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tf2classic-issue-tracker's Introduction

Team Fortress 2 Classic Issue Tracker

Report TF2 Classic issues and bugs here. Please ensure the issue you're reporting hasn't been reported yet, and happens without mods.

If you're having personal issues regarding the game, check the Troubleshooting page on our official wiki, or ask in the #technical-issues channel of our Discord.

Click here to create a new bug report. Requires a GitHub account.

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tf2classic-issue-tracker's Issues

Headshot not registering issue

When headshotting an opponent, most of the time it doesn't register therefore it does not deal any damage & leaves a blood stain on their head

"set_scattergun_no_reload_single" doesn't consume full clip worth of reserve ammo

"set_scattergun_no_reload_single" is the attribute used by the Force-a-Nature and Soda Popper to reload the entire clip at once and discard unused ammo in the clip, but in TF2C 2.0.3 it only consumes the amount of ammo required to refill the remaining clip space. For example, if you have it on a weapon with 6 clip size, and you reload with 3 rounds in the gun, it should consume 6 reserve ammo to load the clip back up to 6, but instead it only consumes 3.
You could also make a separate attribute where it still reloads the full clip at once but only subtracts the ammo required to fill the clip, people might want to use something similar without it costing the entire clip size every time it reloads.
(3 rounds missing)
image
(Only draws 3 from reserve ammo instead of 6)
image

The launcher isnt working

The launcher refuses to work by saying 'Source SDK 2013 multiplayer isnt installed' but it is. I did everