sharing of player created content.</li>
  <li>Bots. <em>Need we say more?</em></li>
</ul>

<iframe width="560" height="315" src="https://www.youtube.com/embed/cyZx5hueznw?si=DHahuVeVu1MmVMTT" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe>

<h2 id="until-next-time">Until next time…</h2>

<p>We hope you’ve enjoyed this preview into the development of Pre-Fortress 2, and hopefully, it’ll be worth the wait.</p>]]></content><author><name>PF2 Team</name></author><category term="blog" /><summary type="html"><![CDATA[Steam release progress report with sneak peeks of upcoming content!]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/steam-progress-report/progress_report_mac10.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/steam-progress-report/progress_report_mac10.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The History of the Steam page</title><link href="https://prefortress.com/blog/steam-progress-report/story-time" rel="alternate" type="text/html" title="The History of the Steam page" /><published>2026-03-01T05:20:00+00:00</published><updated>2026-03-01T05:20:00+00:00</updated><id>https://prefortress.com/blog/steam-progress-report/story-time</id><content type="html" xml:base="https://prefortress.com/blog/steam-progress-report/story-time"><![CDATA[<p>We have been working on and off on some iteration of <code class="language-plaintext highlighter-rouge">0.8</code> ever since the release of <code class="language-plaintext highlighter-rouge">0.7</code> back in November of 2022, as it was always our plan for it to be the next big update. We ended up releasing a few small yet mighty updates, which resulted in <code class="language-plaintext highlighter-rouge">0.8</code> continuing to morph into different forms and because of that, some aspects of <code class="language-plaintext highlighter-rouge">0.8</code> ended up in iterations of <code class="language-plaintext highlighter-rouge">0.7</code>.</p>

<p>When the TF2 SDK was released in February of 2025, we were in the middle of developing <code class="language-plaintext highlighter-rouge">0.7.4</code> (<a href="/updates/0.7.4/">The Cold Snap update</a>) and decided it was in the team’s best interest to continue work on The Cold Snap update. While work continued on <code class="language-plaintext highlighter-rouge">0.7.4</code>, we immediately began setting up a Steam page and a working prototype of PF2 on the TF2 SDK or internally referred to as the <code class="language-plaintext highlighter-rouge">Frog Build</code>. We submitted our mod for review and waited <strong>3 months</strong> for Valve to approve our Steam page. In the meantime, we continued work on <code class="language-plaintext highlighter-rouge">0.7.4</code> while occasionally checking in our Store page status. Finally, in the beginning of May, our Store page was approved for release. However, we chose to not release our Steam page right away as to avoid posting it at the same time as other mods, so that our mod could have its own time in the spotlight. We decided that to avoid confusion between <code class="language-plaintext highlighter-rouge">0.7.4</code> and <code class="language-plaintext highlighter-rouge">0.8</code> (Steam Release), we would also wait to release the Cold Snap Update before our Steam release. So after 3 months of waiting for Valve to reply and another 3 months of waiting for us to finish development, in August 2025, we finally released our Steam page to the world. We are so proud to have our years of hard work finally hit the Steam storefront.</p>

<p>Planning for version <code class="language-plaintext highlighter-rouge">0.8</code> started in September as we took a month long break after releasing The Cold Snap update. During the planning stage, we met weekly to put to pen and paper what our definitive content outline would be. No longer would ideas be loosely restricted to GitHub issues or developer design docs; this update would be planned out to its entirety from start to finish. During this time, our developers experimented on the TF2 SDK, slowly working on porting our existing code as well as making concepts for new content. When October came around, we put our focus towards reorganizing our development infrastructure by putting all of our outlines into tangible GitHub issues that allowed our developers to document their work and allow for the team to see what content had been started. November carried us into Early Development, and our programmers began adding and removing SDK features to what was once a prototype and slowly transformed it into something that kind of resembled Pre-Fortress 2 as we knew it. December and January were slow months as the end of the year holidays and events took priority over our hobbies.</p>

<p>But February, that was the month of full on game development. We released <code class="language-plaintext highlighter-rouge">0.7.5</code> as a patch to our <em>now designated</em> Legacy version of Pre-Fortress 2 and released an updater/installer called Wings which took up a considerable amount of time in January. Wings is based on the installer we all know and love: <strong>BEANS!</strong> (More specifically <a href="https://github.com/ktwrd/beans-rs"><code class="language-plaintext highlighter-rouge">beans-rs</code></a>.) We heard you PF Crew, and we listened! We finally have an <a href="https://github.com/Pre-Fortress-2/wings">open-source</a> universal platform updater and it <em>probably will only be used for <code class="language-plaintext highlighter-rouge">0.7.5</code></em>, but at least patches to our legacy version will be super easy!</p>]]></content><author><name>PF2 Team</name></author><category term="blog" /><summary type="html"><![CDATA[A little story about our Steam page.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/steam-progress-report/progress_report_mac10.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/steam-progress-report/progress_report_mac10.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Cold Snap Patch 0.7.5 - Patch Notes</title><link href="https://prefortress.com/updates/0.7.5/" rel="alternate" type="text/html" title="Cold Snap Patch 0.7.5 - Patch Notes" /><published>2026-02-20T16:00:00+00:00</published><updated>2026-02-20T16:00:00+00:00</updated><id>https://prefortress.com/updates/update-075</id><content type="html" xml:base="https://prefortress.com/updates/0.7.5/"><![CDATA[<blockquote>
  <p>IMPORTANT: This is not the Steam release but this page does include news about version 0.8</p>
</blockquote>

<h1 id="lets-get-straight-to-the-numbers">Let’s get straight to the numbers</h1>
<p>Pre-Fortress 2 has always loosely followed a <a href="https://semver.org/"><code class="language-plaintext highlighter-rouge">MAJOR.MINOR.PATCH</code> version system</a>, but we have unintentionally released updates bigger than their version number would suggest. We have always wanted <code class="language-plaintext highlighter-rouge">0.8</code> to be a huge transition from <code class="language-plaintext highlighter-rouge">0.7</code>, but by doing so we have released updates as <code class="language-plaintext highlighter-rouge">PATCH</code> versions when they should have been <code class="language-plaintext highlighter-rouge">MINOR</code> versions. For example, versions <code class="language-plaintext highlighter-rouge">0.7.3</code> and <code class="language-plaintext highlighter-rouge">0.7.4</code> should have been considered <code class="language-plaintext highlighter-rouge">MINOR</code> updates due to their unintentionally large scale.</p>

<p>As of <code class="language-plaintext highlighter-rouge">0.7.5</code>, we are sticking very closely with the <code class="language-plaintext highlighter-rouge">MAJOR.MINOR.PATCH</code> system and releasing version <code class="language-plaintext highlighter-rouge">0.7.5</code> as a <em>patch</em> to the Cold Snap Update. The next <code class="language-plaintext highlighter-rouge">MINOR</code> version of Pre-Fortress 2 will be releasing on Steam as version <code class="language-plaintext highlighter-rouge">0.8</code>.</p>

<h1 id="steam-progress-report">Steam Progress Report</h1>
<p>Our small team of dedicated volunteers have been working on porting Pre-Fortress 2 to the TF2 SDK as well as creating new content for the Steam release. By the end of the month we intend to put out a post on our blog and our <a href="https://steamcommunity.com/app/3555120">Steam community hub</a> with a sneak peak of what we are working on and discuss some ways that our players can potentially help out with development.</p>

<h1 id="patch-notes">Patch Notes</h1>

<h2 id="new-installer">New Installer</h2>
<hr />
<p>Pre-Fortress 2 can now be installed using our new installer <a href="/download"><strong>Wings</strong></a>. Wings can also <strong>update old game versions</strong> spanning all the way back to <code class="language-plaintext highlighter-rouge">0.6</code>.</p>

<p><strong>Notice:</strong> Your computer may potentially falsely flag Wings as a virus, in the event you receive a block notification, click allow to proceed with the download. <a href="https://github.com/Pre-Fortress-2/wings">Wings is open-source</a> and is forked from <a href="https://github.com/ktwrd/beans-rs">“Beans” the installer used by the legacy version of Open Fortress</a>. Wings is an in-development project, <a href="https://github.com/Pre-Fortress-2/wings/issues">click here report a bug</a>.</p>

<h2 id="additions">Additions</h2>
<hr />
<ul>
  <li>Added the event <code class="language-plaintext highlighter-rouge">grenade_self_explosion</code></li>
  <li>Added the input <code class="language-plaintext highlighter-rouge">InputSetDomScale</code> to <code class="language-plaintext highlighter-rouge">team_control_point</code></li>
  <li>Backported <code class="language-plaintext highlighter-rouge">tf_glow</code>, <code class="language-plaintext highlighter-rouge">filter_tf_player_can_cap</code>, and <code class="language-plaintext highlighter-rouge">filter_tf_damaged_by_weapon_in_slot</code> from the new SDK</li>
  <li>Added <code class="language-plaintext highlighter-rouge">filter_pf_weapon_type_damage</code>, which allows you to filter damage by weapon type</li>
  <li>Added <code class="language-plaintext highlighter-rouge">filter_pf_player_flag_carrier</code>, which allows you to filter things if the player is carrying a flag</li>
</ul>

<h2 id="changes">Changes</h2>
<hr />
<ul>
  <li>Updated grenade bounding boxes to be more accurate to their world models</li>
  <li>Updated the Bear Traps to have more uniform deviation</li>
  <li>Updated max grenade impact damage to 10 damage (from 2 damage)</li>
  <li>Removed the output <code class="language-plaintext highlighter-rouge">OnThrow</code> from <code class="language-plaintext highlighter-rouge">item_teamflag</code> as <code class="language-plaintext highlighter-rouge">OnDrop</code> does the same thing</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_holstering</code> is now a command that applies on game restart</li>
  <li><code class="language-plaintext highlighter-rouge">mp_restartround</code> is no longer a cheat command</li>
  <li><code class="language-plaintext highlighter-rouge">tf_max_voice_speak_delay</code> is no longer a developer command</li>
  <li>Updated the unassigned text color to gray (from white)</li>
  <li>Updated Spywalk UI elements</li>
  <li>Updated clipping on control points for a few stages Hydro</li>
  <li>Updated respawn times in Hydro to avoid stalemates</li>
  <li>Updated setup areas on the final stages of Hydro</li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>
<hr />
<ul>
  <li>Fixed a visual bug where grenade animations would fail to load the player’s viewmodel arms</li>
  <li>Fixed a bug where on weapon holster, grenade deploying would stall until you can attack again</li>
  <li>Fixed the Bear Traps being thrown where the thrower is standing, causing players to damage themselves while standing still</li>
  <li>Fixed the Bear Traps coming out later than intended</li>
  <li>Fixed grenades stalling their detonation time until you can attack</li>
  <li>Fixed grenade deploying and throwing sounds playing erroneously and unreliably</li>
  <li>Fixed grenades under <code class="language-plaintext highlighter-rouge">pf_grenade_holstering 0</code> not being able to be thrown while reloading, aiming in with the Sniper Rifle, charging a weapon, or revving up with the Minigun</li>
  <li>Fixed third person grenade animations breaking posing for third person weapon animations</li>
  <li>Fixed an oversight that allowed you to attack while unholstering</li>
  <li>Fixed an oversight that allowed you to prime a primary grenade and then release it with the secondary grenade button and vice versa</li>
  <li>Fixed the <code class="language-plaintext highlighter-rouge">item_teamflag</code> outputs <code class="language-plaintext highlighter-rouge">OnDropTeam1</code> and <code class="language-plaintext highlighter-rouge">OnDropTeam2</code> not firing</li>
  <li>Fixed a bug where self grenade damage resistance wasn’t properly applying to players</li>
  <li>Fixed the <code class="language-plaintext highlighter-rouge">item_generic</code> (formerly known as <code class="language-plaintext highlighter-rouge">item_backpack</code>) entity not being able to spawn in maps</li>
  <li>Fixed a visual bug with the Defense Turret’s freeze cam showing out of bounds</li>
  <li>Fixed avatars on buildings showing the wrong icons</li>
  <li>Fixed pipe bomb projectiles not obeying the laws of gravity when shot with flame rockets</li>
  <li>Fixed a bug where taunting would negate all damage forces</li>
  <li>Fixed <code class="language-plaintext highlighter-rouge">pf_text_white_color</code> not using the proper Live TF2 text colors</li>
  <li>Fixed a bug where Spy disguises would allow you to move during the setup freeze period</li>
  <li>Fixed a bug where Spy can pick up the flag immediately after decloaking</li>
  <li>Fixed Domination not being properly localized on Discord RPC</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Patch Notes for version 0.7.5 and information regarding future updates.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Coming soon to Steam</title><link href="https://prefortress.com/blog/coming-to-steam" rel="alternate" type="text/html" title="Coming soon to Steam" /><published>2025-08-15T05:20:00+00:00</published><updated>2025-08-15T05:20:00+00:00</updated><id>https://prefortress.com/blog/coming-to-steam</id><content type="html" xml:base="https://prefortress.com/blog/coming-to-steam"><![CDATA[<p>The Steam Page is fully primed and Pre-Fortress 2 is all in on porting to the TF2 SDK!</p>

<p>While you wait for 0.8 make sure to check out our Cold Snap update we released on our website last month!</p>

<p>Pre-Fortress 2 version 0.7.4 “Cold Snap” will be the last version of PF2 available to download from our website. All future releases will be available right from the Steam store!</p>

<p>We were still developing version 0.7.4 when the TF2 SDK released and wanted to put our efforts into finishing it before we released the Steam page. We thank you for your patience!</p>

<h2 id="wishlist-pre-fortress-2-on-steam">Wishlist Pre-Fortress 2 on Steam:</h2>
<iframe src="https://store.steampowered.com/widget/3555120/?t=Pre-Fortress%202%20is%20a%20mod%20for%20Team%20Fortress%202%20that%20brings%20back%20grenades%2C%20armor%20and%20much%20more!%20It%20aims%20to%20bridge%20the%20gap%20between%20Team%20Fortress%20installments%20and%20the%20art-style%20is%20heavily%20inspired%20by%20the%20pre-release%20era%20of%20Team%20Fortress%202!%20" frameborder="0" width="646" height="190"></iframe>

<h2 id="watch-our-new-grenade-showcase">Watch our new grenade showcase:</h2>
<iframe width="560" height="315" src="https://www.youtube.com/embed/CEYXF9XI6T4?si=YrsXWlyaGOK-sFt3" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe>]]></content><author><name>PF2 Team</name></author><category term="blog" /><summary type="html"><![CDATA[Pre-Fortress 2 is coming to Steam!]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/coming-to-steam/steam_promo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/coming-to-steam/steam_promo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The Cold Snap Update - Patch Notes</title><link href="https://prefortress.com/updates/0.7.4/patch_notes" rel="alternate" type="text/html" title="The Cold Snap Update - Patch Notes" /><published>2025-07-25T20:00:00+00:00</published><updated>2025-07-25T20:00:00+00:00</updated><id>https://prefortress.com/updates/0.7.4/update-074</id><content type="html" xml:base="https://prefortress.com/updates/0.7.4/patch_notes"><![CDATA[<h2 id="additions">Additions</h2>
<ul>
  <li>Added the Domination gamemode</li>
  <li>Added the mapping entity <code class="language-plaintext highlighter-rouge">tf_logic_domination</code></li>
  <li>Added the mapping entity <code class="language-plaintext highlighter-rouge">pf_pickup_spawner</code>, which is a point entity that allows you to spawn pickups</li>
  <li>Ported the mapping entities <code class="language-plaintext highlighter-rouge">entity_spawn_manager</code> and <code class="language-plaintext highlighter-rouge">entity_spawn_point</code> from Live TF2</li>
  <li>Added the ability for players to toggle burning animations with the cvar <code class="language-plaintext highlighter-rouge">pf_deathanim_burning</code></li>
  <li>Added the entity <code class="language-plaintext highlighter-rouge">pf_snowman_bomb</code>. Comes with 3 explosion variants: Normal, Concussive, and Napalm. More types will be added later over time.</li>
  <li>Added new mapping fields in <code class="language-plaintext highlighter-rouge">trigger_capture_area</code> with options regarding reverting capture points</li>
  <li>Added a new field in <code class="language-plaintext highlighter-rouge">team_control_point</code>, Domination Scale, which allows you to set the score scale a control point should give to a team in Domination</li>
  <li>Added a new output to <code class="language-plaintext highlighter-rouge">item_teamflag</code>, <code class="language-plaintext highlighter-rouge">OnReturnNoCap</code> that fires when the flag is returned to their base but was not capped</li>
  <li>Pickups now change their models based on the holiday, if they aren’t a custom model</li>
  <li>Updated Telefrags to now gib players</li>
  <li>Added buttons to reset stats and reset achievements in Player Info</li>
  <li>Added particles and sounds for players leaving servers</li>
  <li>Updated SetCustomModel support</li>
  <li>Updated default sprays</li>
  <li>Updated Engineer’s armor repairing sound</li>
  <li>Added an armor repairing particle</li>
</ul>

<h2 id="achievements">Achievements</h2>
<hr />
<ul>
  <li>Added 8 new achievements</li>
  <li>Removed the achievements “Dynasty”, “Drunken Pipebomb”, and “Past Traveler”</li>
  <li>Updated Trophy Kill
    <ul>
      <li>The achievement is now called the Poacher’s Pride</li>
      <li>The requirements are now acquired by shooting any class, rather than only Heavy</li>
    </ul>
  </li>
  <li>Updated Sleeping on the Job
    <ul>
      <li>The achievement is now called Lights Out</li>
    </ul>
  </li>
  <li>Updated Traditional Medicine
    <ul>
      <li>The achievement is now called Wound Weaver</li>
    </ul>
  </li>
  <li>Updated Special Kind of Medicine
    <ul>
      <li>The achievement is now called Blessed are the Grenaded</li>
    </ul>
  </li>
  <li>Updated older achievement icons to be more in line with the newer ones</li>
</ul>

<h2 id="maps">Maps</h2>
<ul>
  <li>Added Canalzone</li>
  <li>Added Cloister</li>
  <li>Added 2Fort Event</li>
  <li>Updated Dustbowl
    <ul>
      <li>Updated Stage 2 RED spawn to include an alcove</li>
      <li>Updated Stage 2 BLU spawn to include a secondary exit</li>
      <li>Updated the bunker right before Stage 3’s last point to include a grenade pit</li>
      <li>Updated the lighting in RED spawn rooms</li>
    </ul>
  </li>
</ul>

<h2 id="balance-changes">Balance Changes</h2>
<hr />
<ul>
  <li>Updated the Heavy:
    <ul>
      <li>Slightly buffed his grenade jumping capabilities</li>
    </ul>
  </li>
  <li>Updated the Engineer:
    <ul>
      <li>Sped up the armor regeneration interval to 2 seconds (from 3 seconds), as well as decreased the time it takes to regenerate at full speed</li>
    </ul>
  </li>
  <li>Updated the Minigun:
    <ul>
      <li>Now needs 3 shots to disarm normal grenades and 5 shots on special grenades (from 1 and 2, respectively)</li>
    </ul>
  </li>
  <li>Updated the Wrench:
    <ul>
      <li>Now repairs player armor and buildings if players and buildings are within the same area</li>
      <li>Slightly increased armor repairing range</li>
    </ul>
  </li>
  <li>Updated the Medigun:
    <ul>
      <li><code class="language-plaintext highlighter-rouge">pf_medigun_speed_buff</code> is on by default</li>
    </ul>
  </li>
  <li>Updated Grenades:
    <ul>
      <li>Every grenade now has a disarming grace period of 0.5 seconds starting from when it’s thrown. This is to ensure that grenades aren’t instantly disarmed in situations where a Heavy is shooting at you with his Minigun.</li>
      <li>You can now throw grenades when the Sapper is deployed</li>
    </ul>
  </li>
  <li>Updated the Concussion Grenade:
    <ul>
      <li>Shifted the explosion radius into the middle of the projectile rather than at the bottom</li>
    </ul>
  </li>
  <li>Updated the Bear Traps:
    <ul>
      <li>Traps now deploy more sporadically and closer to the player</li>
      <li>Increased despawn time to 15 seconds (from 10 seconds)</li>
    </ul>
  </li>
  <li>Updated the Nail Grenade:
    <ul>
      <li>Decreased bouncing off floors</li>
    </ul>
  </li>
  <li>Updated the EMP Grenade:
    <ul>
      <li>EMP explosions now drain 25% of the victim’s primary and secondary ammo reserves</li>
    </ul>
  </li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>
<hr />
<ul>
  <li>Fixed the news panel erroneously displaying the last blog’s author if the latest post was an update</li>
  <li>Fixed a bug where the typing bubble would only appear on enemies</li>
  <li>Fixed a client crash on Linux relating to spectating players upon death</li>
  <li>Fixed the “White Text Chat” advanced option displaying text as gray instead of displaying as white</li>
  <li>Fixed a bug where Linux clients did not apply the game icon to the window (Thanks tholp!)</li>
  <li>Fixed Spy disguises not being able to equip the Tranquilizer Gun</li>
  <li>Fixed an issue where certain projectiles shot from weapons did not properly set the weapon as the launcher, causing killfeed bugs</li>
  <li>Fixed players being able to use any respawn room to respawn instantly</li>
  <li>Fixed a bug where explosion particles were missing while <code class="language-plaintext highlighter-rouge">pf_particle_explosions</code> was on</li>
  <li>Fixed Spy being able to say Payload lines while invisible</li>
  <li>Fixed crosshairs not disappearing when you’re dead</li>
  <li>Fixed weapon damage discrepancies while friendly fire is on</li>
  <li>Fixed server crashes with the entities <code class="language-plaintext highlighter-rouge">tf_pumpkin_bomb</code> and <code class="language-plaintext highlighter-rouge">tf_generic_bomb</code></li>
  <li>Fixed client prediction bugs related to Spywalking</li>
  <li>Fixed the news panel completely ignoring blog posts</li>
  <li>Fixed Sentry rockets being able to damage teammates if the Engineer died</li>
  <li>Fixed an issue where particles would appear to lag behind players with high ping</li>
  <li>Fixed Dispenser screens erroneously culling models behind it</li>
  <li>Fixed an issue where Discord RPC would not properly shut down if <code class="language-plaintext highlighter-rouge">pf_discord_rpc</code> was shut off</li>
  <li>Fixed the Sniper Rifle’s laser not updating while the player is concussed</li>
  <li>Fixed Engineers not being able to disarm enemy grenades near their buildings</li>
  <li>Fixed a UI issue with the target ID overlapping with certain UI elements</li>
  <li>Fixed MIRV bomblets being disarmable</li>
  <li>Fixed a bug where Linux dedicated servers wouldn’t announce achievements earned by players</li>
  <li>Fixed flags not resetting back to their team’s base when Sudden Death starts</li>
  <li>Servers now verify achievements when clients send them over</li>
  <li>Fixed minor inconsistencies in the Main Menu (Thanks sparkless!)</li>
</ul>

<h2 id="miscellaneous">Miscellaneous</h2>
<hr />
<ul>
  <li>Removed Mac support</li>
  <li>Updated the news button to always display “News”, regardless if it’s an update or not</li>
  <li>Updated the news panel to display with the date format: MM/DD/YYYY</li>
  <li>Starting from this version, the game will notify you on launch if your game is outdated</li>
  <li>Added player resource support for armor for server plugins to utilize</li>
  <li>The beta muzzleflash is now on by default</li>
  <li>Updated Simplified Chinese localizations (Thanks Finn5470!)</li>
  <li>Added Traditional Chinese localizations (Thanks RadioNoise2!)</li>
  <li>Removed Hydro Ghoul (again)</li>
</ul>

<h2 id="commands">Commands</h2>
<hr />
<ul>
  <li>Added the command <code class="language-plaintext highlighter-rouge">tf_forced_holiday</code>, to force specific holidays on servers</li>
  <li>Removed the command <code class="language-plaintext highlighter-rouge">pf_voice_allow_spam</code> to mitigate redundancy</li>
  <li>Updated cvar <code class="language-plaintext highlighter-rouge">pf_change_text_color</code> to <code class="language-plaintext highlighter-rouge">pf_text_white_color</code></li>
  <li>Updated cvar <code class="language-plaintext highlighter-rouge">pf_force_flag_speed_penalty</code> to <code class="language-plaintext highlighter-rouge">pf_flag_speed_penalty</code></li>
  <li>Added cvar <code class="language-plaintext highlighter-rouge">tf_particles_disable_weather</code> to toggle if you can see weather particle effects. Applies on map change.</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Patch Notes for the Cold Snap Update.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-gradient-074-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The Cold Snap Update</title><link href="https://prefortress.com/updates/0.7.4/" rel="alternate" type="text/html" title="The Cold Snap Update" /><published>2025-07-25T20:00:00+00:00</published><updated>2025-07-25T20:00:00+00:00</updated><id>https://prefortress.com/updates/updatepage-074</id><content type="html" xml:base="https://prefortress.com/updates/0.7.4/"><![CDATA[<main class="hidden">
    <div id="coldsnap-section1" class="coldsnap center" alt="Introduction and Domination Introduction">
        <a id="logo-blue" href="/"><img src="/assets/updates/074/logo.png" onmouseover="this.src='/assets/updates/074/logo_blu_hovered.png';" onmouseout="this.src='/assets/updates/074/logo.png';" alt="Home" /></a>
        <div id="coldsnap-text-section-1">
            <div id="intro-text" class="style-text">
            The PF2 Team has been hard at work wrapping up a lovely lineup of gifts and surprises for the holiday season!<br />From mild festivities to new horizons, we've got plenty in store for you! Yes sir, we were feeling proud of ourselves… until one of our interns— (looking at you, H. Gregg) —finally decided to flip the calendar. Turns out, it’s <strong>Christmas in July!</strong> Yep, you heard that right! We were so caught up in this bizarre cold snap that we completely lost track of time. That damned hole in the ozone has made things so frigid here at HQ that we didn’t realize the seasons had changed... twice. Don’t worry though, we’re still ready to spread some holiday cheer, even if it’s a bit ahead of schedule!
            </div>
        </div>
    </div>
    <div id="coldsnap-section2" class="coldsnap center" alt="Cloister Section">
        <div id="coldsnap-text-section-2">
            <div id="canalzone-text" class="style-text">
                Along the many branches of the Chicago River, lies the Canalzone Shipping Complex, a major hub that connects the Midwest to global trade. <br />Or at least, it used to be.<br />These days, it’s become the latest battleground between the world's best worst control freaks. RED’s making a hard push to lock down rail lines and inland routes, while BLU’s focused on seizing control of docks and maritime operations.<br />The result?<br /><strong>A full-blown logistics nightmare.</strong><br /> Now trade is stuck right in the middle of their mess, and it’s anyone’s guess if anything will move any time soon.
                <br />
                <br />
                <br />
                <br />
                Domination kicks off with neutral control points scattered across the map. Each owned point earns your team 1 point per second!<br />The more territory you control, the faster your score increases! Whichever team reaches the score limit first wins!<br /> But beware, the center control point awards <strong>double</strong> points, making it a high-stakes target. Stay sharp and defend your ground. One mistake could turn the tide!
            </div>
            <div id="canalzone-previews" class="map-gallery">
                <table>
                    <tr>
                        <td><a href="/assets/updates/074/images/canalzone_red_base.png"><img src="/assets/updates/074/thumbnails/canalzone_red_base.png" alt="Canalzone RED Base" /></a></td>
                        <td><a href="/assets/updates/074/images/canalzone_red_side.png"><img src="/assets/updates/074/thumbnails/canalzone_red_side.png" alt="Canalzone RED Side" /></a></td>
                    </tr>
                    <tr>
                        <td><a href="/assets/updates/074/images/canalzone_blu_warehouse.png"><img src="/assets/updates/074/thumbnails/canalzone_blu_warehouse.png" alt="Canalzone BLU Warehouse" /></a></td>
                        <td><a href="/assets/updates/074/images/canalzone_blu_zone.png"><img src="/assets/updates/074/thumbnails/canalzone_blu_zone.png" alt="Canalzone BLU Side" /></a></td>
                    </tr> 
                </table>
            </div>
        </div>
    </div>
    <div id="coldsnap-section3" class="coldsnap center" alt="Cloister Section">
        <div id="coldsnap-text-section-3">
            <div id="cloister-text" class="style-text">
                Amid a relentless blizzard in the remote Pacific Northwest, the ruins of an abandoned mining town lie buried beneath the snow.<br /> At its heart stands a colossal, frost-covered cathedral. Once a place of worship, it now conceals something far more sinister.<br /> Inside, RED and BLU have each claimed separate parts of the cathedral for their own secret nuclear superweapon research, completely oblivious to the other’s presence.<br /> Upon the very obvious discovery, they scrambled to secure their reactor codes. However, they soon found themselves trapped by the bitter cold of the storm. <br />Now, both teams remain locked in a deadly standoff as the snow howls outside, reactors hum below, and the mercs struggle to ensure that they keep control of the super-lasers that loom above.
            </div>
            <div id="cloister-previews" class="map-gallery">
                <table>
                    <tr>
                        <td><a href="/assets/updates/074/images/cloister_red_side.png" target="_blank"><img src="/assets/updates/074/thumbnails/cloister_red_side.png" alt="Cloister RED side" /></a></td>
                        <td><a href="/assets/updates/074/images/cloister_red_courtyard.png" target="_blank"><img src="/assets/updates/074/thumbnails/cloister_red_courtyard.png" alt="Cloister RED Courtyard" /></a></td>
                    </tr>
                    <tr>
                        <td><a href="/assets/updates/074/images/cloister_mid.png" target="_blank"><img src="/assets/updates/074/thumbnails/cloister_mid.png" alt="Cloister Mid" /></a></td>
                        <td><a href="/assets/updates/074/images/cloister_red_silo.png" target="_blank"><img src="/assets/updates/074/thumbnails/cloister_red_silo.png" alt="Cloister RED Area Silo" /></a></td>
                    </tr> 
                </table>
            </div>
        </div>
    </div>
    <div id="coldsnap-section4" class="coldsnap center" alt="2Fort event section">
        <div id="coldsnap-text-section-4">
            <div id="twofort" class="style-text">
                A mysterious cold front has swept across the Southwest, from the Mojave to the Chihuahuan, hitting Teufort, New Mexico, hardest of all. The arid heat that our favorite uniformed lunatics are typically familiar with has been swept out from under them somehow... in the middle of summer? With teeth chattering and no snow gear in sight, these gunmen aren’t getting paid to freeze to death. So, just like in the good ol' days on the Western Front, our mercenaries briefly ceased hostilities, made snow angels, sipped hot cocoa, and even built snowmen together.<br /> But, like the completely reasonable and responsible psychopaths they are, it wasn’t long before they went back to their old ways, rigging their snowmen with deadly explosives! Because why let a blizzard get in the way of a good explosion?
            </div>
        </div>
    </div>
    <div id="coldsnap-section5" class="coldsnap center" alt="Achievements Section">
        <div id="achievements-container">
            <div id="one" class="achievement">
                <span class="achievement-name">Back on the Board</span><br />
                <span class="achievement-desc">Re-capture all the control points from the enemy team during a single round of Domination.</span>
            </div>
            <div id="two" class="achievement">
                <span class="achievement-name">Grandmaster</span><br />
                <span class="achievement-desc">Capture all the control points during a single round of Domination.</span>
            </div>
            <div id="three" class="achievement">
                <span class="achievement-name">Constructive Interference</span><br />
                <span class="achievement-desc">As Engineer, destroy a Sapper on a building using an EMP Grenade.</span>
            </div>
            <div id="four" class="achievement">
                <span class="achievement-name">Nailgun Master</span><br />
                <span class="achievement-desc">Kill 1,000 players with the Nailgun.</span>
            </div>
            <div id="five" class="achievement">
                <span class="achievement-name">Defusal Enthusiast</span><br />
                <span class="achievement-desc">Disarm one of each type of grenade.</span>
            </div>
            <div id="six" class="achievement">
                <span class="achievement-name">One-Way Ticket</span><br />
                <span class="achievement-desc">Using a Concussion Grenade, cause an enemy to die from an environmental hazard.</span>
            </div>
            <div id="seven" class="achievement">
                <span class="achievement-name">Doctor's Seal of Approval</span><br />
                <span class="achievement-desc">As Medic, cure a teammate who was recently infected in under 2 seconds.</span>
            </div>
            <div id="eight" class="achievement">
                <span class="achievement-name">Tranquilizer... Master?</span><br />
                <span class="achievement-desc">Kill 50 players with the Tranquilizer Gun.</span>
            </div>
            <div id="nine" class="achievement">
                <span class="achievement-name">Dry Cleaning Service</span><br />
                <span class="achievement-desc">Using a Concussion Grenade, kill a wet enemy with your melee while they're concussed.</span>
            </div>
        </div>
        <div id="achievements-container-two">
            <div id="one" class="achievement">
                <span class="achievement-name">An Unexpected Guest</span><br />
                <span class="achievement-desc">Without playing as Spy, use an enemy Teleporter.</span>
            </div>
            <div id="two" class="achievement">
                <span class="achievement-name">Out with a Bang</span><br />
                <span class="achievement-desc">Using a Frag Grenade, kill both yourself and an enemy simultaneously.</span>
            </div>
            <div id="three" class="achievement">
                <span class="achievement-name">Blacksmith</span><br />
                <span class="achievement-desc">As Engineer, accumulate 5,000 armor repair points.</span>
            </div>
            <div id="four" class="achievement">
                <span class="achievement-name">Poacher's Pride</span><br />
                <span class="achievement-desc">As Sniper, headshot 5 enemies whose legs have been crippled by your bullets.</span>
            </div>
            <div id="five" class="achievement">
                <span class="achievement-name">Blast from the Past</span><br />
                <span class="achievement-desc">As Engineer, use an EMP Grenade to kill an enemy by causing dropped ammo to explode.</span>
            </div>
            <div id="six" class="achievement">
                <span class="achievement-name">Ring of Fire</span><br />
                <span class="achievement-desc">As Pyro, ignite 5 enemies at once with a single Napalm Grenade.</span>
            </div>
            <div id="seven" class="achievement">
                <span class="achievement-name">Blessed are the Grenaded</span><br />
                <span class="achievement-desc">As Medic, heal 5 or more teammates with a single Heal Grenade.</span>
            </div>
            <div id="eight" class="achievement">
                <span class="achievement-name">The Fat Finger</span><br />
                <span class="achievement-desc">As Engineer, kill an enemy Spy by detonating either your Dispenser or a Teleporter.</span>
            </div>
            <div id="nine" class="achievement">
                <span class="achievement-name">Heads Up!</span><br />
                <span class="achievement-desc">Using any grenade, land a killing blow on an enemy with the grenade's impact damage.</span>
            </div>
            <div id="ten" class="achievement">
                <span class="achievement-name">Wound Weaver</span><br />
                <span class="achievement-desc">As Medic, accumulate 10,000 healing points without using the Medigun.</span>
            </div>
            <div id="eleven" class="achievement">
                <span class="achievement-name">Lights Out</span><br />
                <span class="achievement-desc">As Spy, land a killing blow on an enemy using the Tranquilizer Gun.</span>
            </div>
        </div>
        <div id="achievements-link">
            <a href="/assets/updates/074/achievement_icons/achievement_pack.zip">Download the complete icon set!</a>
        </div>
    </div>
    <div id="coldsnap-section6" class="coldsnap center" alt="The Cold Snap Update">
        <div id="coldsnap-text-section-6">
            <div id="thanks-letter" class="style-text">
                We would like to take a moment to express our sincere gratitude to each and every one of you for your incredible patience and unwavering support. We know it’s been a long and sometimes bumpy road, and we truly appreciate you sticking with us through the highs, the lows, and everything in between. Big things are on the horizon, and while we wish we could show you everything right now, we still have much to work on. Soon we'll be back to wrestling with bugs, nightly caffeine shortages, and the occasional "Oops, forgot to commit that file to the sources." But have faith, the wait will be more than worth it.<br /><br />And before we forget, yes, we’ve finally fired H. Gregg. That'll teach him not to touch the damn calendar EVER again. Lesson learned. Thanks again for being part of the journey, and stay tuned. There’s much more to come!
            </div>
            <div id="patch-notes" class="style-text">
                <a href="/updates/0.7.4/patch_notes">See the full patch notes here!</a>
            </div>
            <div id="legal">
                © 2025 PF2 Team and Valve Corporation. All rights reserved. Valve, the Valve logo, Team Fortress 2, the Team Fortress 2 Logo and Source are trademarks and/or registered trademarks of Valve Corporation in the United States and other countries. Pre-Fortress 2 is a fan project and is not associated with Valve Corporation.
            </div>
        </div> 
    </div>
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</script>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Is it cold in here or is it just me?]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-coldsnap.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-coldsnap.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">‘Twas the night before 0.7.4</title><link href="https://prefortress.com/blog/night-before-074" rel="alternate" type="text/html" title="‘Twas the night before 0.7.4" /><published>2025-07-24T05:20:00+00:00</published><updated>2025-07-24T05:20:00+00:00</updated><id>https://prefortress.com/blog/night-before-074</id><content type="html" xml:base="https://prefortress.com/blog/night-before-074"><![CDATA[<p>‘Twas the night before Christmas, and all through the code,
Not a bug was stirring, no errors to load.
Our devs were all nestled, snug in their chairs,
Hoping our patch wouldn’t break or have snares.</p>

<p>But just as we thought we were finally done,
A few more ideas bubbled up, and we had a little fun.
“We’ve got this! We’ve got that!” Each feature we found,
The list kept on growing, ideas unbound.</p>

<p>“We’re close,” we said, “just a few tweaks more,”
But the list of changes kept growing—oh, what a chore!
New maps, modes, features, new stuff galore,
You could say it started to feel like Christmas… and more.</p>

<p>As midnight drew near, we checked the date,
It wasn’t Christmas, just a bit too late.
We froze. We stared. Could it really be?
It’s July 24th?! What happened to our tree?</p>

<p>Yep. Turns out, it’s not Christmas. Not by a mile.
But here we are, feeling festive in style.
So what started as a patch, a simple repair,
Has snowballed into something beyond compare.</p>

<p>So while you’re roasting in the summer sun,
We’ll be dropping content—you know, just for fun.
It might not be Christmas, but it’s under wraps,
This update mustn’t be hot, for it’s a Cold Snap!</p>

<p><img class="full-size" src="/assets/blog/night-before-074/cloister_teaser.png" alt="cloister teaser" width="400" /></p>]]></content><author><name>PF2 Team</name></author><category term="blog" /><summary type="html"><![CDATA['Twas the night before 0.7.4, and all through the code...]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/night-before-074/ctf_cloister.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/night-before-074/ctf_cloister.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Pre-Fortress 2 turns 5 years old</title><link href="https://prefortress.com/blog/5-year-anniversary" rel="alternate" type="text/html" title="Pre-Fortress 2 turns 5 years old" /><published>2024-12-08T04:17:00+00:00</published><updated>2024-12-08T04:17:00+00:00</updated><id>https://prefortress.com/blog/5-year-anniversary</id><content type="html" xml:base="https://prefortress.com/blog/5-year-anniversary"><![CDATA[<p>5 years ago today, Pre-Fortress 2 was publicly released into what would become a half of a decade of twists and turns! Along the way, we’ve made a really amazing game. We are proud of the work we’ve done and are grateful to everyone who had a hand in making it. We’ve had well over 90 contributors and that’s not including the amazing community projects that have helped us get off the ground!</p>

<p><img class="full-size" src="/assets/blog/anniversary/partyfowl.png" alt="Party Fowl" style="width: 80%;" /></p>

<h1 id="thank-you-to-our-playtesters">Thank you to our playtesters</h1>
<p>We want to say thank you to everyone who has ever been a playtester and helped by giving us feedback. Without the feedback from the community we would not have be where we are today. We value the perspective our playtesters bring to us and their dedication to improving PF2.</p>

<h1 id="thank-you-to-the-community">Thank you to the community</h1>
<p>It goes without saying that a game is nothing without the people who play it. Ever since launching version <code class="language-plaintext highlighter-rouge">0.7</code>, we’ve had a whole host of servers taking PF2 to it’s upper limits and we’ve even had an <a href="https://www.youtube.com/watch?v=EJDH-PeyAic">unofficial Android port</a>. This community has never ceases to amaze us. From a playable civilian to janky but drivable helicopters, the content produced by the community keeps us on our toes.</p>

<p>There’s never a dull moment when we join a community server. We’ve come a long way and seeing over a dozen servers hosted to support our game fills us with immense gratitude. The first time we saw the server counter reach over 10 was a huge milestone for us. 
<br />
<br />
<img class="full-size" src="/assets/blog/anniversary/lore.jpg" alt="PF2 Lore" />
<br />
<br />
The humor of the community has created unforgettable moments such as the <a href="https://docs.google.com/presentation/d/1sjx5BA-XVEhVLaHv6AWipikeZaVvaUYbKWfG1cnrqsM/edit#slide=id.p1">PF2 lore</a> or the assault on beta accuracy.</p>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\anniversary\betaaccurate.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Behold the mangled soldier.</p>
        
    
</div>

<h1 id="memories">Memories</h1>
<p>We asked our team if they had any experiences over the years that they wanted to share with you all… They threw grenades at us instead!</p>

<p class="credits-container">
<br />
"Its cool to see our community get together for sessions, a good memory I had is when the big repo leak happened and we finally got dustbowl2. I fixed up the vmf with proper logic (and a hidden nod regarding everyone's favorite valve mapper, Dario Casali). Once it got sent off to the custom maps server, it was played the same night and everyone joined arms to frolic around in Casali's long lost kingdom for the first time in a decade and a half"  
<br /><br />
- gamingcam2008 (Mapper)
</p>
<p><br />
<img src="/assets/blog/anniversary/dariobowl.png" alt="DarioBowl" />
<br /></p>
<p class="credits-container">
<br />
"I really love how this mod not only seeks to recreate the beta aesthetics, but also improves on them and the gameplay. There really isn't anything else quite like pre-fortress"
<br /><br />
- Everik (Texture Artist)
</p>

<p class="credits-container">
<br />
"I remember when this mod was the beta accurate mod. Terrible, terrible times. Nonetheless I found out so many interesting facts and tidbits about TF2's beta. I'm so glad that PF2 is no longer the beta accurate mod, because it's fun as hell. May the 2fort chicken live on, and Happy 5th Anniversary Pre-Fortress 2."   
<br /><br />
- dead_thing (Programming Lead)
</p>

<p class="credits-container">
<br />
"As much as we can look back and admire the aesthetics of the beta, it's important to remember a lot of it still needs quite a lot of polishing to make a more presentable product. There are many cool ideas and aesthetics that I hope we flesh out a lot more in the future, and steer away from trying to make them as "accurate" as possible"  
<br /><br />
- HypnOS 1999 (Textures and Art Generalist)
</p>

<p class="credits-container">
<br />
"I don't have much to say, I'm just glad to be in a project with my loved ones :) (C-can you add the smile?)"  
<br /><br />
- cola (Sound Designer)
</p>

<p class="credits-container">
<br />
"When I joined the PF2 dev team as an artist 2 years ago. Initially I thought it was a simple tf2 beta recreation mod, but very quickly I realized it's much more than that. PF2 is almost like a celebration for the Team Fortress Series. It's very interesting how this project explores old ideas from previous Team Fortress games and flesh them out in so many interesting ways. I'm very grateful for every developer who works on PF2 and making this project amazing to work on."  
<br /><br />
- Justyn (3D Artist)
</p>

<p class="credits-container">
<br />
"Pre Fortress 2 will always be my favorite sourcemod because of the seriously talented people who work on this game and the amazing PF2 community that plays it. Without those two steady support beams, this game wouldn't have lasted longer than it has.  
I really love the creative insight that the seriously dedicated developers have. To me, this game feels like a love letter to the Team Fortress franchise than just a source mod, and I am extremely excited for the future content this project awaits. Here's to 5 more years!"   
<br /><br />
- Colby (Long-time Playtester)
</p>

<p class="credits-container">
<br />
"Another thing that I love about this community, its such a fun playground to mess around with crazy ideas outside of the main game. Case in point, helieeHunted. In the small groups of people I've had people on this map, its a insane sight to see people flying around in janky brushwork helicopters, carrying flags in route to the cap point."  
<br /><br />
- gamingcam2008 (Again)
</p>
<p><br /></p>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\anniversary\helicopter.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">PF2 Chopper.</p>
        
    
</div>

<p class="credits-container">
<br />
"I love all the weird things PF2 is willing to test, makes for some really creative and cool stuff. Been testing since 2019-ish. Can't wait for the **[REDACTED]** mode"  
<br /><br />
- ProfessorPootis (Long-time Playtester)
</p>

<p class="credits-container">
<br />
"I'm so grateful about PF2 and its community. During my time here, I got motivated to start to learn how to mod and code, and the people here always helped me throughout my struggles. PF2 might not be as famous like other mods, but it has the strongest and closest community. Like a little town, I've met so much strange, silly, and unusual people here, and also made some really good friends. For 5 more years and beyond, Happy Anniversary!"
<br /><br />
- zebbywebby (Long-time Community Member)
</p>

<p class="credits-container">
<br />
"I have been a dev for PF2 since 2021. This project has given me the chance to learn more about the history, the art and the craft of the things I know and love. The past few years in the team have been a challenge, as I strived to become a better developer. I still have a long way to go and I'm thankful for the dedication of the community members and fellow developers."
<br /><br />
- NeoExperiences (Gameplay Lead and Mapper)
</p>

<p class="credits-container">
<br />
"Pre-Fortress 2 was my first real multiplayer game with a big team. I have learned so much since I started and it has propelled me into my career in programming. Every time I come back to work on this game I feel proud of the work I've done and know that it makes a world of difference for the other developers on the team. Working on this project has brought me lots of joy over the years as it's truly a project I can put passion into."
<br /><br />
- Sour Dani (Technical Lead)
</p>
<p><br />
What you’ve just read is from just a fraction of the talent supporting Pre-Fortress 2. Our entire community uplifts us and gives us the drive to keep working on this project. So once again we say:</p>

<p><strong><em>Thank you, without the community, we wouldn’t be here today.</em></strong></p>

<h1 id="pf2-funny-moments">PF2 Funny Moments</h1>

<p>Before we had the Armor model that resembles a suit, we had the Armor bag. It was a widely contested item, until this screenshot of a Demoman ragdoll on 2Fort ended the conversation once and for all. (We still think they’re nothing alike but we prefer the suit of armor.)
<br />
<br />
<img src="/assets/blog/anniversary/ammo.png" alt="Dead Demoman" />
<br />
We’ll never forget when Pre-Fortress 2 won the TF2 Sourcemod election by a landslide. It was a good race and we were proud to have run against such major league TF2 Sourcemods, such as Greg Fortress and Hungarian Fortress. 
<br />
<br />
<img class="full-size" src="/assets/blog/anniversary/sweep.png" alt="2Fort Chicken on Fire" style="width: 80%;" />
<br />
In case you’ve forgotten, PF2 used to look a lot different! Oh god…
<br /></p>
<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\anniversary\old.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">A very old clip of Pre-Fortress 2.</p>
        
    
</div>

<p><strong>All hail 2Fort Chicken!</strong>
<br />
<br />
<img class="full-size" src="/assets/blog/anniversary/toasty.png" alt="2Fort Chicken on Fire" style="width: 80%;" /></p>

<p><br />
<em>He always had our backs even in our darkest moments.</em>
<br />
<br />
<img class="full-size" src="/assets/blog/anniversary/piggyback.jpg" alt="2Fort Chicken Piggyback" style="width: 80%;" />
<br /><br />
You can’t spell 2Fort without Trailer 2 Roleplay! This segment is dedicated to all the people who gave up their lives in the name of Trailer 2 RP.
<br />
<br />
<img src="/assets/blog/anniversary/trailer2roleplay.png" alt="PF2 Trailer 2 RP" />
<br />
Remember when we had our ARG? Oh that was good times.
<br /></p>
<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\anniversary\ARG.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Another 2Fort Chicken Video</p>
        
    
</div>

<p>Here’s some footage we just leaked of Sniper’s new grenade. We’d love to get your feedback on it.</p>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\anniversary\sniperspecialgrenade.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Now this... is a grenade...</p>
        
    
</div>

<p>To think this game started out life as a tf2008 revival group.</p>

<p><img src="/assets/blog/anniversary/dayone.jpg" alt="First day of gameplay" />
<small>Screenshot is dated 12/9/2019</small>
<br />
<br />
Who could forget our most favorite cursed pose?</p>

<p><img src="/assets/blog/anniversary/backrooms.jpg" alt="Balls heavy in the backrooms" />
<br />
<strong>Not coming soon to a sourcemod near you.</strong></p>
<h1 id="update-news">Update news</h1>
<p><em>We can’t end the blog post without mentioning the next update!</em></p>

<p>We’re excited to announce that version <code class="language-plaintext highlighter-rouge">0.7.4</code> is just around the corner! It features the usual bug fixes, new maps and gameplay. We really think you’ll enjoy this intermediate update while we work on <code class="language-plaintext highlighter-rouge">0.8</code>! Think of it as our holiday gift to you! We were considering giving you all coal but the grenade fairy told us you were all good this year.</p>]]></content><author><name>PF2 Team</name></author><category term="blog" /><summary type="html"><![CDATA[After 5 years of development, we hope it's been worth the wait.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/anniversary/5-year-anniversary.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/anniversary/5-year-anniversary.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The 0.7.3 Update</title><link href="https://prefortress.com/updates/0.7.3/" rel="alternate" type="text/html" title="The 0.7.3 Update" /><published>2024-07-07T23:05:00+00:00</published><updated>2024-07-07T23:05:00+00:00</updated><id>https://prefortress.com/updates/update-073</id><content type="html" xml:base="https://prefortress.com/updates/0.7.3/"><![CDATA[<blockquote>
  <p>Important announcement for Mac OS users: For our next major update, Pre Fortress 2 will no longer be natively supporting Mac OS. Thank you to all of the Mac OS warriors who will continue to support us until then!</p>
</blockquote>

<blockquote>
  <p>Also, our main mirror will be moved to <del>archive.prefortress.com</del> dl.prefortress.com. The GitHub link will still be available as an alternative mirror. We’re also discontinuing our Windows installer.</p>
</blockquote>

<h2 id="additions">Additions</h2>
<hr />
<ul>
  <li>Updated the minimized UI to work with 0.7’s HUD</li>
  <li>Added the Speed Boost condition</li>
  <li>Added the point entity <code class="language-plaintext highlighter-rouge">game_convar_mod</code>, from Mapbase, which allows you to set ConVars for a specific map</li>
  <li>Added overheal particles</li>
  <li>Added rocket trailing sounds for both the Rocket Launcher’s rocket and the Flamethrower’s flame rocket</li>
  <li>Updated the scoreboard to use Live TF2’s implementation, which shows the server’s current time limit and the map name</li>
  <li>Ported the <code class="language-plaintext highlighter-rouge">invis</code> proxy from Live TF2</li>
  <li>Updated materials to use the <code class="language-plaintext highlighter-rouge">invis</code> proxy</li>
  <li>Commands that significantly change gameplay are now automatically added to server tags</li>
  <li>Classes now say things when throwing grenades</li>
  <li>Added proper map strings for the Invade gamemode</li>
  <li>Added the game event <code class="language-plaintext highlighter-rouge">object_removed</code>, which is an event that fires when a building is destroyed</li>
  <li>Added the game event <code class="language-plaintext highlighter-rouge">medic_death</code>, which is an event that fires when Medic dies</li>
  <li>
    <p>Added new third person Spy Tranquilizer Gun animations</p>

    <p><img src="/assets/blog/update-073-updatepage/spy_tranq.png" alt="Spy with his iconic Tranquilizer Gun" title="Spy with his iconic weapon while bearing the weight of the beta" /></p>
  </li>
</ul>

<h2 id="balance-changes">Balance Changes</h2>
<hr />
<ul>
  <li>
    <h3 id="general">General</h3>
    <ul>
      <li>Adjusted how explosive radius damage is calculated</li>
      <li>Weapon deploy speed is now 0.5 seconds (from 0.66 seconds). Animation speed has not been changed.</li>
      <li>Grenades no longer have a self damage cap at 50 health</li>
    </ul>
  </li>
  <li>
    <h3 id="scout">Scout</h3>
    <ul>
      <li>
        <h4 id="class">Class</h4>
        <ul>
          <li>Armor increased to 50 (from 25)</li>
        </ul>
      </li>
      <li>
        <h4 id="bear-traps">Bear Traps</h4>
        <ul>
          <li>Reduced the deploy time to 0.6 seconds (from 0.8 seconds)</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="soldier">Soldier</h3>
    <ul>
      <li>
        <h4 id="class-1">Class</h4>
        <ul>
          <li>Armor decreased to 125 (from 150)</li>
          <li>Self rocket blast damage resistance increased to 40% (from 20%)</li>
          <li>Self rocket blast damage resistance no longer applies if damage was also inflicted on an enemy</li>
          <li>Changed rocket jumping to feel more like Live TF2</li>
        </ul>
      </li>
      <li>
        <h4 id="nail-grenade">Nail Grenade</h4>
        <ul>
          <li>Tripled the nail deploy time</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="pyro">Pyro</h3>
    <ul>
      <li>
        <h4 id="flamethrower">Flamethrower</h4>
        <ul>
          <li>Increased base primary damage to 180 (from 170)</li>
          <li>Increased the flame rocket’s projectile speed to 850 HU/s (from 750 HU/s)</li>
          <li>Increased the flame rocket’s base damage to 25 (from 20)</li>
          <li>Decreased the flame rocket’s radius to 100 HU (from 150 HU)</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="demoman">Demoman</h3>
    <ul>
      <li>
        <h4 id="class-2">Class</h4>
        <ul>
          <li>Self pipebomb blast damage resistance increased to 25% (from 20%)</li>
          <li>Self pipebomb blast damage resistance no longer applies if damage was also inflicted on an enemy</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="engineer">Engineer</h3>
    <ul>
      <li>
        <h4 id="class-3">Class</h4>
        <ul>
          <li>Health increased to 90 (from 80)</li>
          <li>Added armor regeneration. Works similar to Medic’s health regeneration: You will now regenerate at a rate of 1-3 armor every three seconds depending on how long it’s been since you’ve last been hit.</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="medic">Medic</h3>
    <ul>
      <li>
        <h4 id="medigun">Medigun</h4>
        <ul>
          <li>The medigun speed buff, which allowed you to run at Scout’s speed while healing him, is disabled by default</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="sniper">Sniper</h3>
    <ul>
      <li>
        <h4 id="sniper-rifle">Sniper Rifle</h4>
        <ul>
          <li>You can no longer shoot while jumping; you can still shoot in the air if it wasn’t initiated by a jump</li>
        </ul>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="spy">Spy</h3>
    <ul>
      <li>
        <h4 id="class-4">Class</h4>
        <ul>
          <li>Added Spywalking, a mechanic which allows you to use Spy’s normal walking speed if you’re disguised as a slower class. Holding down the Spywalk button while disguised will allow you to travel at the Spy’s normal walking speed as a slower class. It is bound to Shift by default. You may have to bind the key after updating the game.</li>
          <li>Disguising calculations are simpler; instead of faking a random health and armor value if a viable disguise target isn’t available, the max health and armor for the disguised class will be faked instead.</li>
          <li>Disguised Spies can now fake Medic Übercharge values</li>
          <li>The voice status bubble no longer appears above your player if you are disguised or invisible</li>
        </ul>
      </li>
      <li>
        <h4 id="gas-grenade">Gas Grenade</h4>
        <ul>
          <li>Increased the damage to 14 (from 8)</li>
        </ul>
      </li>
    </ul>
  </li>
</ul>

<h2 id="maps">Maps</h2>
<hr />
<ul>
  <li>
    <h3 id="general-1">General</h3>
    <ul>
      <li>Boosted bounce lighting in all the maps</li>
      <li>Sudden death is enabled by default on maps that can stalemate</li>
    </ul>
  </li>
  <li>
    <h3 id="arenapayload-race">Arena/Payload Race</h3>
    <ul>
      <li>Removed next level change logic after a certain amount of rounds have been played. This was removed so community servers can run these maps for as long as they want to.</li>
    </ul>
  </li>
  <li>
    <h3 id="2fort">2Fort</h3>
    <ul>
      <li>Fixed a bug where the color correction entity was deleted upon map load</li>
      <li>Cleaned up the pollution in the sewers</li>
      <li>
        <p>Revamped the layouts of both teams’ sewers</p>

        <p><img src="/assets/blog/update-073-updatepage/ctf_2fort0007.png" alt="RED's Sewer" title="Cozy, isn't it?" /></p>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="dustbowl">Dustbowl</h3>
    <ul>
      <li>Fixed Stage 2’s first capture point trigger slightly sticking out into the room below</li>
    </ul>
  </li>
  <li>
    <h3 id="goldrush">Goldrush</h3>
    <ul>
      <li>Fixed lighting on some displacements on Stage 3</li>
      <li>Fixed flickering buildings throughout Stage 3</li>
      <li>Slight layout changes to the last half of Stage 3</li>
      <li>
        <p>Updated the Stage 3 artpass</p>

        <p><img src="/assets/blog/update-073-updatepage/pl_goldrush0015.png" alt="Goldrush Stage 3 Third Point" title="Goldrush Stage 3 Third Point" /></p>

        <p><img src="/assets/blog/update-073-updatepage/pl_goldrush0014.png" alt="Goldrush Stage 3 Last Point" title="Goldrush Stage 3 Last Point" /></p>

        <p><img src="/assets/blog/update-073-updatepage/pl_goldrush0003.png" alt="Goldrush Stage 3 Interior Area" title="Goldrush Stage 3 Interior Area" /></p>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="well-arena">Well (Arena)</h3>
    <ul>
      <li>Added a grenade pickup and an armor pack below the capture point</li>
      <li>Fixed multiple props being misaligned in various areas</li>
      <li>Added slightly more out of bounds detailing</li>
    </ul>
  </li>
  <li>
    <h3 id="well-ctf">Well (CTF)</h3>
    <ul>
      <li>Updated the skybox</li>
      <li>
        <p>Slightly brightened up the map</p>

        <p><img src="/assets/blog/update-073-updatepage/ctf_well0010.png" alt="Well CTF Overview" title="Well's looking brighter!" /></p>
      </li>
    </ul>
  </li>
  <li>
    <h3 id="well-5cp">Well (5CP)</h3>
    <ul>
      <li>Fixed some logo textures in the spawn areas</li>
      <li>Fixed issues with the doors not properly opening</li>
    </ul>
  </li>
  <li>
    <h3 id="hydro">Hydro</h3>
    <ul>
      <li>Slightly improved player clipping</li>
      <li>Fixed some misaligned props</li>
    </ul>
  </li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>
<hr />
<ul>
  <li>Vote kicks will now immediately pass and ban the player accordingly if the player being vote kicked leaves the game</li>
  <li>Fixed a bug where the main menu would not close if the vote menu was selected</li>
  <li>Fixed a server crashing exploit involving extremely large sprays (Thanks sappho!)</li>
  <li>Fixed an exploit relating to the Pipebomb Launcher’s primary fire and the Flamethrower’s secondary fire</li>
  <li>Fixed a server crashing exploit with the Sniper Rifle</li>
  <li>Fixed a bug where attacks were tracing back to the current active weapon of the attacker, regardless if the weapon was used to attack the victim</li>
  <li>Fixed a bug where the Ring of Fire achievement could be achieved with a flame rocket blast</li>
  <li>Fixed a bug where the Flamethrower’s secondary fire charging mechanism didn’t have proper client-side prediction</li>
  <li>Fixed an oversight where flag carriers couldn’t be Übercharged if they were holding the flag; the flag now drops when the flag carrier gets Übercharged</li>
  <li>Fixed an oversight where if you were looking down while a grenade exploded in your hand, you would get launched down, usually leading to fall damage being inflicted</li>
  <li>The voice status UI element is now affected by cl_drawhud</li>
  <li>Fixed a visual bug where constantly rotating func_rotating brushes would freeze</li>
  <li>Fixed Civilian not properly being accounted for in the HUD</li>
  <li>Fixed an issue with the keyvalue “texturename” in env_projectedtexture</li>
  <li>Fixed a bug where flag trails would not appear at all</li>
  <li>Fixed a bug where invisible Spies can say Payload lines</li>
  <li>Fixed a bug where the target ID of a disguised Spy could show as overheal if disguising as a class with a higher max health value</li>
  <li>Fixed a visual bug where attacking disguised Spies on the Payload Cart/Dispenser would show their own team’s healing particle</li>
  <li>Fixed a visual bug with the Bottle where touching a resupply trigger would switch to the broken bodygroups</li>
  <li>Fixed a visual bug with classes not performing their attacking emotions when firing their weapon</li>
  <li>Fixed a bug where the Teleporter’s detonation failsafe would activate even if the teleporter exit was placed in a valid spot</li>
  <li>Fixed a bug where voice commands were disabled by default in the chat window, despite the filter in the chat window showing otherwise</li>
  <li>Fixed a bug where pipebombs in the air could be pushed by other explosives</li>
  <li>Fixed many issues with the talker scripts, response rules, and scene files so classes are a lot more talkative</li>
  <li>Fixed a bug where spectators could hold the flag</li>
  <li>Fixed a visual bug where Heavy’s first person MIRV idle animation would slightly bug out on dedicated servers</li>
  <li>Fixed a bug where crouch jumping would erroneously play the airwalking animation</li>
  <li>Fixed a bug in Payload Race where the win panel wouldn’t show the correct amount of areas left to capture</li>
</ul>

<h2 id="commands">Commands</h2>
<hr />
<ul>
  <li>Added the command <code class="language-plaintext highlighter-rouge">pf_change_text_color</code> which controls the color of the chat text in-game. 0 is the original text color, 1 is the white text color.</li>
  <li>Added the command <code class="language-plaintext highlighter-rouge">pf_viewroll</code>, which is set to 0 by default. This command enables the commands <code class="language-plaintext highlighter-rouge">cl_rollangle</code> and <code class="language-plaintext highlighter-rouge">cl_rollspeed</code> to adjust tilting your view when you move side to side, similar to Quake.</li>
  <li>Added the command <code class="language-plaintext highlighter-rouge">pf_spywalk_toggle</code> which is set to 0 by default. If enabled, it enables an alternate control scheme where the feature can be toggled instead of needing to hold down the button.</li>
  <li>The commands listed above are also located in the Advanced Options menu</li>
  <li>Added support for the command <code class="language-plaintext highlighter-rouge">sv_pure</code> so that only official PF2 content can be used on the server. Still set to 0 by default.</li>
  <li>Added back the command <code class="language-plaintext highlighter-rouge">pf_picmip</code>, which will let you adjust your texture settings from -10 to 10 again</li>
  <li>Renamed the command <code class="language-plaintext highlighter-rouge">pf_healthkit_armor_repair</code> to <code class="language-plaintext highlighter-rouge">pf_armor_healthkit_repair</code></li>
  <li>Renamed the command <code class="language-plaintext highlighter-rouge">pf_ammokit_grenades</code> to <code class="language-plaintext highlighter-rouge">pf_grenade_ammokits_dispense</code></li>
  <li>Changed the command <code class="language-plaintext highlighter-rouge">cl_interp</code> maximum limit to 0.04 (from 0.5)</li>
  <li>The command <code class="language-plaintext highlighter-rouge">pf_medigun_speed_buff</code> is now set to 0 by default</li>
  <li>The command <code class="language-plaintext highlighter-rouge">sv_allow_pointservercommand</code> is now set to <code class="language-plaintext highlighter-rouge">official</code> by default</li>
  <li>Marked the commands <code class="language-plaintext highlighter-rouge">cl_pred_track</code>, <code class="language-plaintext highlighter-rouge">mat_drawTexture</code>, <code class="language-plaintext highlighter-rouge">cl_lagcompensation</code>, and <code class="language-plaintext highlighter-rouge">cl_predictweapons</code> as cheat commands</li>
  <li>Removed the command <code class="language-plaintext highlighter-rouge">pf_team_colored_spy_cloak</code>.</li>
</ul>

<h2 id="miscellaneous">Miscellaneous</h2>
<hr />
<ul>
  <li>Updated VPKs to be signed by the Team</li>
  <li>Players now drop their weapons on disconnect</li>
  <li><code class="language-plaintext highlighter-rouge">game_text_tf</code> pop-ups now show on minimized HUD</li>
  <li>Updated English localization files</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Badlands: The Map That Never Was</title><link href="https://prefortress.com/blog/badlands-the-map-that-never-was" rel="alternate" type="text/html" title="Badlands: The Map That Never Was" /><published>2024-04-26T04:14:00+00:00</published><updated>2024-04-26T04:14:00+00:00</updated><id>https://prefortress.com/blog/badlands-the-map-that-never-was</id><content type="html" xml:base="https://prefortress.com/blog/badlands-the-map-that-never-was"><![CDATA[<p>Badlands was a map excluded from TF2’s initial release, but was added in later with a completely new layout and gamemode. Back in Team Fortress Classic, Badlands was a CTF map with a lot of verticality and movement opportunities. Many know of the early screenshots by Stéphane Gaudette and Isabelle Lemay featuring a really high quality version of the map, and many thought it to be of the CTF_Badlands map being developed in the beta.</p>

<p>Well, spoiler alert: it’s not. The screenshots we have are of an artpass test, showcasing an idea for a potential artpass of the map—it’s in line with the concept art, too. There are some key things that prove that the map was not meant to be actually playable.</p>

<p>These doors on the main buildings are a big indication. These models don’t have a back side, and are culled off in-engine. 
<img class="full-size" src="/assets/blog/badlands-mystery/blue-base-door.png" alt="The door props at the entrance of Blue base on Badlands." width="129" /></p>

<p>Another telling piece of evidence is the fact that there is no apparent entrance from the sniper deck into the base. From this angle, you should be able to see the doorway into the base, as it would be on the wall with tan/computerwall texture. 
<img class="full-size" src="/assets/blog/badlands-mystery/badlands-sniperdeck-nodoor.png" alt="Left: the sniper deck on Red with no doorway to the interior. Right: the sniper deck on Blue with no doorway to the interior." width="124" /></p>

<p>A lot of the props (mostly the cliff props) are all “superpositioned.” When loaded into Hammer, a lot of the cliffs line up automatically and just need to be rotated. If lined up with the TFC Badlands layout, the prop of the interior doesn’t line up with the layout.</p>

<p>So… was there ever a playable version of CTF_Badlands? It’s incredibly likely, all things considered!</p>

<p>We have pieces of art that appear to depict several interior shots. One of these is even a render!
<img src="/assets/blog/badlands-mystery/badlands-interior-concepts.png" alt="Left: Paintover partially showing the flag room, depicting the hallway leading out to the battlements. Right: Render of the hallway leading to the battlements, facing the flag room. Bottom: Alternate angle of the hallway leading to the battlements." /></p>

<p>All of these images have parallels to areas in the TFC version of the map. Image 1 is a piece of concept art, image 2 is a render of a hallway in the same area as the concept art, and image 3 is from the SFM leak files. There was a series of images named “faceend”, which mostly seem to be within Badlands. This image is the same area as the render, just from a different angle.</p>

<p>Here are the adjacent TFC angles:
<img src="/assets/blog/badlands-mystery/badlands-tfc-angles.png" alt="Left: Team Fortress Classic Badlands flag room, depicting the hallway leading out to the battlements. Right: Hallway leading to the battlements, facing the flag room. Bottom: Alternate angle of the hallway leading to the battlements." /></p>

<p>Additionally, the TF2 repository leak, which contained the map sources, has a VMF titled “CP_Badlands_Base_IK1.vmf”. It features a very early rendition of the CP_Badlands base, but there are a few features that still match with the TFC/early TF2 layout. Most notably, a section that highly resembles the battlements as seen in the infamous artpass test screenshots.
<img src="/assets/blog/badlands-mystery/badlands-baseik-stephane.png" alt="Left: CP_Badlands_Base_IK1 battlements. Right: Art pass test Badlands battlements." /></p>

<p>This is an obvious remnant of the original layout, and is one of the only ones in this iteration of the map. Notably, the light_environment even appears to use the same lighting color and angles as the original iteration, suggesting the artpass test was built off of the “playable CTF_Badlands” map.</p>

<p>Now, while the front of the base is drastically different from both the released CP_Badlands and the artpass test map, the side entrance (which goes unused) has the same trim that the front has for a door.
<img src="/assets/blog/badlands-mystery/badlands-baseik-entrance.png" alt="Left: The front entrance of the base. Right: The unused side entrance on the base." /></p>

<p>Additionally, when the prop “models/props_badlands/structure01.mdl” (which is commonly speculated to be used on the side of the base to climb up from the canyon to the side entrance of the base, as it features a long ladder much like in TFC) is lined up, there’s a corner of the prop that nearly perfectly lines up with the existing brushwork. It even nearly matches other brushwork in its height when lined up with the trim!
<img src="/assets/blog/badlands-mystery/badlands-entrance01.png" alt="The Structure 01 model on the side of the base." />
<img src="/assets/blog/badlands-mystery/badlands-structure01-hammer.png" alt="Left: The Structure 01 model being aligned in the 3D view in Hammer. Right: Grid view, showing that the bottom of the bridge and the bottom of Structure 01 lines up." /></p>

<p>As an added bonus, the final capture zone features this brushwork, a grate that for some reason has the centerpiece sectioned off with a rounded square brush. Just beneath that is a visgroup known as “pipe low” which extends the silo further down. The opening of the angle, when looked at from the “front” (in the area right in front and beneath where the actual capture is, the opening is on the right side of the pipe. This appears to be a remnant of the original silo, based on that of TFC’s flag silo.)
 <img src="/assets/blog/badlands-mystery/badlands-flagsilo-leftover.png" alt="Left: The rounded center-piece of the grate. Right: The &quot;pipe low&quot; vis group in Hammer." /></p>

<p>So, what does all of this mean? What does this entail for the existence of a CTF_Badlands? Well, as a speculatory timeline, it can be inferred that there was a fully playable version of CTF_Badlands at one point in time. The TF2 Team had their artists Stéphane Gaudette and Isabelle Lemay create a test map based on the map VMF to show a potential artpass idea for the map based on the existing concept art and map. The map began to see an artpass, but had the interior sections gutted and the map reworked into a Control Points map. This led to the version of Badlands seen within the released version of TF2.</p>

<p>There is another early CP_Badlands map within the repository leak (CP_Badlands_IK1), but it was a version that can be dated by adding the “editorbuild” number (4025 in this case) to October 24, 1996. Layout wise, it is nearly identical to the retail version, but with the early texturing seen in “Base_IK1”.</p>]]></content><author><name>RedFire</name></author><category term="blog" /><summary type="html"><![CDATA[The mystery of the CTF Badlands map.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/badlands-mystery/sb-badlands-blue-base.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/badlands-mystery/sb-badlands-blue-base.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The 0.7.2 Update</title><link href="https://prefortress.com/updates/0.7.2/" rel="alternate" type="text/html" title="The 0.7.2 Update" /><published>2023-08-26T17:55:00+00:00</published><updated>2023-08-26T17:55:00+00:00</updated><id>https://prefortress.com/updates/update-072</id><content type="html" xml:base="https://prefortress.com/updates/0.7.2/"><![CDATA[<blockquote>
  <p>Apologies on the wait, we spent extra development time on improving PF2-Tools for server hosts and plugin developers. PF2-Tools is still unavailable on Windows at this time.</p>
</blockquote>

<h2 id="animations">Animations</h2>
<hr />
<ul>
  <li>Updated Engineer’s grenade viewmodel animations to be more consistent with the rest of the classes</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\emp.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">EMP Grenade!</p>
        
    
</div>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\engi_frag.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Frag Grenade!</p>
        
    
</div>

<ul>
  <li>Updated Scout’s first person Nailgun animations</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\nailgun.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Nailgun!</p>
        
    
</div>

<ul>
  <li>Updated Nail Grenade viewmodel animations</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\nailgrenade1.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">THUMP</p>
        
    
</div>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\nailgrenade2.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">CLAMP</p>
        
    
</div>

<ul>
  <li>Updated MIRV first person model to include animated buttons</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-072-updatepage\mirv.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Beep boop! I&#39;m a MIRV!</p>
        
    
</div>

<h2 id="additions">Additions</h2>
<hr />
<ul>
  <li>Added a filter option for voice commands for the chat window</li>
  <li>Large ammo kits now dispense grenades if there are no grenade packs to be found in a map (Controlled with pf_ammokit_grenades)</li>
  <li>Added an adjustable freeze cam FOV slider in the advanced options</li>
  <li>Added a default team icon if the game can’t load one</li>
  <li>Added new class menu music</li>
  <li>Added “armor” keyvalue to players for use with AddOutput</li>
  <li>Improved all of the classes’ eye materials</li>
  <li>Remodelled the chicken prop</li>
  <li>Added animated computer reels</li>
  <li>Updated Grenade Bucket pickup sounds</li>
  <li>Updated Nail Grenade priming sounds</li>
</ul>

<h2 id="balance-changes">Balance Changes</h2>
<hr />
<ul>
  <li>Scout’s Bear Traps no longer bounce upon hitting a surface</li>
  <li>Scout’s Bear Traps now inflict damage to enemies mid-air before hitting a surface</li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>
<hr />
<ul>
  <li>Changed the <code class="language-plaintext highlighter-rouge">grenade_disarmed</code> event to receive the thrower and disarmer’s user ID instead of their entity indices</li>
  <li>Fixed a rare bug with spawn points where team checks and class spawnflags could be bypassed (e.g. Civilian spawning on the wrong team, Soldier spawning in Scout spawns, etc.)</li>
  <li>Fixed a bug with tauntkills where they couldn’t hurt teammates on round end</li>
  <li>The final hit of the Spy Fencing taunt now ignores armor</li>
  <li>Fixed a bug where spamming the scoreboard button while in the class menu would kick players out of the game with a “too many stringcmds” error</li>
  <li>Fixed a bug with voice gestures where they would not play after throwing grenades</li>
  <li>Fixed a bug where <code class="language-plaintext highlighter-rouge">func_monitor</code> did not render properly on multiplayer maps</li>
  <li>Fixed a bug where the local player wasn’t counted in the class count on the class menu</li>
  <li>Fixed a bug where buildings would re-enable on round end if it was disabled by an EMP</li>
  <li>Removed temporary gametext pertaining to Attack/Defend and Invade flag modes</li>
  <li>Fixed a bug where the Tranquilzer Gun’s clip would infinitely reload if there is no reserve ammo</li>
  <li>Fixed a rogue vertex on Sniper’s hat LOD</li>
  <li>Fixed a visual bug with the Grenade Launcher’s reload animation where the frames would snap erratically</li>
  <li>Fixed a bug where the Scout’s mic bone would not animate correctly</li>
  <li>Fixed the Spawn Turret’s name not displaying properly in the kill feed</li>
  <li>Fixed a Mac OS specific bug where the game would not load past the intro video</li>
  <li>Fixed a bug with Pipebomb Launcher pipebombs where the bounce sound would play repeatedly if stuck on a slanted surface</li>
  <li>Fixed class menu music not looping properly at some points</li>
  <li>Fixed a bug where bullets and explosions could influence the Grenade Launcher’s grenades</li>
  <li>Fixed a bug where third person gestures didn’t reset on spawn client side</li>
  <li>Fixed a bug where nails would collide with players, causing their movement to hitch awkwardly</li>
  <li>Fixed a bug where Arena’s Waiting For Players list didn’t display players properly</li>
  <li>Fixed a bug where Spies could detonate their sappers using the “destroy” command</li>
</ul>

<h2 id="maps">Maps</h2>
<hr />
<ul>
  <li>Goldrush
    <ul>
      <li>Updated the third’s stage artpass to be more detailed</li>
    </ul>
  </li>
</ul>

<h2 id="commands">Commands</h2>
<hr />
<ul>
  <li>Added <code class="language-plaintext highlighter-rouge">pf_ammokit_grenades</code> to control if large ammo kits should dispense grenades</li>
  <li>Added <code class="language-plaintext highlighter-rouge">pf_freezecam_fov</code> to control the FOV of the freeze cam separate from the player FOV</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The 0.7.1 Update</title><link href="https://prefortress.com/updates/0.7.1/" rel="alternate" type="text/html" title="The 0.7.1 Update" /><published>2023-04-15T18:00:00+00:00</published><updated>2023-04-15T18:00:00+00:00</updated><id>https://prefortress.com/updates/update-071</id><content type="html" xml:base="https://prefortress.com/updates/0.7.1/"><![CDATA[<blockquote>
  <p>A little patch turned into a full blown update…</p>
</blockquote>

<h2 id="maps">Maps</h2>
<hr />
<blockquote>
  <p><strong><a href="maps">Click here to learn more about Bridge and Trainyard’s development</a></strong></p>
</blockquote>

<ul>
  <li>Added 5 brand new maps:
    <ul>
      <li>
        <p>Bridge - located just beyond Gravelpit, Bridge is a highly vertical, fast paced arena map. Fight to take control of the tower or in the facility’s abandoned mines.</p>

        <p><img src="/assets/blog/update-071-updatepage/bridge.png" alt="Bridge" title="Bridge" /></p>
      </li>
      <li>
        <p>Trainyard - A retro-esque take on an iconic layout.</p>

        <p><img src="/assets/blog/update-071-updatepage/trainyard.png" alt="Trainyard" title="Trainyard" /></p>
      </li>
      <li>
        <p>Chariots - Race against your enemies to take control of a bustling oil refinery.</p>

        <p><img src="/assets/blog/update-071-updatepage/chariots.png" alt="Chariots" title="Chariots" /></p>
      </li>
      <li>
        <p>Staredown - An update to a certain 3cp map, turning it from a hellish Powerhouse to an intense Staredown between two competing teams.</p>

        <p><img src="/assets/blog/update-071-updatepage/staredown.png" alt="Staredown" title="Staredown" /></p>
      </li>
      <li>
        <p>Badlands (KOTH) - A King of the Hill variant of Badlands.</p>

        <p><img src="/assets/blog/update-071-updatepage/kothbadlands.png" alt="Badlands (KOTH)" title="Badlands (KOTH)" /></p>
      </li>
    </ul>
  </li>
  <li>Goldrush
    <ul>
      <li>
        <p>Completely revamped the third stage</p>

        <p><img src="/assets/blog/update-071-updatepage/goldrushnewstage3.png" alt="Goldrush Stage 3" title="Goldrush Stage 3" /></p>
      </li>
    </ul>
  </li>
  <li>Hydro
    <ul>
      <li>Added a setup timer in the last rounds</li>
      <li>Fixed a couple of exploit spots</li>
    </ul>
  </li>
  <li>2fort
    <ul>
      <li>Fixed an exploit where you can place teleporters in the drop down spawn</li>
    </ul>
  </li>
</ul>

<h2 id="gameplay">Gameplay</h2>
<hr />
<ul>
  <li><strong>General</strong>
    <ul>
      <li>Added map logic for all of our Arena maps to end after a team has won 5 times. The absolute limit is 10 rounds. Updated arena_well to reflect this.</li>
      <li>The flag is thrown instead of dropped upon the flag holder’s death</li>
      <li>Flags now reset back to their base if they are thrown into trigger_hurt triggers or a func_respawnflag trigger</li>
      <li>Flags teleport to the last valid spot if they touch a func_respawnroom or func_no_flag_zone trigger</li>
      <li>Increased the MIRV Grenade’s base damage to 120 (from 100)</li>
      <li>Increased the Frag Grenade’s base damage to 100 (from 90)</li>
      <li>Added lead in sounds to the MIRV Grenade, the EMP Grenade, and the Heal Grenade. This lets you know if one of these grenades will go off around you, as these grenades are devastating compared to the rest.</li>
      <li>Added unique sounds for the grenades, including impact sounds, activation sounds, etc.</li>
      <li>Removed the infection icon particle that appeared above players and replaced it with a green coloring over the player model</li>
      <li>Added sounds that play when a player is infected</li>
      <li>Updated the Blacksmith Achievement to require 5000 armor points instead of 500</li>
      <li>Updated the Traditional Medicine Achievement to require 10000 health points instead of 2000</li>
      <li>Added Taunt Kills! The Heavy’s High Noon taunt, the Pyro’s Hadouken taunt, and Spy’s Fencing taunt can finally kill enemies.</li>
    </ul>
  </li>
  <li><strong>Soldier/Demoman</strong>
    <ul>
      <li>Added a 20% self explosive damage resistance to Soldier and Demoman (does not apply to grenade jumping)</li>
      <li>Added a new detonatable pipebomb model for Demoman</li>
      <li>Buffed the Grenade Launcher’s base damage to 90 damage (from 80 damage)</li>
    </ul>
  </li>
  <li><strong>Pyro</strong>
    <ul>
      <li>Decreased the afterburn duration to 6 seconds (from 10 seconds)</li>
      <li>Decreased the flame rocket radius to 150 H/U (from 198 H/U)</li>
    </ul>
  </li>
  <li><strong>Heavy</strong>
    <ul>
      <li>Reduced the Minigun’s rev up and rev down time by 25%</li>
      <li>Tightened the Minigun’s spread with a variation of 0.08 degrees, from a variation of 0.1 degrees</li>
      <li>Slightly buffed Heavy’s grenade jumping capabilities</li>
    </ul>
  </li>
  <li><strong>Engineer</strong>
    <ul>
      <li>Increased redeploying construction speed by 50% for Teleporters and Dispensers, to mirror Live TF2</li>
      <li>All of Engineer’s buildings’ construction speed is 50% faster when being hit with a Wrench, to mirror Live TF2</li>
      <li>Building gibs now give primary and secondary ammo</li>
      <li>Extended the Sentry Gun’s frag grenade explosion resistance to all hand grenade explosions, and slightly lowered the grenade resistance values:
        <ul>
          <li>Level 1: none</li>
          <li>Level 2: 10% (from 15%)</li>
          <li>Level 3: 20% (from 33%)</li>
        </ul>
      </li>
      <li>Gave the EMP the ability to disarm detonatable pipebombs</li>
      <li>Slightly nerfed the max possible detonation base damage for dispensers (220 damage -&gt; 200 damage)</li>
      <li>Added a HUD notification for buildings for when they’re disabled by the EMP</li>
    </ul>
  </li>
  <li><strong>Medic</strong>
    <ul>
      <li>The Heal Grenade now explodes on teammate impact, similar to a grenade launcher pipe impact on enemies</li>
      <li>Made the “Special Kind of Medicine” achivement harder to acquire due to the change above, requiring 5 teammates to heal at the same time instead of 3</li>
      <li>Slightly nerfed the Medic’s Syringe base damage from 65 to 50 to compensate for the infection mechanic</li>
      <li>The Heal Grenade now grants 1% of Übercharge for every player it heals</li>
      <li>The Übercharge HUD element now draws while the Syringe is out</li>
    </ul>
  </li>
  <li><strong>Sniper</strong>
    <ul>
      <li>Added a bullet tracer to the Sniper Rifle</li>
      <li>The Sniper Rifle now gibs victims on a fully charged headshot</li>
    </ul>
  </li>
  <li><strong>Spy</strong>
    <ul>
      <li>Reverted a change from the previous patch which made Spy disguised fake health and armor update as if they were hurt. This gave away Spies’ disguises too easily.</li>
      <li>Disguised Spies can now pick up health kits and armor kits to regenerate their disguised health and armor, like Live TF2</li>
    </ul>
  </li>
</ul>

<h2 id="animations">Animations</h2>
<hr />
<ul>
  <li>Added thirdperson grenade animations to all of the classes! Your active weapon will now disappear while the grenade is primed, which will lead into an animation</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\demomirvvid.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Demoman&#39;s Thirdperson MIRV animations</p>
        
    
</div>

<ul>
  <li>Redid Heavy’s MIRV Grenade viewmodel animations (Thanks DR_Seal)</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\heavymirv.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Animations in 54 and 70 viewmodel FOV respectively</p>
        
    
</div>

<ul>
  <li>Redid both of Spy’s grenade viewmodel animations (Thanks DR_Seal)</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\spygrenades.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Animations in 54 and 70 viewmodel FOV respectively</p>
        
    
</div>

<ul>
  <li>Redid the Scout’s Concussion Grenade viewmodel animations</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\scoutconc.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Animations in 54 and 70 viewmodel FOV respectively</p>
        
    
</div>

<ul>
  <li>Redid the Pyro’s Napalm Grenade viewmodel animations</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\pyronapalm.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Animations in 54 and 70 viewmodel FOV respectively</p>
        
    
</div>

<ul>
  <li>Redid the Engineer’s EMP Grenade viewmodel animations</li>
</ul>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="\assets\blog\update-071-updatepage\EMPgrenade.mp4#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">Animations in 54 and 70 viewmodel FOV respectively</p>
        
    
</div>

<ul>
  <li>Updated the Scout class selection animations</li>
  <li>Updated the Pipebomb Launcher viewmodel animations</li>
  <li>Updated the Nailgun viewmodel animations</li>
  <li>Added a thirdperson animation for charging the Sniper Rifle without zooming in</li>
  <li>Updated the Flamethrower’s viewmodel animations for firing a flame rocket</li>
  <li>Updated the Syringe viewmodel animations</li>
  <li>Added a special animation on the Medigun when Übercharging someone</li>
</ul>

<h2 id="assets">Assets</h2>
<hr />
<ul>
  <li>Ported many assets and soundscapes from Live TF2</li>
</ul>

<p style="color:#ff3206;">
(WARNING! THE GAME HAS GROWN TO ABOUT 6-7 GIGABYTES BECAUSE OF THIS)
</p>

<ul>
  <li>Updated the start up intro video</li>
  <li>Updated the textures of the Pistol, Rocket Launcher, Branding Iron, SMG, and Wrench</li>
  <li>Updated the Scout, Sniper, Heavy and Demoman player models (Thanks xamps and Chico Carujo!)</li>
  <li>Detonatable pipes and grenades now gib when shot</li>
  <li>Added a Defense Turret death animation</li>
  <li>Gave the MIRV Grenade bomblets trail particles</li>
  <li>Updated how the detonatable pipebombs interact with the world</li>
  <li>Added an intro video for koth_crossover</li>
  <li>Updated the player condition HUD images</li>
  <li>Added a player condition HUD icon for being on fire</li>
  <li>Updated Medic SMG sounds and textures</li>
  <li>Updated Pipebomb Launcher sounds</li>
  <li>Updated the Heal Grenade texture</li>
  <li>Updated the MIRV’s BLU texture</li>
  <li>Updated the bunny cutout model and textures</li>
  <li>Updated the Sniper’s Club weapon textures</li>
  <li>Inserted liquid inside the Syringe</li>
  <li>Updated the Syringe sounds</li>
  <li>Updated the Übercharge textures for all classes</li>
  <li>Updated the flame rocket firing sounds</li>
</ul>

<h2 id="mapping">Mapping</h2>
<hr />
<ul>
  <li>Added an option for <code class="language-plaintext highlighter-rouge">func_respawnroom</code> to toggle dropping the flag</li>
  <li>Added proper building I/O for all of the map placed objects</li>
  <li>Added the building input <code class="language-plaintext highlighter-rouge">InputSetBuilder</code>, which sets the builder of map placed objects</li>
  <li>Added <code class="language-plaintext highlighter-rouge">func_flag_no_zone</code>, a trigger to drop or reset the flag</li>
  <li>Ported <code class="language-plaintext highlighter-rouge">filter_tf_condition</code>, <code class="language-plaintext highlighter-rouge">filter_tf_class</code>, <code class="language-plaintext highlighter-rouge">trigger_add_tf_condition</code>, and <code class="language-plaintext highlighter-rouge">trigger_remove_tf_condition</code> from Live TF2</li>
  <li>The flag will now teleport back to its base if it touches:
    <ul>
      <li>A <code class="language-plaintext highlighter-rouge">trigger_hurt</code> with a FALL damage type set</li>
      <li>A <code class="language-plaintext highlighter-rouge">func_respawnflag</code></li>
    </ul>
  </li>
  <li>The flag will now teleport to the last position outside of these triggers:
    <ul>
      <li>A <code class="language-plaintext highlighter-rouge">func_no_flag_zone</code></li>
      <li>A <code class="language-plaintext highlighter-rouge">func_respawnroom</code> with the flag dropping option on</li>
    </ul>
  </li>
  <li>Added <code class="language-plaintext highlighter-rouge">func_turret_radius</code>, which is a trigger to delegate the Defense Turret’s radius into a set area</li>
  <li>Changed the <code class="language-plaintext highlighter-rouge">obj_srt_ceiling</code>/<code class="language-plaintext highlighter-rouge">obj_srt_ground</code> Hammer Option “Associated Spawn Room” to “Associated Turret Trigger” to accept <code class="language-plaintext highlighter-rouge">func_turret_radius</code> triggers rather than <code class="language-plaintext highlighter-rouge">func_respawnroom</code> triggers</li>
  <li>Added a lot of Hammer I/O to <code class="language-plaintext highlighter-rouge">obj_srt_ceiling</code>/<code class="language-plaintext highlighter-rouge">obj_srt_ground</code>, <code class="language-plaintext highlighter-rouge">func_regenerate</code>, and <code class="language-plaintext highlighter-rouge">obj_dispenser/mapobj_cart_dispenser</code></li>
  <li>Added <code class="language-plaintext highlighter-rouge">trigger_catapult</code> from Momentum Mod, which is similar to the implementation of Live TF2’s</li>
  <li>Added the input <code class="language-plaintext highlighter-rouge">SetCustomModel</code> for players and pickups (Thanks Open Fortress!)</li>
  <li>Added Civilian to the <code class="language-plaintext highlighter-rouge">filter_tf_class</code> list</li>
  <li>Added class spawn flags for <code class="language-plaintext highlighter-rouge">info_player_teamspawn</code></li>
  <li>Added <code class="language-plaintext highlighter-rouge">obj_teleporter</code> to the mapping entity list, along with proper I/O</li>
  <li>Added <code class="language-plaintext highlighter-rouge">math_counter_static</code>, which is <code class="language-plaintext highlighter-rouge">math_counter</code> but is preserved between rounds</li>
  <li>Added <code class="language-plaintext highlighter-rouge">OnKilledTeam1</code> and <code class="language-plaintext highlighter-rouge">OnKilledTeam2</code> outputs for <code class="language-plaintext highlighter-rouge">tf_logic_arena</code>, for RED and BLU team respectively. Fired when a team eliminates another team in Arena.</li>
</ul>

<h2 id="miscellaneous">Miscellaneous</h2>
<hr />
<ul>
  <li>General backend improvements to the Discord RPC functionality
    <ul>
      <li>Modified the command <code class="language-plaintext highlighter-rouge">pf_discord_class</code> to <code class="language-plaintext highlighter-rouge">pf_discord_rpc_show_class_icons</code></li>
      <li>Added the command <code class="language-plaintext highlighter-rouge">pf_discord_rpc_show_map_icons</code> to toggle map icons</li>
    </ul>
  </li>
  <li>Updated the Sniper’s viewmodel arms</li>
  <li>Updated Civilian Assets (Thanks rain and BlazingCherry!)</li>
  <li>Added a camera zoom in effect after a taunt finishes</li>
  <li>Added Infection spreading! The command <code class="language-plaintext highlighter-rouge">pf_infection_spread</code> controls this and is off by default. If set, if you are infected, you can infect teammates within a set range, which is controlled by the command <code class="language-plaintext highlighter-rouge">pf_infection_spread_range</code>.</li>
  <li>Added proximity voice chat as an option! Set the command <code class="language-plaintext highlighter-rouge">pf_voice_proximity_chat</code> or toggle Voice Proximity Chat in the Advanced Options. With it on, only your voice chat volume will be affected by distance from other players.</li>
  <li>Added the event <code class="language-plaintext highlighter-rouge">owner_object_destroyed</code>, which specifies what object was detonated, and from what coordinates the owner detonated it from</li>
  <li>Updated the Civilian’s health to 200</li>
  <li>The News button on the Main Menu now shows the most recent post on the website, whether it’s an update or blog post</li>
  <li>The Gas Grenade’s viewmodel animation now emits a smoke particle</li>
</ul>

<h2 id="bug-fixes">Bug Fixes</h2>
<hr />
<ul>
  <li>Addressed more stability issues</li>
  <li>Fixed a server crash involving the Defense Turret disarming grenades</li>
  <li>Buildings’ statuses can now be viewed by spectators</li>
  <li>Cloaked Spies statuses can be viewed by spectators</li>
  <li>Fixed a bug where water explosion effects would not play</li>
  <li>Fixed a bug where kills with the Nailgun/Tranquilzer Gun weren’t credited properly if the killer died</li>
  <li>Fixed a bug on the Defense Turret where the freeze cam would show the previous killer’s profile picture</li>
  <li>Fixed a bug where trying to Übercharge with the Medigun while holding the flag would only drop the flag, and not Übercharge anyone</li>
  <li>Fixed a bug where grenades would go through walls and floors</li>
  <li>Fixed a bug where spawning players would send a lot of string commands to the server</li>
  <li>Fixed a bug where the Medigun and Dispenser didn’t heal the patient at times</li>
  <li>Fixed a bug where grenades would collide with the Nailgun nails, Tranquilizer Gun darts, or Nail Grenade nails</li>
  <li>Fixed a bug where if players weren’t using the Medigun’s autoheal option, while healing a Scout would permanently speed them up</li>
  <li>Fixed an exploit which allowed players to self heal as Medic at a faster rate than normal</li>
  <li>Fixed a bug where Spy was able to go invisible in the loser state</li>
  <li>Fixed a bug where Sniper can charge the Sniper Rifle in the loser state</li>
  <li>Fixed a bug where the Medigun would not allow you to Über in some instances</li>
  <li>Fixed taunt sliding, as this was exploited to desync hitboxes. Server operators can re-enable this by using the <code class="language-plaintext highlighter-rouge">tf_allow_taunt_sliding</code> command.</li>
  <li>Fixed a bug where the Blacksmith achievement for Engineer would count dispenser armor regeneration instead of Wrench repairing</li>
  <li>Fixed a bug where the Special Kind of Medicine achievement would count the thrower in its requirements</li>
  <li>Corrected a typo on the default MOTD</li>
  <li>Fixed a bug where the Engineer’s armor call particle would render incorrectly</li>
  <li>Fixed a bug with the Trophy Kill achievement counting caltropped Heavies instead of Sniper Rifle leg damaged Heavies (despite the icon depicting a bear trap)</li>
  <li>Fixed a bug where grenades could be disarmed by Sentry Guns</li>
  <li>Fixed a bug where healers that aren’t players weren’t properly credited (map placed Dispensers, Payload Cart, etc.)</li>
  <li>The achievements Traditional Medicine and Blacksmith no longer pull from your class stats, allowing you to properly reset all of your achievements</li>
  <li>Fixed a bug where grenades didn’t have the ability to inflict critical damage</li>
  <li>All melee weapons no longer inflict a bullet damage type</li>
  <li>Fixed a bug where healing numbers would show negative values</li>
  <li>Fixed the Sniper Rifle’s charge beam particle being orphaned at times</li>
  <li>Fixed a bug where the EMP wouldn’t disarm sappers on buildings consistently</li>
  <li>Fixed a bug where if a player is holding a flag, their move_x and move_y aimmatrices would be reversed</li>
  <li>Fixed a bug where server and client hitboxes would mismatch when switching class (Thanks to Team Fortress 2 Classic for the fix!)</li>
  <li>Fixed a bug where the last stage of a Payload Race map would not allow you to push the cart</li>
  <li>Fixed a bug where if a pipebomb is shot, and the shooter changed team, you could damage teammates</li>
  <li>Fixed holstering viewmodels not disappearing upon deploying your grenades</li>
  <li>Fixed a bug where a thrown flag would not trigger overtime</li>
  <li>Fixed a bug where the event log for throwing the flag would read “unknown”</li>
  <li>The flag glows now properly apply depending on the current gamemode</li>
  <li>The <code class="language-plaintext highlighter-rouge">player_repaired</code> event properly credits dispenser armoring</li>
  <li>Fixed a bug where if grenade holstering was off, and you threw a grenade, the grenade viewmodel arm would still appear</li>
  <li>Fixed a bug where if grenade holstering was off, and you had grenade press throw on, you weren’t able to throw your grenade while reloading</li>
  <li>Fixed a bug where the Armor Repaired scoreboard label would show up in the HLTV scoreboard</li>
  <li>Fixed a text scaling issue with the Defender/Attackers HUD panels</li>
  <li>Fixed a bug where if a teleporter was destroyed and still had a matching teleporter, the matching teleporter’s upgrade level wouldn’t revert to level one</li>
  <li>Fixed a bug where Sentry Guns could shoot off sappers</li>
  <li>Fixed the grenade throwing sound playing multiple times when the Scout’s Beartraps are thrown</li>
  <li>Fixed a bug where Sniper Rifle leg shots and Tranquilizer Darts could affect Übercharged players</li>
  <li>Fixed a bug where if the flag is reset, the OnReturn output wasn’t called</li>
  <li>Fixed the unnaturally shiny pickup04 truck textures</li>
  <li>Fixed a bug where classes’ Payload voicelines wouldn’t play</li>
  <li>Added back some missing I/O for the tf_gamerules map entity</li>
  <li>Fixed Grenade Launcher pipes occasionally bouncing off buildings and players</li>
  <li>Fixed the Medigun particle being misaligned from the model</li>
  <li>Fixed detonatable pipes not being able to be moved by explosives</li>
  <li>Decreased the amount of particles the Heal Grenade explosion emits</li>
  <li>Fixed a HUD bug on the Arena win panel where it didn’t show the X Team Wins!/X Team Lost! text</li>
</ul>

<h2 id="commands">Commands</h2>
<hr />
<ul>
  <li>Added <code class="language-plaintext highlighter-rouge">tf_allow_taunt_sliding</code>, to control taunt sliding capabilities. The default value is 0. Similar to Live TF2’s implementation.</li>
  <li>Added <code class="language-plaintext highlighter-rouge">sv_quota_stringcmdspersecond</code> to control how many string commands a player can send per second. The default value is 20. Thanks sappho!</li>
  <li>Added <code class="language-plaintext highlighter-rouge">sv_spew_stringcmds</code> for server operators to see players’ stringcmds. The default value is 0. (Thanks sappho!)</li>
  <li>Added <code class="language-plaintext highlighter-rouge">net_chan_proctime_limit_ms</code>, which controls the max amount of time in milliseconds a server is allowed to process networking packets. The default value is 128. (Thanks sappho!)</li>
  <li>Added <code class="language-plaintext highlighter-rouge">tf_avoidteammates_pushaway</code>, which turns off the push you get from colliding with your teammates. The default value is 1.</li>
  <li>Added <code class="language-plaintext highlighter-rouge">pf_voice_proximity_chat</code>, which turns on proximity voice chat. People will only be able to hear you within a radius. Just like real life!</li>
  <li>Added <code class="language-plaintext highlighter-rouge">pf_discord_rpc_show_map_icons</code>, a command to toggle map icons. The default value is 1.</li>
  <li>Changed <code class="language-plaintext highlighter-rouge">pf_disable_bunnyhop_cap</code> to <code class="language-plaintext highlighter-rouge">pf_bunnyhop_cap</code>, which allows you to input the specific cap as a decimal number, instead of changing it to off or on. The default value is 1.2.</li>
  <li>Changed <code class="language-plaintext highlighter-rouge">pf_discord_class</code> to <code class="language-plaintext highlighter-rouge">pf_discord_rpc_show_class_icons</code></li>
  <li>Added <code class="language-plaintext highlighter-rouge">pf_infection_spread</code> and <code class="language-plaintext highlighter-rouge">pf_infection_spread_range</code>. The default values are 0 and 64, respectively.</li>
  <li>Added <code class="language-plaintext highlighter-rouge">tf_weapon_criticals 2</code>, which gives grenades the ability to have random crits.</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[A little patch made into a full blown update...]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The 0.7 Update - Hotfix</title><link href="https://prefortress.com/updates/0.7/hotfix" rel="alternate" type="text/html" title="The 0.7 Update - Hotfix" /><published>2022-11-25T20:50:00+00:00</published><updated>2022-11-25T20:50:00+00:00</updated><id>https://prefortress.com/updates/0.7/update-070-hotfix</id><content type="html" xml:base="https://prefortress.com/updates/0.7/hotfix"><![CDATA[<p>Update addressing bugs and issues found during the first week of 0.7’s release.</p>

<h2 id="bug-fixes">Bug Fixes</h2>
<ul>
  <li>Addressed the server stability issues</li>
  <li>Fixed the Medic’s Syringe not giving Übercharge upon healing a teammate (Up to 5% Übercharge on full heal)</li>
  <li>Fixed a bug where some of the pipebombs from the Pipebomb Launcher wouldn’t disappear upon death</li>
  <li>Slightly buffed Medigun heal rate (12 health per second -&gt; 18 health per second)</li>
  <li>Fixed a bug where the Medigun detach sound would play if you pressed primary fire without healing anyone</li>
  <li>Fixed a visual bug where the Pipebomb Launcher’s reload animation would show a stray pipebomb at higher viewmodel FOVs</li>
  <li>Fixed a case where fully charging the Pipebomb Launcher’s pipebombs would have it disappear</li>
  <li>Fixed a bug where aiming with the Sniper Rifle while teleporting would enable the scope overlay while not zoomed in</li>
  <li>Fixed a bug where you could see the enemy’s glow while they’re holding the flag</li>
  <li>Fixed a bug where Medic’s Heal grenade could heal/infect people through walls</li>
  <li>Fixed being able to haul a building while priming a grenade</li>
  <li>Fixed the Tranquilizer Gun not taking ammo away from reserve ammo if it was passively reloaded</li>
  <li>Fixed a bug where players were able to take teleporters while dead</li>
  <li>Fixed the Übercharge overlay on DX8</li>
  <li>Fixed a Spy disguise bug where if you’re overhealed, the disguise itself will stay permanently overhealed</li>
  <li>Fixed a Spy disguise bug where if you were damaged with a disguise, the disguise health and disguise armor wouldn’t get damage applied to them</li>
  <li>Fixed hitboxes desyncing after class changing</li>
</ul>

<h2 id="models">Models</h2>
<ul>
  <li>Removed Herobrine Medic</li>
  <li>Adjusted the bounding box collision on flamerockets and pipebombs</li>
  <li>Added a unique teleporter blueprint model</li>
  <li>Updated civilian texture</li>
  <li>Updated large ammo box texture</li>
</ul>

<h2 id="commands">Commands</h2>
<ul>
  <li>tf_use_arena_queue, the queue system the Arena gamemode uses, is off by default</li>
  <li>tf_arena_first_blood, which is the crits that you get from killing someone first in the Arena gamemode, is off by default</li>
  <li>pf_round_end_friendlyfire, where you can attack your teammates on round end, is on by default</li>
  <li>tf_delete_temp_files, where spray files are deleted upon exiting the game, is on by default</li>
  <li>Removed the pf_picmip command, due to instability. Only mat_picmip values from -1 to 4 are allowed.</li>
  <li>pf_accessibility_concussion, which shakes the crosshair rather than your whole screen, is on by default</li>
  <li>pf_alerts_armor, which warns you if your armor gets damaged to a certain percentage, is on by default</li>
</ul>

<h2 id="maps">Maps</h2>
<ul>
  <li>ad_dustbowl: Added func_nobuild brushes to building exploit spots</li>
  <li>ctf_2fort: Fixed being able to reach the skybox in front of the BLU battlements</li>
  <li>koth_crossover: Updated clipping on one of the truss models on the RED side</li>
  <li>pl_goldrush: Fixed being able to go out of bounds, and fixed stage 3’s explosion particle’s orientation being misaligned</li>
</ul>

<h2 id="miscellaneous">Miscellaneous</h2>
<ul>
  <li>Added localization for the Hold This Position voice option</li>
  <li>Added a unique Pipebomb Launcher kill icon</li>
  <li>Added a closing sound to the Pipebomb Launcher’s draw animation</li>
  <li>Properly centered the the Medic Übercharge panel</li>
  <li>Updated default sprays</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Update addressing bugs and issues found during the first week of 0.7's release.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The 0.7 Update</title><link href="https://prefortress.com/updates/0.7/" rel="alternate" type="text/html" title="The 0.7 Update" /><published>2022-11-18T22:12:00+00:00</published><updated>2022-11-18T22:12:00+00:00</updated><id>https://prefortress.com/updates/update-070</id><content type="html" xml:base="https://prefortress.com/updates/0.7/"><![CDATA[<p>After over a year of work, we’re happy to finally release the long awaited update 0.7 for Pre-Fortress 2!</p>

<blockquote>
  <p>This update has an immense amount of changes and if you’re interested in a more in depth look at grenades, the new menu, or a preview of our maps, view the links below.</p>
</blockquote>

<ul>
  <li><strong><a href="grenades">In-Depth Preview of new grenade animations</a></strong></li>
  <li><strong><a href="main-menu">Developer commentary on the new menu</a></strong></li>
  <li><strong><a href="maps">Map previews</a></strong></li>
</ul>

<h1 id="patch-notes">Patch Notes</h1>

<h2 id="notable-changes">Notable Changes</h2>

<ul>
  <li>PF2 no longer mounts Team Fortress 2
    <ul>
      <li>If your content uses assets from TF2, they must now be added to PF2 or packed into the map.</li>
    </ul>
  </li>
</ul>

<h2 id="gameplay">Gameplay</h2>

<ul>
  <li>Added the ability to throw the flag (bound to <kbd>L</kbd> by default)</li>
  <li>Decreased invisibility when bumping into enemy players</li>
  <li>Reduced effectiveness of infection
    <ul>
      <li>Duration of 12 seconds with 6 damage dealt every 2 seconds</li>
    </ul>
  </li>
  <li>Removed being able to destroy sappers with a gun</li>
  <li>Added King of the Hill support</li>
  <li>Added Payload and Payload race support</li>
  <li>Added Arena support</li>
  <li>Added building hauling</li>
  <li>Added level 3 buildings</li>
  <li>Slightly nerfed grenade jumping</li>
  <li>Nerfed grenade damage dealt to self when grenade jumping</li>
  <li>Reduced the distance Heavy travels from grenade jumping</li>
  <li>Cart now has an outline all players can see</li>
  <li>Players will now have an outline after picking up intel</li>
</ul>

<h2 id="grenades">Grenades</h2>

<ul>
  <li>Every grenade now has a view model</li>
  <li>Completely changed how grenades bounce off the world, now behaving more like a GoldSrc grenade</li>
  <li>Beeping system is now similar to Team Fortress Classic’s</li>
  <li>Reduced intensity of the concussion effect</li>
  <li>Added the command <code class="language-plaintext highlighter-rouge">pf_accessibility_concussion</code> which changes the concussion effect to primarily affect the crosshair</li>
  <li>Alternative concussion effect is now the default</li>
  <li>Caltrops now open in a set pattern and face up when active</li>
  <li>The nail grenade now fires more predictably</li>
  <li>Added ability to disarm grenades by striking them with a melee or firing a weapon at it
    <ul>
      <li>Striking any grenade with a melee will disarm it instantly</li>
      <li>Firing once at a Frag and Caltrop grenade</li>
      <li>Firing twice at a special grenade</li>
    </ul>
  </li>
  <li>Changed the throw arch to match players view</li>
  <li>The gas grenade now inflicts a basic hallucination effect and melts armor while inside the area of effect</li>
  <li>Thrown grenades will deal a small amount of damage when bouncing off a player</li>
  <li>Grenades no longer collide with respawn room visualizers</li>
  <li>Grenades can explode in spawnrooms again</li>
  <li>The Gas Grenade no longer needs to be on the ground to detonate</li>
  <li>Disguise is now removed when throwing a Gas Grenade</li>
</ul>

<h2 id="weapons">Weapons</h2>

<ul>
  <li>Weapons now have a set weapon spread</li>
  <li>Pipebombs now fizzle when shot instead of exploding</li>
  <li>Pipebombs use the same physics as the grenades for easier placement</li>
  <li>Pipebomb launcher now has 8 pills</li>
  <li>Reverted nails to only show client-side projectiles</li>
  <li>The muzzle flashes, both models and particles, are no longer affected by your FOV</li>
  <li>Converted all weapon view models to L4D style view models</li>
  <li>Halved nail gravity</li>
  <li>Added the command <code class="language-plaintext highlighter-rouge">pf_sniper_toggle_charge</code> which makes it so the Sniper rifle to requires a second press to fire</li>
  <li>Added flamethrower alt-fire muzzle flash effect</li>
  <li>Added a charge mechanic to the Flamethrower alt-fire.
    <ul>
      <li>Charging the flamerocket increases both the distance and damage</li>
      <li>Charging the rocket will interrupt flames</li>
    </ul>
  </li>
  <li>The wrench and syringe are now lag compensated for both teams</li>
  <li>Weapons now have Critical glows and particles</li>
  <li>Slightly increased the Syringe’s range to more easily hit friendly players</li>
  <li>Sniper rifle now has a laser to indicate if the sniper is charging</li>
  <li>Flipped viewmodels will now fire projectiles from the correct side</li>
  <li>Slightly nerfed the damage of the Frag, EMP, and MIRV grenades</li>
  <li>Medic SMG slightly nerfed</li>
  <li>Scout’s Nail gun has a clip size of 50 and a reserve of 150</li>
  <li>EMP damage reduced from 120 to 90</li>
</ul>

<h2 id="class-changes">Class changes</h2>

<ul>
  <li>Reverted Scout’s speed down to from 450 hu/s to 400 hu/s</li>
  <li>Increased Scout’s health from 75 to 90</li>
  <li>Reduced Demo’s armor from 120 to 100</li>
  <li>Reduced Demo’s health from 175 to 90</li>
  <li>Reduced Engineer’s health from 125 to 80</li>
  <li>Reduced Soldier’s armor from 250 to 150</li>
  <li>Reduced Soldier’s health from 200 to 100</li>
  <li>Reduced Heavy’s armor from 300 to 225</li>
  <li>Reduced Heavy’s health from 300 to 100</li>
  <li>Reduced Medic’s health from 150 to 90</li>
  <li>Reduced Pyro’s health from 175 to 100</li>
  <li>Reduced Sniper’s health from 125 to 95</li>
  <li>Reduced Spy’s armor from 100 to 50</li>
  <li>Reduced Spy’s health from 125 to 90</li>
  <li>Changes to armor penetration make classes feel less tank-like</li>
  <li>The flag speed penalty is now specified per class instead of every class being slowed down by 25%</li>
  <li>Added the Spy cloak buff from Live TF2 (20% damage resistance from all sources when cloaked, and reduced duration on debuffs)</li>
  <li>Armor repairing no longer takes away metal from Engineers</li>
</ul>

<h2 id="textures">Textures</h2>

<ul>
  <li>Updated the Revolver texture</li>
  <li>Updated control point beam shader parameters to more closely match the beta’s</li>
  <li>Added Infection kill icon</li>
  <li>Added Mat49 kill icon</li>
  <li>Updated dispenser screens</li>
  <li>Updated various kill icons</li>
  <li>Updated destroy PDA screen to use beta teleporter</li>
  <li>Updated menu background images</li>
  <li>Added additional beta inspired textures</li>
  <li>Added all necessary TF2 textures and models.</li>
  <li>Updated various sign textures</li>
  <li>Consistent Engineer’s viewmodel gloves texture</li>
</ul>

<h2 id="models">Models</h2>

<ul>
  <li>Updated Armor Pack model</li>
  <li>Updated Grenade Bucket model</li>
  <li>Updated Soldier’s grenade body group</li>
  <li>Updated Scout’s model to include headset bone</li>
  <li>Updated Sniper’s club model</li>
  <li>Updated nailgun model to have a drum</li>
  <li>Added Mat49 smg model for Medic</li>
  <li>Added Pipebomb Launcher model for demo</li>
  <li>Added beta styled teleporters</li>
  <li>Added HD Sniper Rifle</li>
  <li>Added Spytech cart</li>
  <li>Added new flagpole model</li>
  <li>2Fort cow now has some new friends</li>
</ul>

<h2 id="animations">Animations</h2>

<ul>
  <li>Added Beta 3rd person soldier shovel animations</li>
  <li>Added first person grenade animations for all classes</li>
  <li>Added loser animations</li>
  <li>Added headshot animations</li>
  <li>Added backstab death animations</li>
  <li>Updated Grenade launcher positioning</li>
  <li>Grenade launcher now held with two hands</li>
  <li>Updated various animation sound events</li>
  <li>Updated nailgun first person animations</li>
</ul>

<h2 id="particles">Particles</h2>

<ul>
  <li>Added infection head and player particles</li>
  <li>Added hallucination head particles</li>
  <li>Updated napalm particles</li>
  <li>Updated fire particles</li>
  <li>Updated gas grenade particle to better represent its area of effect</li>
  <li>The Medigun now uses Live TF2’s beam particles for better visibility</li>
  <li>All weapons now have proper crit trails</li>
  <li>Added Spytech Cart EMP explosion</li>
</ul>

<h2 id="sounds">Sounds</h2>

<ul>
  <li>Updated Grenade Bucket pickup sound</li>
  <li>Updated Armor Pickup sound</li>
  <li>Updated Nail Grenade sound</li>
  <li>Updated Concussion Blast sound</li>
  <li>Updated Gas Grenade sound</li>
  <li>Updated the EMP sound</li>
  <li>Updated sentry scanning noise</li>
  <li>Added selection menu music</li>
  <li>Added grenade defuse sounds</li>
  <li>Added incendiary rocket sound</li>
  <li>Added Medic SMG sound</li>
  <li>Restored player specific voice lines</li>
  <li>Added a detach sound to the Medigun</li>
  <li>Updated low health alert sound</li>
  <li>Updated minigun firing sound</li>
</ul>

<h2 id="maps">Maps</h2>

<ul>
  <li>Renamed ad_dustbowl2 to pl_goldrush</li>
  <li>Removed the <code class="language-plaintext highlighter-rouge">pf_cp_flag</code> command. Attack/Defend with a flag is done on a per map basis</li>
  <li>Added the spawn room turret for future use.</li>
  <li>Maps without any armor packs will restore armor with health kits</li>
</ul>

<h3 id="existing-maps">Existing maps</h3>

<ul>
  <li>2Fort
    <ul>
      <li>Updated blue intel floor tiles.</li>
      <li>Updated lighting to more closely resemble the beta.</li>
      <li>Updated various team related textures</li>
      <li>Added color correction.</li>
    </ul>
  </li>
  <li>Dustbowl
    <ul>
      <li>Moved the final cap’s left red spawn resupply locker back to its retail position to mitigate grenade spam</li>
    </ul>
  </li>
  <li>Gravelpit
    <ul>
      <li>Removed flag</li>
    </ul>
  </li>
  <li>Well (CTF)
    <ul>
      <li>Replaced ramp from sniper battlements to the attic with an elevator</li>
      <li>Changed the lighting to night.</li>
    </ul>
  </li>
  <li>Target (PF)
    <ul>
      <li>Now includes rooms for the the ceiling and floor variations of the spawn room turret</li>
      <li>Removed various assets</li>
      <li>Unpacked map assets</li>
    </ul>
  </li>
</ul>

<h3 id="new-maps">New maps</h3>

<ul>
  <li>Goldrush (PL)
    <ul>
      <li>Converted ad_dustbowl2 into pl_goldrush</li>
      <li>Features final point from Badwater based on early screenshots of Goldrush</li>
    </ul>
  </li>
  <li>Badlands (CP)
    <ul>
      <li>Updated textures to resemble early screenshots of Badlands</li>
    </ul>
  </li>
  <li>Crossover (KOTH)
    <ul>
      <li>Reimagined TFC map</li>
    </ul>
  </li>
  <li>Well (Arena)
    <ul>
      <li>Uses sunset lighting found in early screenshots of TF2</li>
    </ul>
  </li>
  <li>Powerhouse
    <ul>
      <li>Added armor support</li>
    </ul>
  </li>
</ul>

<h2 id="hud">HUD</h2>

<ul>
  <li>Updated class selection icons, class portraits and HUD portraits</li>
  <li>Added a brand new main menu (Old menu still available via the <code class="language-plaintext highlighter-rouge">-oldui</code> launch option.)</li>
  <li>Cleaned up CTF hud and improved the arrow functionality</li>
  <li>Added HUD indication for low armor</li>
  <li>Added low health, low armor and armor depletion sound alerts</li>
  <li>Certain HUD elements are now excluded from <code class="language-plaintext highlighter-rouge">cl_drawhud</code></li>
  <li>Added a PF2 specific section to Advanced options</li>
  <li>Added simplified disguise kit option</li>
  <li>Updated minimized HUD mode</li>
  <li>Added the armor repaired stat to the stat summary menu</li>
  <li>Engineers now see an armor speech bubble when a player calls for medic</li>
  <li>Added health account numbers</li>
  <li>Moved the stats menu to a tab in the load out menu</li>
  <li>Updated condition icons</li>
  <li>Added crit backgrounds for both teams to the kill feed</li>
  <li>Added a grenade detonation timer HUD</li>
  <li>Added disguise status HUD</li>
  <li>Added updated TargetID</li>
  <li>Ubercharge HUD now shows the Uber percentage</li>
  <li>Low ammo HUD warning</li>
  <li>Added a PF2 specific tab in the create server dialogue</li>
  <li>Added icons to the grenade ammo HUD element</li>
  <li>Updated scoreboard to be similar to live</li>
  <li>Updated font on target ID element</li>
  <li>Updated font to TF2C</li>
  <li>Updated various bucket icons</li>
  <li>Added various new advanced options</li>
</ul>

<h2 id="misc">Misc.</h2>

<ul>
  <li>Discord RPC support on Linux and Mac OS</li>
  <li>Marked <code class="language-plaintext highlighter-rouge">mp_restartround</code> as a cheat due to it causing unresolvable issues</li>
  <li>Many changes to enable friendly fire to function correctly
    <ul>
      <li>Will not work inside spawn rooms</li>
      <li>Certain weapons are excluded such as the syringe, heal grenade and wrench</li>
      <li>Added <code class="language-plaintext highlighter-rouge">mp_friendlyfire 2</code> which will only do push back and events but not actually deal damage</li>
      <li>Unmarked <code class="language-plaintext highlighter-rouge">tf_avoidplayers</code> as a cheat</li>
    </ul>
  </li>
  <li>Added more I/O and variables for the flag entity</li>
  <li><code class="language-plaintext highlighter-rouge">host_timescale</code> now affects sound pitch</li>
  <li><code class="language-plaintext highlighter-rouge">lastdisguise</code> will now switch disguise weapon to matching active slot</li>
  <li><code class="language-plaintext highlighter-rouge">cl_burninggibs</code> now functions as intended</li>
  <li>Added command <code class="language-plaintext highlighter-rouge">tf_delete_temp_files</code></li>
  <li>Added Uber flashing drain penalty</li>
  <li>Added voice command spam penalty</li>
  <li>Added bell alert when the Sniper rifle is fully charged</li>
  <li>Added flamethrower “sizzle” sound when hitting a target</li>
  <li>Minigun ejects shells with as ammo is depleted instead of it being an animation event</li>
  <li>Medics receive damage events from their target</li>
  <li>Explosions now affect ragdolls</li>
  <li>Restored functionality of builds alerting engineer after any drop from 100% health</li>
  <li>Medics now receive the damage events dealt by their healing target</li>
  <li>Updated intro video</li>
  <li>Removed “Use More Gun” achievement</li>
  <li>Renamed “Rain of fire” achievement to “Ring of Fire”</li>
  <li>Local servers are now labeled “Pre-Fortress 2” instead of “Half-Life”</li>
  <li>Updated Discord RPC icons and maps</li>
</ul>

<h2 id="source-mod-plugins">Source Mod Plugins</h2>

<ul>
  <li>Source Mod is now supported using <a href="https://github.com/Pre-Fortress-2/PF2-Tools">PF2-Tools</a>.</li>
  <li>Special thanks to <strong>Conneath</strong></li>
  <li>All base TF2 plugins should function with slight adjustments</li>
</ul>

<h2 id="achievements">Achievements</h2>

<style>
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    border-radius: 10px;
    background-color: gray;
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    max-width: 630px;
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.achievement p{
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<h2 class="achievement"><img src="/assets/achievements/pf_fatfingers.png" /><strong>The Fat Finger</strong><br /><p>Kill an enemy Spy with a remote Dispenser or Teleporter detonation.</p></h2>

<style>
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<h2 class="achievement"><img src="/assets/achievements/pf_bonk_by_nade.png" /><strong>Heads up</strong><br /><p>Kill an enemy by hitting them directly with any grenade type.</p></h2>

<style>
h2.achievement{
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    border-radius: 10px;
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@media screen and (max-width: 767px){
        
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<h2 class="achievement"><img src="/assets/achievements/pf_nade_multi_heal_player.png" /><strong>Special Kind of Medicine</strong><br /><p>Simultaneously heal 3 or more teammates with the Heal Grenade.</p></h2>

<style>
h2.achievement{
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    border-radius: 10px;
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<h2 class="achievement"><img src="/assets/achievements/pf_nade_kill_self_and_other.png" /><strong>Out with a Bang</strong><br /><p>Kill both an enemy and yourself with a Frag Grenade at the same time.</p></h2>

<style>
h2.achievement{
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    border-radius: 10px;
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    padding-left: 10px;
    max-width: 630px;
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.achievement img{
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.achievement p{
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@media screen and (max-width: 767px){
        
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<h2 class="achievement"><img src="/assets/achievements/pf_nade_trophy_kill.png" /><strong>Trophy Kill</strong><br /><p>As a Sniper, kill 5 Heavies caught in caltrops.</p></h2>

<style>
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        height: 70px;
        float: left;
        margin-left: 2px;
        margin-top: -4px;
        margin-right: 10px;
    }

    h2.achievement{
        height: 96px;   
        border: 1px solid #000;
        border-radius: 10px;
        background-color: gray;
        text-align: left;
        width: auto;
        padding-top: 16px;
        padding-left: 10px;
        font-size: medium;
    }

    .achievement p{
        padding-top: 5px;
        font-size: small;
    }

}

</style>

<h2 class="achievement"><img src="/assets/achievements/question_mark.png" /><strong>+1 Hidden Achievement</strong><br /><p>Have fun!</p></h2>

<h2 id="bug-fixes">Bug fixes</h2>

<ul>
  <li>Drowning no longer affects armor</li>
  <li>Fixed concussion view angles going too far out</li>
  <li>Disguised Spies can no longer pick up the intelligence</li>
  <li>Fixed gas and nail grenades still playing sounds after deletion</li>
  <li>Fixed napalm particle effect remaining after deletion</li>
  <li>Nails emitted by the nail grenade are now deleted with the grenade</li>
  <li>Fixed the armor hud background not always updating</li>
  <li>Fixed a crash when updating the armor repaired stat</li>
  <li>Fixed a crash relating to orphaned nails</li>
  <li>Fixed sentry muzzle lights spawning at the world origin</li>
  <li>Changed consistency of auto healing with the Medigun</li>
  <li>Fixed hit sounds not working when a delay is set</li>
  <li>Fixed flag arrow disappearing when facing exactly forwards or backwards</li>
  <li>Fixed the sniper rifle muzzle flash not appearing in 3rd person while zoomed</li>
  <li>Fixed the beta explosion effect only exploding upwards</li>
  <li>Environmental suicides now attribute an assistor</li>
  <li>No longer allowed to disguise while taunting or taunt while disguising</li>
  <li>Fixed sentries not respecting <code class="language-plaintext highlighter-rouge">pf_muzzleflash</code></li>
  <li>Fixed the Minigun muzzle flash particle remaining on round end</li>
  <li>Fixed the gas grenade particle emitting at weird angles</li>
  <li>Fixed the microphone icon overlapping the dead icon in voice chat</li>
  <li>Fixed EMP lightning arcs appearing through walls</li>
  <li>Fixed crashes relating to the grenade’s physics meshes</li>
  <li>The Medigun now heals the broken leg condition</li>
  <li><code class="language-plaintext highlighter-rouge">lastdisguise</code> will now remember the previous team</li>
  <li>Stopped blood emitting from concussion blasts</li>
  <li>Spies can now cap control points if disguised as their own team</li>
  <li>Fixed pistol fire rate going higher than normal when spamming fire</li>
  <li>Fixed grenades remaining on players after throwing</li>
  <li>Fixed a texture not rendering properly when medic ubered</li>
  <li>Fixed spies getting damaged after backstabbing someone if on top of them</li>
</ul>

<h2 id="commands">Commands</h2>

<h3 id="client-commands">Client Commands</h3>
<ul>
  <li><code class="language-plaintext highlighter-rouge">pf_accessibility_concussion</code> Enable a less nauseating concussion effect, instead affecting the position of the crosshair</li>
  <li><code class="language-plaintext highlighter-rouge">pf_armor_alerts_depleted</code> Enable the depleted armor alert sound</li>
  <li><code class="language-plaintext highlighter-rouge">pf_armor_alerts_low</code> Enable the low armor alert sound</li>
  <li><code class="language-plaintext highlighter-rouge">pf_armor_alerts_low_percentage</code> Percentage when the low armor alert sound plays</li>
  <li><code class="language-plaintext highlighter-rouge">pf_armor_alerts_volume</code> Armor alerts sound volume</li>
  <li><code class="language-plaintext highlighter-rouge">pf_disable_hands</code> Disables viewmodel hands</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_hud_timer</code> Enable the grenade ring timer HUD</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_hud_timer_scale</code> Grenade ring timer HUD size scale</li>
  <li><code class="language-plaintext highlighter-rouge">pf_particle_explosions</code> Re-enables particle explosions (Incase you want to use custom explosion mods)</li>
  <li><code class="language-plaintext highlighter-rouge">pf_sniper_toggle_charge</code> Sets the Sniper rifle to require one press to start charging and a second press to fire</li>
</ul>

<h3 id="server-commands">Server Commands</h3>
<ul>
  <li><code class="language-plaintext highlighter-rouge">mp_friendlyfire</code> Enable friendly fire. 1=on, 2=events only</li>
  <li><code class="language-plaintext highlighter-rouge">mp_waitingforplayers_opengates</code> Opens gates while waiting for players</li>
  <li><code class="language-plaintext highlighter-rouge">pf_allow_voice_spam</code> Disables voice command spam prevention</li>
  <li><code class="language-plaintext highlighter-rouge">pf_flag_allow_return_on_touch</code> Enable flag return on touch.</li>
  <li><code class="language-plaintext highlighter-rouge">pf_flag_allow_throwing</code> Enable players to throw the flag.</li>
  <li><code class="language-plaintext highlighter-rouge">pf_flag_throw_force</code> The force of flag throwing</li>
  <li><code class="language-plaintext highlighter-rouge">pf_force_crits</code> Force crits to be always on</li>
  <li><code class="language-plaintext highlighter-rouge">pf_force_flag_speed_penalty</code> Force the speed penalty on while carrying the flag outside of attack/defend.</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_bonk</code> Enable grenades dealing damage when colliding with players</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_disarm_shots</code> Number of melee hits required to disarm a grenade</li>
  <li><code class="language-plaintext highlighter-rouge">pf_grenade_tfc</code> Sets grenade physics to be similar to how they were in GoldSrc</li>
  <li><code class="language-plaintext highlighter-rouge">pf_healthkit_armor_repair</code> Enable restoring armor from health pickups: -1=Auto on maps without armor packs, 0=Always off , 1=Always on</li>
  <li><code class="language-plaintext highlighter-rouge">pf_round_end_friendlyfire</code> Enable friendly fire after a round ends</li>
  <li>Renamed <code class="language-plaintext highlighter-rouge">pf_armor_ratio_*</code> to <code class="language-plaintext highlighter-rouge">pf_armor_absorption_*</code></li>
</ul>

<h3 id="retired-commands">Retired Commands</h3>
<p>These are commands that no longer exist in game for one reason or another</p>

<ul>
  <li>Removed when it was decided to have the AD flag on a per map basis
    <ul>
      <li><code class="language-plaintext highlighter-rouge">pf_cp_flag</code>, <code class="language-plaintext highlighter-rouge">pf_cp_flag_reset_on_cap</code>, <code class="language-plaintext highlighter-rouge">sv_vote_issue_toggle_flag_allowed</code> and <code class="language-plaintext highlighter-rouge">sv_vote_issue_toggle_flag_cooldown</code></li>
    </ul>
  </li>
  <li>Removed as armor has been set in stone for balancing reasons
    <ul>
      <li><code class="language-plaintext highlighter-rouge">pf_armor_enabled</code> and <code class="language-plaintext highlighter-rouge">tf_boost_drain_time_armor</code></li>
    </ul>
  </li>
  <li>Removed because they were never used in development and were unlikely to be used outside of development
    <ul>
      <li><code class="language-plaintext highlighter-rouge">pf_armor_bonus</code>, <code class="language-plaintext highlighter-rouge">pf_armor_bonus_multi_explosive</code> and <code class="language-plaintext highlighter-rouge">pf_armor_bonus_multi_headshots</code></li>
    </ul>
  </li>
  <li>Removed the ability to disable grenades
    <ul>
      <li><code class="language-plaintext highlighter-rouge">pf_grenades</code></li>
    </ul>
  </li>
</ul>

<h3 id="thanks-and-credits">Thanks and Credits</h3>
<ul>
  <li><a href="https://github.com/Nbc66/source-sdk-2013-ce">SDK2013CE</a></li>
  <li><a href="https://github.com/TF2V/TF2Vintage">TF2Vintage</a></li>
  <li><a href="https://tf2classic.com">TF2Classic</a></li>
  <li><a href="https://openfortress.fun">Open Fortress</a></li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[After over a year of work, we're happy to finally release the long awaited update 0.7 for Pre Fortress 2!]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Questions and Answers</title><link href="https://prefortress.com/blog/qna-1" rel="alternate" type="text/html" title="Questions and Answers" /><published>2022-06-02T05:13:00+00:00</published><updated>2022-06-02T05:13:00+00:00</updated><id>https://prefortress.com/blog/qna-1</id><content type="html" xml:base="https://prefortress.com/blog/qna-1"><![CDATA[<p>A while back we asked on our Twitter if you had any questions regarding any aspect of PF2. We’ve gone through and answered them to the best of our ability.</p>

<p><strong>Some of these were joke questions but we have treated them as genuine in the event that someone asks again.</strong></p>

<h2 id="questions">Questions</h2>

<blockquote>
  <p>Will grenades ever be changed? More specifically, will frag grenades remain a part of the game when class specific grenades exist already.</p>
</blockquote>

<ul>
  <li>
    <p>We don’t have any plans to remove the additional frag grenades most classes have. Removing half the grenade options for almost all classes goes against the core appeal of the mod.</p>

    <p>With every update comes new adjustments to grenades, but how they work mostly remain the same.</p>
  </li>
</ul>

<blockquote>
  <p>Shotgun for Medic?</p>
</blockquote>

<ul>
  <li>
    <p>A shotgun allows the medic to play way too far outside of his intended TF2 role. In magazine promo’s for TF2 from late 2006, statements such as:</p>

    <p><em>“The medic has been completely changed in terms of how he works to previous TF”</em></p>

    <p><em>“The medic class has been thoroughly gutted and redesigned”</em></p>

    <p>were made, which is a pretty clear indication that in 2006, the era the mod is based on, the medic was likely closer to the TF2’s incarnation than he was to TFC’s.</p>
  </li>
</ul>

<blockquote>
  <p>We need a crowbar or all class melee weapon!</p>
</blockquote>

<ul>
  <li>Our first attempt in 2020 did not pan out well and we felt it did not add much to the game. At the moment we have no plans to add reskins.</li>
</ul>

<blockquote>
  <p>Will you remove the slowing effect of the Tranquilizer Gun? It’s one of the worst things than can be done to a game like Team Fortress.</p>
</blockquote>

<ul>
  <li>
    <p>The Tranquilizer Gun has gone through a lot of development to get to where it is today. It will remain a part of PF2’s identity and is not leaving.</p>

    <p>In 0.7, we nerfed the Tranquilizer Gun so that the effectiveness of the slowing effect is based on the shooter’s distance from the victim. The further away the shooter is from the victim, the less effective the effect is.</p>
  </li>
</ul>

<blockquote>
  <p>Will the unique voice lines be restored since you’re moving away from being entirely beta-accurate?</p>
</blockquote>

<ul>
  <li>We’re restoring the unique voice lines as their absence negatively impacted the playability of the game. It made it more difficult to quickly communicate certain messages such as calling out a spy or an upcoming sentry. We’ve left in the beta death screams as we enjoy their charm.</li>
</ul>

<blockquote>
  <p>Will the Silenced Pistol be reconsidered down the long run?</p>
</blockquote>

<ul>
  <li>Other weapons have and continue to be considered, but the silenced pistol is a weird one. It was is in a piece of concept art that has the spy holding it. In Team Fortress Classic, the model for the Tranquilizer Gun is a silenced pistol, meaning it was likely meant to be a Tranquilizer Gun in that concept art.</li>
</ul>

<blockquote>
  <p>Will grenades be their own weapon slots?</p>
</blockquote>

<ul>
  <li>If you mean like a weapon that appears in your weapon selection HUD, no. Grenades work the way they do because that’s how they functioned in the beta and prior Team Fortress games.</li>
</ul>

<blockquote>
  <p>Bot support?</p>
</blockquote>

<ul>
  <li>We expect bots to be a part of PF2 in the 0.8 update. It has been a priority for some time, but finding a dedicated developer has been tricky since we would have to tune the bots for PF2’s gameplay.</li>
</ul>

<blockquote>
  <p>Will the servers be fixed?</p>
</blockquote>

<ul>
  <li>We’ve resolved the crashes that were present in 0.6, but there’s always the possibility of a new unforeseen bug.</li>
</ul>

<blockquote>
  <p>Will you guys ever update the menu?</p>
</blockquote>

<ul>
  <li>There is a new main menu.</li>
</ul>

<blockquote>
  <p>Will you add the female mercs?</p>
</blockquote>

<ul>
  <li>The female version of the mercs in TF2 were not conceived until after the game’s release and not within the scope of our mod.</li>
</ul>

<blockquote>
  <p>Are you going to nerf area of effect grenades like napalm, nail, and gas grenade?</p>
</blockquote>

<ul>
  <li>Those grenades have received changes to reduce their potency, both directly and through the implementation of other mechanics.</li>
</ul>

<blockquote>
  <p>Will you add the spawnroom turrets from TFC?</p>
</blockquote>

<ul>
  <li>They’re implemented in-game but as of right now no maps shipping with the next update will utilize them.</li>
</ul>

<blockquote>
  <p>Will you add items that were cut after TF2’s release?</p>
</blockquote>

<ul>
  <li>To name a few repeated item requests: The Repair Node, Fire Retardant Suit, DNA Gun, the Walkabout, the Catcher’s Mitt, and the Overhealer were designed after TF2’s release. They will not be featured in our game.</li>
</ul>

<blockquote>
  <p>Will you add the Escort gamemode, 4-team and other concepts from from TFC?</p>
</blockquote>

<ul>
  <li>
    <p>Adding the Escort and 4-team gamemode is still up in the air, likely as a way to support existing community maps. The primary reason against the inclusion of these is because we don’t really have anything to bring to these gamemodes that isn’t done better elsewhere, other than the inclusion of grenades.</p>

    <p>If we get to these gamemodes, we will spend a lot of time making sure they’re of good quality and not just an afterthought.</p>
  </li>
</ul>

<blockquote>
  <p>Why do PF2 updates take so long to come out?</p>
</blockquote>

<ul>
  <li>The PF2 Team is primarily comprised of students. For the most part, our relatively small team works on PF2 as a hobby between semesters. While we do have dedicated developers who are not in school, one or two people can not do all the work required to ship out an update themselves.</li>
</ul>

<blockquote>
  <p>When can we expect another update?</p>
</blockquote>

<ul>
  <li>We had originally hoped to release it during Summer 2022, but the scope of the update was reevaluated and the update would need to take more development time then expected. Unfortunately this is an outcome far too familiar to a lot of game developers. We will deliver 0.7 when its quality is to our liking.</li>
</ul>]]></content><author><name>Cynaide</name></author><category term="blog" /><summary type="html"><![CDATA[Pre-Fortress 2 developers respond to some of the communities pressing questions.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sb-qna.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sb-qna.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The future of PF2</title><link href="https://prefortress.com/blog/the-future-of-pf2" rel="alternate" type="text/html" title="The future of PF2" /><published>2022-02-26T18:47:00+00:00</published><updated>2022-02-26T18:47:00+00:00</updated><id>https://prefortress.com/blog/the-future-of-pf2</id><content type="html" xml:base="https://prefortress.com/blog/the-future-of-pf2"><![CDATA[<p>Howdy, since joining the development team of Pre Fortress 2, there’s been a lull in communication between us and you as the player. I’ve been working to close the gap between internal discussion and with players.</p>

<p>The following articles are designed to bring y’all up to speed with what’s been happening behind the scenes!</p>

<h1 id="end-of-beta-accuracy">End of Beta Accuracy</h1>

<p>Earlier on in Pre-Fortress 2’s development, we felt a strong sense of obligation to stay as close as possible to TF2’s beta. The further along we got into development, the more evident it became that it was a hinderance to the quality of the game, the quality of development and our identity as a source mod. We still believe strongly in capturing the essence and spirit of the beta, but as a team we are moving towards creating a more complete game rather than what is essentially a collection of unfinished ideas and concepts that the beta really was.</p>

<p>A visual example I like to use is with the Soldier’s beta model. The grenades on his chest are placeholder “eggs” and it’s representational rather than a finished design. In the next update we’ll be replacing these egg-shaped orbs with actual frag grenades. This is more in-line with his model from the release of TF2. We feel that changes like this were inevitable and those egg grenades were never meant to be permanent. However, concepts like Heavy’s vest texture will remain as it’s a unique identity of his beta model.</p>

<p>Henceforth, we are no longer a beta accurate mod, but a mod built pulling great influence from the beta era of TF2, as source material.</p>

<h1 id="parting-ways-with-concussion-studios">Parting ways with Concussion Studios</h1>

<p>On the 16<sup>th</sup> of May 2021, shortly after the release of the previous update 0.6, we parted ways with Concussion Studios. Some of our developers are still a part of Concussion Studios, but we will no longer be using their imagery in any of our future material.</p>

<p>The partnership was not working out, and ended up costing us more development time then we hoped for. We wish Concussion Studios well in their endeavors.</p>

<h1 id="pending-update">Pending Update</h1>

<p>It’s been almost a year since 0.6 was released and we’re excited to announce that 0.7 is nearing a releasable state. There’s still lots of work to be done but the following 
major changes will be coming to Pre Fortress 2:</p>

<ul>
  <li>Grenade view models and major changes to grenade gameplay</li>
  <li>Fixes to various bugs leading to server crashes</li>
  <li>Soldier Nerfs</li>
  <li>New models, textures, animations, particles and sounds</li>
  <li>New main menu system</li>
  <li>The usual various bug fixes</li>
</ul>

<p><i>Note: Features listed are of course, subject to change.</i></p>

<p>We have no definite date for a new update and we appreciate your patience!
<br /></p>

<h2><i>EDIT:</i></h2>
<p>End of Beta Accuracy does not mean we will be entirely foregoing beta concepts and gameplay.</p>

<p>Think of it as rather then preserving the beta in a broken and unfinished state, we are fixing these unfinished concepts and designs. We have actually been practicing this game design philosophy for some time, it was just never officially stated.</p>]]></content><author><name>Sour Dani</name></author><category term="blog" /><summary type="html"><![CDATA[Pre Fortress 2's future is bright and here's what the team's been working on as well as officially addressing some pressing topics.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sb-future_of_pf2.jpg" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sb-future_of_pf2.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">The truth about the Smoke Bomb</title><link href="https://prefortress.com/blog/the-truth-about-the-smoke-bomb" rel="alternate" type="text/html" title="The truth about the Smoke Bomb" /><published>2021-10-16T13:12:00+00:00</published><updated>2021-10-16T13:12:00+00:00</updated><id>https://prefortress.com/blog/the-truth-about-the-smoke-bomb</id><content type="html" xml:base="https://prefortress.com/blog/the-truth-about-the-smoke-bomb"><![CDATA[<p>The smoke bomb is a very misunderstood grenade, its functionality is clearly explained in the code, but it has been lost due to misconceptions and needless speculation, so let’s start from the very beginning.</p>

<p>To quickly bring everyone up to speed on how we have the code for the grenades; in 2012 the source code for the 2008 version of Source was publicly leaked, within the leak was the source code to TF2 (as well as other unused source files, such as the grenades). And specifically relevant here, it contained the code for the smoke bomb.</p>

<p>The smoke bomb didn’t function as a conventional grenade, in the sense that it didn’t produce a projectile when activated. There is no proof that a projectile model existed had there been one, and a quick look at grenade’s source code explains why. To simplify, when a grenade is thrown it needs a projectile to be created, to do this every grenade has its own version of a function called <code class="language-plaintext highlighter-rouge">EmitGrenade</code> that creates it.</p>

<p>However the smoke bomb does not actually produce a projectile here, instead it executes the code below:</p>

<div class="language-cpp highlighter-rouge"><div class="highlight"><pre class="highlight"><code><span class="c1">// give them the smoke bomb condition</span>
<span class="c1">// ( invis for X seconds, able to move full speed )</span>
<span class="c1">// ( attacking removes the condition )</span>
<span class="k">if</span> <span class="p">(</span> <span class="n">pTFPlayer</span><span class="o">-&gt;</span><span class="n">CanGoInvisible</span><span class="p">()</span> <span class="p">)</span>
<span class="p">{</span>
	<span class="n">pTFPlayer</span><span class="o">-&gt;</span><span class="n">m_Shared</span><span class="p">.</span><span class="n">AddCond</span><span class="p">(</span> <span class="n">TF_COND_SMOKE_BOMB</span><span class="p">,</span> <span class="n">tf_smoke_bomb_time</span><span class="p">.</span><span class="n">GetFloat</span><span class="p">()</span> <span class="p">);</span>
<span class="p">}</span>
</code></pre></div></div>

<p>Even with little to no ability to read code, the comments and variable naming make it clear as to what it’s doing. And again, no projectile is created nor does a projectile model even exist, it simply applied an invisibility condition to the player. The console command referenced, <code class="language-plaintext highlighter-rouge">tf_smoke_bomb_time</code>, is not found anywhere in the codebase, so the duration of the condition is not known.</p>

<p>If you were to look at the smoke bomb’s entire <code class="language-plaintext highlighter-rouge">EmitGrenade</code> function, you would notice that the code adding the condition is encapsulated with an <code class="language-plaintext highlighter-rouge">#if</code> statement which is “defining out” the code, meaning it’s not compiled and would not be present in-game. Some basic speculation on why this is, is that it’s likely the grenade’s functionality was moved elsewhere in the code base, possibly done as it was transitioned from a grenade into the invis watch.</p>

<p>Also within the source code is an unused HUD, <code class="language-plaintext highlighter-rouge">HudSmokeBomb</code>, that would appear while invisible. It would display a progress bar indicating the time you had left, and would display the icon <code class="language-plaintext highlighter-rouge">cond_smoke_bomb</code> along with it.</p>

<p>Asset-wise only a particle file, <code class="language-plaintext highlighter-rouge">smoke_disappear.pcf</code>, has been discovered. It was found within the TF2 build that leaked with the Postal 3 beta. This file contained a particle that presumably would have been emitted from the player when the grenade was activated.</p>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="https://user-images.githubusercontent.com/35577693/201422038-0a74406b-bcf8-4ca8-b314-33e3331468f7.webm#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">The smoke bomb particle</p>
        
    
</div>

<p>And that’s pretty much it, not really all that special. It’s an interesting glimpse at an earlier iteration of a now iconic mechanic, but not much beyond that. We don’t have any plans on bringing the grenade back in PF2, but I’ll leave you with a clip of it in-action from last year.</p>

<div align="center">
    
        
        <video controls="true" playsinline="" preload="metadata" muted="">
        
            
            <source src="https://user-images.githubusercontent.com/35577693/201422004-e134282d-37b9-4cd2-9853-f7be5b0ea186.webm#t=0.001" type="video/mp4" />
            
        </video>
        
            <p class="video-subheading">The smoke bomb particle in use</p>
        
    
</div>]]></content><author><name>Cyanide</name></author><category term="blog" /><summary type="html"><![CDATA[PF2 Team addresses the truth about the smoke bomb by looking at it's source code.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sb-spy.jpg" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sb-spy.jpg" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.6 - Patch Notes</title><link href="https://prefortress.com/updates/0.6/" rel="alternate" type="text/html" title="Update 0.6 - Patch Notes" /><published>2021-03-07T17:56:00+00:00</published><updated>2021-03-07T17:56:00+00:00</updated><id>https://prefortress.com/updates/update-060</id><content type="html" xml:base="https://prefortress.com/updates/0.6/"><![CDATA[<h1 id="key-changes">Key changes</h1>

<ul>
  <li>Added player armor</li>
  <li>Added VOX as the announcer (Originally by Marphy Black)</li>
  <li>Beta player models and textures</li>
  <li>Removed the loadout system</li>
  <li>Removed the TF2C menu system</li>
  <li>Removed the silenced pistol</li>
</ul>

<h1 id="general-changes">General changes</h1>

<ul>
  <li>Added new advanced options menu and credits menu</li>
  <li>Flag HUD now shows up on AD maps when the flag is enabled</li>
  <li>Added armor packs</li>
  <li>Stats that were hardcoded are now modifiable in weapon scripts</li>
  <li>Added cut freeze cam photo frame screen</li>
  <li>Added new achievements</li>
  <li>Added achievement hud notifications</li>
  <li>Beta style revolver texture</li>
  <li>Improved Ukrainian and Russian localization</li>
  <li>Added a HUD element that displays what negative conditions you’re currently afflicted by</li>
  <li>Heal numbers, ammo repair numbers and armor damage numbers</li>
  <li>Added building hit sounds and damage numbers</li>
  <li>TargetID now functions correctly</li>
  <li>Armor is displayed on targetID</li>
  <li>Added hybrid CTF-CP support</li>
  <li>Probably more stable</li>
</ul>

<h1 id="gameplay">Gameplay</h1>

<ul>
  <li>Re-enabled infection, now behaves more like it did in TFC, dealing 8 damage every 2 seconds, but only lasts for 14 seconds</li>
  <li>Hitting friendly players with the wrench restores armor. Consumes, at most, 10 metal per hit which will repair 50 armor points.</li>
  <li>Spy now regains cloak upon picking up ammo</li>
  <li>Healing an active teleporter will now heal both</li>
  <li>A sapper placed on an active teleporter will be placed on both</li>
  <li>Detonating teleporters now deals explosive damage</li>
  <li>Reverted increased sentry spread</li>
  <li>Limited the number of times you can duck while in-air</li>
  <li>Reduced AD flag speed penalty to 75% from 66%</li>
  <li>Dispensers repair armor at a rate of 5 armor points per second</li>
  <li>Added some of the informative medic callouts from Live TF2, such as the flaming callout bubble</li>
</ul>

<h1 id="weapons">Weapons</h1>

<ul>
  <li>Medic’s primary is now the SMG</li>
  <li>Incendiary rockets arc</li>
  <li>Incendiary rockets ignore armor on direct hits</li>
  <li>The tranquilizer now reloads passively</li>
  <li>The sniper rifle will cripple players when shot at the leg, but will only deal half the damage</li>
  <li>Restored grenade launcher damage back to 100 when armor is disabled</li>
  <li>Pipe bombs will no longer explode on impact if they’ve touched the ground, but will if they’ve only hit a wall</li>
  <li>Successfully healing a player with the syringe plays the sound in the world rather than just to the healed player</li>
  <li>The fish wacker now has a proper texture</li>
  <li>Added “hold to zoom” option for the sniper rifle</li>
  <li>New fish wacker sounds</li>
  <li>View models updated to match beta models</li>
</ul>

<h1 id="grenades">Grenades</h1>

<ul>
  <li>Exploding a grenade in hand now launches you upwards instead of into the ground</li>
  <li>All grenades now have a radius of 132, the same as the pipebomb</li>
  <li>Heal grenades now do 30 damage and will infect enemies</li>
  <li>Heavy takes less push back force from his own grenades</li>
  <li>Caltrops do self-damage</li>
  <li>Sentry grenade resistance is now 15% at all levels, compared to the previous 25%, 45% and 65%</li>
  <li>Reduced grenade next throw time from 1.5 seconds to 0.67 seconds</li>
  <li>Reduced caltrop slowdown duration from 15 seconds to 8 seconds</li>
  <li>Added “press to throw” option</li>
  <li>Beeping is now structured the same as the beta, based on what can be heard in trailer 2</li>
  <li>Reduced detonation time from 4 seconds to 3.8 seconds</li>
  <li>Removed forced cooldown between grenade throws when weapon holstering is disabled</li>
  <li>Added 0.8-second delay between when the grenade key is pressed and when you can throw</li>
  <li>Dropped ammo stuck by an EMP blast now explodes</li>
  <li>EMP’s now deal a set amount of damage while halving the hit player’s ammo</li>
</ul>

<h1 id="maps">Maps</h1>

<ul>
  <li>Updated all AD maps to support the flag hud</li>
  <li>Update all maps with armor pack locations</li>
  <li>ctf_2fort
    <ul>
      <li>Fixed lighting issues</li>
    </ul>
  </li>
  <li>ad_dustbowl
    <ul>
      <li>Cosmetic changes and fixed some visual bugs</li>
      <li>Added extra doorways outside blue spawn on stage 3</li>
    </ul>
  </li>
  <li>Cosmetic changes to tc_hydro</li>
</ul>

<h1 id="misc">Misc.</h1>

<ul>
  <li>Ported over the func_respawnflag brush entity</li>
  <li>Improved support for invade CTF</li>
  <li>Improved DirectX 8 support</li>
  <li>Removed april fools content</li>
  <li>pf_picmip no longer requires restarting the game on Windows and Linux</li>
</ul>

<h1 id="bug-fixes">Bug fixes</h1>

<ul>
  <li>Fixed the blue dispenser screen being invisible</li>
  <li>Nails fired before switching team are now removed</li>
  <li>Fixed primed grenades being dropped on team switch</li>
  <li>Hitboxes update when taunting</li>
  <li>Spy’s can now see enemy target ID’s</li>
  <li>Fixed sometimes being unable to attack for an extended time after throwing a grenade</li>
  <li>Fixed grenades and pipebombs not doing full damage on a direct hit</li>
  <li>Sentries no longer make hurt sounds on every hit</li>
  <li>Fixed a freeze panel crash</li>
  <li>The pipebomb detonation beep will play its full duration before playing again</li>
  <li>pf_grenade_holstering now works correctly</li>
  <li>cl_first_person_uses_world_model is now locked behind sv_cheats</li>
  <li>Fixed players constantly emitting pain sounds</li>
  <li>Grenades exploded in hand will now deal damage to enemies</li>
  <li>Napalm and gas grenades no longer have to be at a complete standstill to explode</li>
  <li>The EMP can no longer deal damage through props</li>
  <li>Fixed engineer not flinching</li>
  <li>Fixed the grenade beeping sound getting cut off when thrown mid beep</li>
  <li>Fixed napalm afterburn kills showing up as flamethrower kills</li>
  <li>Fixed nails not colliding with some solids</li>
  <li>Nails now create impact decals on all solids</li>
  <li>Fixed cases where the explosion effect being invisible on some walls</li>
  <li>Fixed grenades resetting on resupply</li>
  <li>Fixed being able to pick the intel while cloaked</li>
  <li>Fixed heavy not using the correct animation when spun up and ducking</li>
  <li>Fixed the minigun muzzle flash particle not disappearing on death</li>
  <li>Fixed playing hurt sounds when ubered</li>
  <li>Fixed blood coming out of the gas grenade</li>
  <li>Added a 1 second cooldown on class changes to prevent spamming</li>
</ul>

<h1 id="convars">ConVars</h1>

<ul>
  <li>pf_armor_enabled</li>
  <li>tf_damageforcescale_self_heavy - changes explosive push force for heavy</li>
  <li>pf_armor_enabled</li>
  <li>tf_sniper_rifle_charge_damage_multiplier, pf_sniper_rifle_tfc_style, pf_sniper_rifle_tfc_noair, pf_sniper_rifle_tfc_nofire</li>
  <li>pf_grenade_press_throw</li>
  <li>pf_napalm_bomb</li>
  <li>tf_flamethrower_speed_penalty_enabled, tf_flamethrower_speed_penalty</li>
  <li>pf_achievement_notifications</li>
  <li>pf_duckjump, pf_autohop, pf_disable_bunnyhop_cap</li>
  <li>tf_dingalingaling_lastarmorhit, tf_dingaling_lastarmor_volume, hud_combattext_armor_*</li>
  <li>hide_server</li>
  <li>pf_grenades_no_self_damage</li>
</ul>]]></content><author><name>PF2 Team</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-07-logo.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.5 - Patch Notes</title><link href="https://prefortress.com/updates/0.5/" rel="alternate" type="text/html" title="Update 0.5 - Patch Notes" /><published>2020-07-28T20:00:00+00:00</published><updated>2020-07-28T20:00:00+00:00</updated><id>https://prefortress.com/updates/update-050</id><content type="html" xml:base="https://prefortress.com/updates/0.5/"><![CDATA[<h1 id="general-changes">General changes</h1>

<ul>
  <li>Added a grenade throwing sound</li>
  <li>Added lip-syncing for beta voicelines and screams</li>
  <li>Live TF2’s Crosshair system has been added</li>
  <li>Added chat message sound</li>
  <li>Added new sounds for the Branding Iron and Incendiary Rocket</li>
  <li>Added many additional sounds for grenades (impact, throw, etc..)</li>
  <li>Dynamic Lighting has been added for various things</li>
  <li>Added additional pain and death sounds</li>
  <li>Added icons for the pipebomb launcher replacing the stickybomb icon</li>
  <li>Added a specific menu for unique PF2 related settings</li>
  <li>
    <p>FGD has been updated to include disabling grenades being regenerated at resupply cabinets, toggling if grenades can explode in respawn rooms and adding func_ladder</p>
  </li>
  <li>Updated game logos</li>
  <li>󠀀Overhauled the menu UI</li>
  <li>󠀀Maximum killfeed notifications increased (4 → 8)</li>
  <li>󠀀Tons of beta texture changes</li>
  <li>󠀀Many of the grenade particles have been overhauled</li>
  <li>Engineer &amp; Sniper’s viewmodels now have team colored variants</li>
  <li>Replaced the old lightwarp and rimlighting with a full lambertain shader</li>
  <li>Updated model and texture for the resupply cabinet</li>
  <li>Updated pyro’s incendiary rocket’s trail to be less intense</li>
  <li>Updated pyro’s flamethrower particles to be more accurate to pre-release media</li>
  <li>Added menu photos for ad_dustbowl2 and ctf_well</li>
  <li>Updated menu photos for tc_hydro and ctf_2fort</li>
  <li>Updated default networking settings to the modern era</li>
  <li>General cleaning up of files</li>
</ul>

<h1 id="bug-fixes">Bug Fixes</h1>

<ul>
  <li>Nail grenade nails now display kill icons</li>
  <li>Grenade counter now appears when the medigun is equipped</li>
  <li>Quantum Crouch exploit has been patched</li>
  <li>General reloading and thirdperson issues have been resolved</li>
  <li>Damage numbers now display properly when doing damage over 255</li>
  <li>Killsounds now work as intended</li>
  <li>Medic infinite healing bug fixed</li>
</ul>

<h1 id="new-notable-convars">New Notable ConVars</h1>

<ul>
  <li>pf_grenadepack_respawn_time “25” - Respawn time for grenade packs</li>
  <li>pf_flag_speed_penalty “.66” - Speed penalty while carrying the flag</li>
  <li>pf_expensivebulletsplash “0” - Use the old system intensive bullet splash particle</li>
  <li>pf_concuss_effect_disable “0” - Disables camera shake from concussion grenade</li>
  <li>pf_delayed_knife “0” - Enables the old delayed knife</li>
  <li>cl_load_tf2_content “0” - Mount the content from Team Fortress 2 if possible</li>
</ul>

<h1 id="gameplay-changes">Gameplay changes</h1>

<ul>
  <li>Infection has temporarily been disabled</li>
  <li>Spy’s backstab is now instant</li>
  <li>Pyro’s flame rocket no longer work underwater</li>
  <li>Pyro is no longer slowed by his flamethrower</li>
  <li>Grenades shot out of the grenade launcher explode upon contact with an enemy</li>
  <li>Remote Detonatable Pipebombs should roll less and explode when shot</li>
  <li>Remote Detonatable Pipebombs now do less damage (120 → 80)</li>
</ul>

<h1 id="grenade-changes">Grenade Changes</h1>

<ul>
  <li>Holstering system has been added (cannot shoot while cooking a grenade)</li>
  <li>Frag Grenade explosion damage changed (190 → 120)</li>
  <li>Frag, Nail, Incendiary and MIRV Grenade explosion range changed (198 → 180)</li>
  <li>Incendiary Grenade explosion damage changed (198 → 100)</li>
  <li>Nail Grenade nail damage changed (18 → 10)</li>
  <li>MIRV bomblets range changed (198 → 120)</li>
  <li>All classes now hold a maximum of two frag grenades (four previous)</li>
  <li>Scout now holds a maximum of two of his primary and secondary grenades</li>
  <li>Engineer, Demoman and Medic now hold a maximum of two secondary grenades</li>
  <li>Soldier, Pyro, Heavy and Spy now hold a maximum of one secondary grenade</li>
</ul>

<h1 id="map-changes">Map Changes</h1>

<ul>
  <li>Tributes to Rick May have been added to the maps</li>
  <li>Tons of beta accuracy</li>
  <li>background01 now supports 130 fov</li>
  <li>Fixed general lighting issues on most maps</li>
  <li>More Grenade Packs added on ad_dustbowl and ad_dustbowl2</li>
  <li>Spawn fences have been added to ad_dustbowl and ad_dustbowl2 to disallow you from going too far back</li>
  <li>
    <p>Grenade Packs added on cp_well, ctf_well, ctf_2fort, ad_gravelpit, cp_granary and tc_hydro</p>
  </li>
  <li>ctf_2fort
    <ul>
      <li>Added railing to the spiral staircase</li>
      <li>Clipped the rock wall in the intel basement</li>
    </ul>
  </li>
  <li>ad_gravelpit
    <ul>
      <li>Lowered the ground and removed the stairs to reveal an unused small healthkit and soundscape proxy</li>
      <li>Added a wall to BLU hut at C cap</li>
      <li>Displacement holes patched</li>
    </ul>
  </li>
  <li>cp_granary
    <ul>
      <li>Clipped off some odd high up ledges and props</li>
      <li>Changed middle and last point areas to be more accurate to pre-release media</li>
    </ul>
  </li>
  <li>ad_dustbowl2
    <ul>
      <li>capture point have been added to stage one and two</li>
      <li>Various clipping and displacement issues and oddities have been fixed</li>
      <li>Odd road overlay on stage two has been fixed</li>
      <li>On stage two, the House Tunnel that leads to Sniper Ledge has been simplified and reworked to be  like the tunnel seen in beta screenshots</li>
      <li>On stage three, RED team shortcut has been removed in favor of signs that lead you to the one-way door</li>
    </ul>
  </li>
  <li>ad_dustbowl
    <ul>
      <li>Ladder has been added on the first stage</li>
      <li>Various clipping and displacement issues and oddities have been fixed</li>
      <li>The alcove on the second stage has been recreated</li>
      <li>An extra pathway has been added to stage three for the attacking team</li>
      <li>Added extra details in the skybox</li>
    </ul>
  </li>
  <li>tc_hydro
    <ul>
      <li>Replaced the map with its beta counterpart</li>
    </ul>
  </li>
  <li>pf_target
    <ul>
      <li>Bot config file now executes automaticaly on map load</li>
      <li>Bot button, Pool, Greenscreen, Elevator Test and dynamic lighting test rooms added</li>
    </ul>
  </li>
</ul>

<h1 id="hotfix">Hotfix</h1>
<ul>
  <li>Fixed a bug in Linux Dedicated servers</li>
</ul>]]></content><author><name>Horiuchi</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-almostfinallogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-almostfinallogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.4 - Patch Notes</title><link href="https://prefortress.com/updates/0.4/" rel="alternate" type="text/html" title="Update 0.4 - Patch Notes" /><published>2020-03-23T02:32:00+00:00</published><updated>2020-03-23T02:32:00+00:00</updated><id>https://prefortress.com/updates/update-040</id><content type="html" xml:base="https://prefortress.com/updates/0.4/"><![CDATA[<ul>
  <li>Updated the game’s logo</li>
  <li>Updated the Minigun sounds</li>
  <li>Fixed the intelligence briefcase falling through the world when dropped in some places</li>
  <li>Fixed cl_showpluginmessages</li>
  <li>Fixed a glitch with quick switching while cooking a grenade</li>
  <li>Added tips for grenades and Pyro’s flame rockets on the class selection screen</li>
  <li>Added a loading screen tip about enemies using your teleporter and dispenser for Engineer</li>
  <li>Reduced the amount of bullets per shot on Medic’s SMG 2&gt;1</li>
  <li>Removed sound files for developer commentary</li>
  <li>Uncompressed background01 to improve load times</li>
  <li>Added the ctf_well intro movie</li>
  <li>
    <p>Added flag support for ad_gravelpit</p>
  </li>
  <li>Options Menu
    <ul>
      <li>Added viewmodel fov and offset sliders in advanced options</li>
      <li>Added mic_meter_live and mic_meter_dead images in voice options</li>
      <li>You can now select pf_picmip levels in multiplayer advanced settings</li>
      <li>You can now select hitsounds, last hitsounds, and their volume and pitch, in advanced settings</li>
      <li>The fov slider in the video and multiplayer tab now have a max of 130</li>
    </ul>
  </li>
  <li>Updated ad_dustbowl2
    <ul>
      <li>All Materials, Models, Sounds and Scripts previously packed into the map are now in the game files</li>
      <li>Overhauled the environment</li>
      <li>Stage 1/2 tunnel has been overhauled</li>
      <li>Fixed stuck spot behind the sign on stage 2</li>
      <li>A tunnel and house have been added at the beginning of Stage 2, to resemble pre-release screenshots</li>
      <li>The minecart at the end of the 3rd stage has been removed, and the small health kit has been upgraded to a medium health kit</li>
      <li>An out of bounds exploit has been fixed on stage 3</li>
    </ul>
  </li>
  <li>Updated ctf_2fort
    <ul>
      <li>Added Trailer 1 beams to intel room</li>
      <li>Added Trailer 1 team logos to intel room lobby</li>
      <li>Updated BLU base to resemble Trailer 2</li>
      <li>Changed wooden lamps to resemble Trailer 1&amp;2</li>
      <li>Changed the blast door to resemble Trailer 1</li>
      <li>Changed intel room computers to resemble Trailer 1</li>
    </ul>
  </li>
  <li>Fixed thirdperson mode not displaying aim matrixes</li>
  <li>Fixed first person muzzle flashes</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.3.1 - Patch Notes</title><link href="https://prefortress.com/updates/0.3.1/" rel="alternate" type="text/html" title="Update 0.3.1 - Patch Notes" /><published>2020-02-29T21:31:00+00:00</published><updated>2020-02-29T21:31:00+00:00</updated><id>https://prefortress.com/updates/update-031</id><content type="html" xml:base="https://prefortress.com/updates/0.3.1/"><![CDATA[<ul>
  <li>Added func_usableladder support</li>
  <li>Added pf_picmip levels -10 to 10 (this replaces mat_picmip with -10 being the highest quality)</li>
  <li>Added an advanced option to enable combat text batching</li>
  <li>Added an advanced option to change the RGB values of damage text</li>
  <li>Added new default sounds to tf_dingalingaling_effect:
    <ul>
      <li>0 - default</li>
      <li>1 - electro</li>
      <li>2 - menu_note</li>
      <li>3 - percussion</li>
      <li>4 - retro</li>
      <li>5 - space</li>
      <li>6 - beepo</li>
      <li>7 - vortex</li>
      <li>8 - squasher</li>
    </ul>
  </li>
  <li>Fixed a missing clip brush on 2fort</li>
  <li>Fixed overlays on cp_well and ctf_well</li>
  <li>Fixed the 3rd stage of dustbowl having an issue with a setup door not opening</li>
  <li>Fixed an issue with Pyro’s act tables causing him to reference pose in some cases</li>
  <li>Fixed Grenades not beeping when cooking a new grenade right after throwing one</li>
  <li>Fixed Discord RPC showing ad_dusbowl2 when playing ad_dustbowl</li>
  <li>Fixed the advanced option to display damage text not showing up</li>
  <li>Moved the Grenade Pack and Modified the one way door on the third stage of ad_dustbowl2</li>
</ul>

<h1 id="known-bugs">Known Bugs:</h1>
<ul>
  <li>The Sniper reference poses when doing certain actions</li>
  <li>Sometimes, the wrong hit sound will play</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.3 - Patch Notes</title><link href="https://prefortress.com/updates/0.3/" rel="alternate" type="text/html" title="Update 0.3 - Patch Notes" /><published>2020-02-22T02:50:00+00:00</published><updated>2020-02-22T02:50:00+00:00</updated><id>https://prefortress.com/updates/update-030</id><content type="html" xml:base="https://prefortress.com/updates/0.3/"><![CDATA[<ul>
  <li><strong>Updated the Pyro’s Flamethrower</strong></li>
  <li><strong>Using primary fire slows you down</strong></li>
  <li><strong>Alt fire with the Flamethrower shoots an incendiary rocket</strong></li>
  <li><strong>Alt fire takes 10 ammo per shot</strong></li>
  <li><strong>On hit, deals up to a maximum of 15 damage and sets target on fire</strong></li>
  <li>
    <p><strong>Deals splash damage</strong></p>
  </li>
  <li>Added beta Sniper charge meter</li>
  <li>Added Heavy’s Trailer 1/2 ejected shells</li>
  <li>Added toolsblockbullet2.vmt to the files</li>
  <li>Added particle effects above players’ heads when under the effects of the Tranquilizer or a Concussion Grenade</li>
  <li>Added old teleporter particles when entering and exiting the Teleporter</li>
  <li>Added an alert for when enemies are using your Dispenser</li>
  <li>Added more friction to grenades</li>
  <li>Added the EMP’s ability to remove Sappers and stun Sentries for 5 seconds</li>
  <li>Added beta explosions</li>
  <li>Added binders on the desk of 2fort’s intel rooms</li>
  <li>Added beta hay texture</li>
  <li>Added beta blue train boxcar texture</li>
  <li>Added beta pickup truck texture</li>
  <li>Added beta tire textures</li>
  <li>Added gray computer textures to 2fort</li>
  <li>Added beta spytech textures to some machines on 2fort</li>
  <li>Added ad_dustbowl2 to the mapcycle (Made by Horiuchi)</li>
  <li>Added (beta) ctf_badlands to the mapcycle (Made by Kit Carson, optimized by Horiuchi)</li>
  <li>Added pf_target (tr_target edited by Horiuchi)</li>
  <li>
    <p>Added ctf_well to the map pool</p>
  </li>
  <li>Updated cp_well</li>
  <li>Updated the awning on 2fort above the staircase leading to the intel</li>
  <li>Updated Scout and Engineer’s shotgun animations</li>
  <li>Updated the Nail Gun and Tranquilizer server side projectiles to be consistent with client side projectiles</li>
  <li>Updated Shotgun animations</li>
  <li>Updated Engineer’s wrench animation</li>
  <li>Updated Heavy’s third person animations</li>
  <li>Updated Rocket Launcher animations</li>
  <li>Updated the control point model and texture</li>
  <li>Updated the Concussion Grenade’s concussion effect</li>
  <li>Updated Grenade particles</li>
  <li>Set cl_showpluginmessages 1 to config_default</li>
  <li>The Engineer can now shoot sappers off of his buildings (damage is affected by damage falloff)</li>
  <li>
    <p>Touching the Resupply Locker now removes effects of the Tranquilizer and Concussion Grenade</p>
  </li>
  <li>Fixed the Branding Iron’s draw animation to be consistent with it’s idle</li>
  <li>Fixed Pyro’s Napalm Grenade and Spy’s Gas Grenade working under water</li>
  <li>Fixed damage numbers not working</li>
  <li>Fixed Hitsounds playing when attacking an ubered enemy</li>
  <li>Fixed Teleporter send particles not displaying</li>
  <li>Fixed a bug with the Medi gun which allowed for a player to heal themselves infinitely</li>
  <li>Removed excess files which were not being used</li>
  <li>Removed out of place player folder which saves 180mb</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.2.1 - Patch Notes</title><link href="https://prefortress.com/updates/0.2.1/" rel="alternate" type="text/html" title="Update 0.2.1 - Patch Notes" /><published>2020-01-13T02:59:00+00:00</published><updated>2020-01-13T02:59:00+00:00</updated><id>https://prefortress.com/updates/update-021</id><content type="html" xml:base="https://prefortress.com/updates/0.2.1/"><![CDATA[<ul>
  <li>Updated Lead Pipe texture</li>
  <li>Added Rocket Launcher beta animations for first person</li>
  <li>Reverted the way backstabs are registered</li>
</ul>

<h1 id="bug-fixes">Bug Fixes:</h1>
<ul>
  <li>Syringe Gun now has a 200 clip and can no longer reload</li>
  <li>The Silenced Pistol now has a white kill icon</li>
  <li>The Napalm grenade fire burns you as long as you are standing within the flame particles</li>
</ul>]]></content><author><name>Cynaide</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.2 - Patch Notes</title><link href="https://prefortress.com/updates/0.2/" rel="alternate" type="text/html" title="Update 0.2 - Patch Notes" /><published>2020-01-12T03:49:00+00:00</published><updated>2020-01-12T03:49:00+00:00</updated><id>https://prefortress.com/updates/update-020</id><content type="html" xml:base="https://prefortress.com/updates/0.2/"><![CDATA[<ul>
  <li>Added a Loadout System from an older version of TF2C with permission from Drudlyclean the Skeledude (press M to open and close the menu)</li>
  <li>Added Discord RPC</li>
  <li>Added cp_powerhouse and ctf_well to the map pool</li>
  <li>Added the SMG to Medic’s Primary Slot</li>
  <li>Added a particle effect to grenades to increase their visibility</li>
  <li>Added a trail to Nail gun nails and Tranquilizer darts</li>
  <li>Added the Silenced Pistol to the Spy’s Primary Slot</li>
  <li>Added the Shotgun to Scout’s secondary slot</li>
  <li>Added an unused sound for when an objective is captured</li>
  <li>Added a sound to the intelligence briefcase when it resets</li>
  <li>Added unused speech bubble which appears above a player while they are typing</li>
  <li>Added the command viewmodel_offset</li>
  <li>Added an unused Ubercharge ability where if you aren’t healing a target during an uber, you can heal yourself</li>
  <li>Added the cvar pf_enable_civilian 1/0 is default</li>
</ul>

<p><br /></p>

<ul>
  <li>Updated maps 2fort, Dustbowl, Well, Hydro</li>
  <li>Updated various view model animations</li>
  <li>Updated various third person animations</li>
  <li>Updated the CTF HUD</li>
  <li>Updated blood particle effects to match HL2’s</li>
  <li>Updated Rocket Launcher smoke trail</li>
  <li>Updated various sounds</li>
  <li>Updated weapon textures for the Rocket Launcher, and Shovel</li>
  <li>Updated tips</li>
  <li>Updated intelligence briefcase textures</li>
  <li>Updated the intelligence lobby and room textures</li>
  <li>Updated the range of the concussion grenade to be consistent with other grenades</li>
  <li>Updated the EMP to destroy fallen weapons and to cause enemies killed by it to disintegrate</li>
  <li>Updated the Random button on the character select screen</li>
  <li>
    <p>Updated the range and duration of the Concussion grenade</p>
  </li>
  <li>Detonating your Dispenser now does AoE explosive damage to yourself and enemies depending on how much metal it has. (Up to 250 damage with a full dispenser)</li>
  <li>Swapped the Grenade Launcher and Pipe Bomb Launcher’s loadout slots</li>
  <li>Swapped the Scout’s SMG to be an alternate Primary weapon</li>
  <li>Swapped the Sapper to the 5th slot to align with the Engineer’s PDA slots</li>
  <li>Removed Scout’s double jump</li>
  <li>Enabled bunny hopping</li>
  <li>
    <p>Changed the way pipe bombs are affected by damage sources</p>
  </li>
  <li>Fixed throwing grenades through walls</li>
  <li>Fixed Gas Grenades floating mid air</li>
  <li>Fixed map exploits on Hydro</li>
  <li>Fixed a bug with Backstabbing (This will be reverted as backstabs are now too inconsistent)</li>
  <li>Fixed a bug where the Napalm and Gas grenade could explode in the air</li>
  <li>Napalm grenades don’t deal fire damage</li>
</ul>

<h2 id="known-issues">Known Issues:</h2>
<ul>
  <li>Syringe Gun doesn’t take ammo from ammo boxes unless the ammo counter is at 150</li>
  <li>The Branding Iron’s idle animation is inconsistent with the end of it’s draw animation</li>
  <li>The rocket texture of the rocket in Soldier’s Shotgun taunt uses the ammo box texture</li>
  <li>Hit sounds work when dealing 0 damage</li>
  <li>Weapons will pre-load a shot if you swapped weapons before finishing a reload</li>
  <li>The Silenced Pistol has a green kill icon instead of a white one</li>
  <li>Syringe Gun doesn’t work as intended</li>
  <li>The Blue Dispenser screen’s arrow disappears</li>
</ul>

<h1 id="hotfix">Hotfix:</h1>
<ul>
  <li>Removed unnecessary weapon script .TXT files</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.1.1 - Patch Notes</title><link href="https://prefortress.com/updates/0.1.1/" rel="alternate" type="text/html" title="Update 0.1.1 - Patch Notes" /><published>2019-12-19T19:51:00+00:00</published><updated>2019-12-19T19:51:00+00:00</updated><id>https://prefortress.com/updates/update-011</id><content type="html" xml:base="https://prefortress.com/updates/0.1.1/"><![CDATA[<ul>
  <li>Added new sounds
    <ul>
      <li>Flamethrower</li>
      <li>Sentrygun</li>
      <li>Footsteps</li>
      <li>Impacts</li>
      <li>Bat Draw</li>
      <li>Tranqulizer gun</li>
      <li>More Pain Death sounds</li>
      <li>etc.</li>
    </ul>
  </li>
  <li>Added concrete impact decals</li>
  <li>Added new weapon viewmodel animations (e.g. improved Rocket Launcher reload)</li>
  <li>Added a new Menu logo</li>
  <li>Added new Menu and Loading Screen Backgrounds</li>
  <li>Added beta Control Point holograms</li>
  <li>Added new model and Texture for the grenade pack</li>
  <li>Added team colored grenade trails</li>
  <li>Added Developer Commands and Dev tags</li>
  <li>The Tranquilizer gun no longer reloads, instead it’s reserve ammo has been transfered to it’s clip</li>
  <li>The sniper rifle can now do unscoped headshots</li>
  <li>Added Dynamic Lights to muzzle flashes</li>
  <li>
    <p><strong>Added support for Linux and Mac users</strong></p>
  </li>
  <li>Updated 2fort</li>
  <li>Updated Dustbowl</li>
  <li>Updated Gravelpit</li>
  <li>Updated Pipebomb launcher’s ammo and reserve ammo counts</li>
  <li>Updated Pipebomb launcher kill icon</li>
  <li>Updated Rocket Launcher Model and Texture</li>
  <li>Updated various viewmodel and thirdperson animations</li>
  <li>Updated the Tranq to not have a reload and instead have a 1 second firing speed delay</li>
  <li>Adjusted Grenade Launcher model to have a lowered sight</li>
  <li>
    <p>Updated Credits</p>
  </li>
  <li>Fixed Scout’s smg not having beta muzzleflash</li>
  <li>Fixed Napalm grenade not being team colored</li>
  <li>Fixed “Suicide Bomber Spy” exploit</li>
  <li>Fixed Red Spys throwing Blue Gas Grenades</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-oldlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.1 - Hotfix 2</title><link href="https://prefortress.com/updates/0.1/hotfix2" rel="alternate" type="text/html" title="Update 0.1 - Hotfix 2" /><published>2019-12-11T00:12:00+00:00</published><updated>2019-12-11T00:12:00+00:00</updated><id>https://prefortress.com/updates/0.1/update-010-hotfix2</id><content type="html" xml:base="https://prefortress.com/updates/0.1/hotfix2"><![CDATA[<h1 id="grenades">Grenades:</h1>
<ul>
  <li>Fixed a bug with caltrops (detailed update on this sooner or later)</li>
</ul>

<h1 id="features">Features:</h1>
<ul>
  <li>Server admins may now set -maxplayers to 32</li>
</ul>

<h1 id="bugs">Bugs:</h1>
<ul>
  <li>Fixed a bug where players could join the “Unassigned” team</li>
</ul>

<h1 id="hammer">Hammer:</h1>
<ul>
  <li>Added item_grenadepack to the fgd</li>
</ul>]]></content><author><name></name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">Update 0.1 - Hotfix 1</title><link href="https://prefortress.com/updates/0.1/hotfix1" rel="alternate" type="text/html" title="Update 0.1 - Hotfix 1" /><published>2019-12-09T23:55:00+00:00</published><updated>2019-12-09T23:55:00+00:00</updated><id>https://prefortress.com/updates/0.1/update-010-hotfix1</id><content type="html" xml:base="https://prefortress.com/updates/0.1/hotfix1"><![CDATA[<h1 id="2fort">2fort:</h1>
<ul>
  <li>Fixed a problem with area portals in the red base</li>
</ul>

<h1 id="dustbowl">Dustbowl:</h1>
<ul>
  <li>Fixed a floating sign on the first level’s second point</li>
  <li>Added a grenade pack near the second level’s first point</li>
  <li>Added a health and ammo pack to the first level</li>
</ul>]]></content><author><name></name></author><category term="updates" /><summary type="html"><![CDATA[Updates to the current version of Pre Fortress 2.]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry><entry><title type="html">0.1 Open Beta - Announcement</title><link href="https://prefortress.com/updates/0.1/" rel="alternate" type="text/html" title="0.1 Open Beta - Announcement" /><published>2019-12-08T22:17:00+00:00</published><updated>2019-12-08T22:17:00+00:00</updated><id>https://prefortress.com/updates/update-010</id><content type="html" xml:base="https://prefortress.com/updates/0.1/"><![CDATA[<p>Don’t fall asleep Eastern Hemisphere because I have an announcement to make!</p>

<p>About a year ago when TF2008, based upon TF2-Base created by Nicknine, and distributed by the TF2008 discord owner XYK, was “the” source mod to play for old TF2. People were a little too eager to play. Every day, members from the discord would spam msg XYK about whether or not more steam keys were available.</p>

<p>A few weeks later, he learned that Valve would not put TF2008 on steam, and Valve would not grant XYK any more steam keys. This led to a lot of stress for XYK, and so this led to the discord server going out with a bang, full of TF2 community members. Soon after, a few of us who were the most active on TF2008’s server were gathered into a private discord, where a continuation of TF2008 was talked about.</p>

<p>We all had a distaste for the actions of XYK, and 2 of our members, Retro and Kippy, came up with the idea of going back a few years when TF2 was still in beta. After Technochips joined in with a prototype of the Nail Gun, we knew that this project was viable.</p>

<p>From that moment, Pre-Fortress was born. Tonight, the dev team has made the decision to give you guys an early Christmas present in the form of an Open Beta!</p>

<h1 id="note">Note:</h1>
<ul>
  <li>Map exploits/glitches (2fort has an areaportal issue)</li>
  <li>Retail models and textures (These are not finished so we did not include them in the Open Beta)</li>
  <li>No map is 100% complete</li>
</ul>]]></content><author><name>Bradasparky</name></author><category term="updates" /><summary type="html"><![CDATA[First release!]]></summary><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" /><media:content medium="image" url="https://prefortress.com/assets/blog/images/sd-olderlogo-banner.png" xmlns:media="http://search.yahoo.com/mrss/" /></entry></feed>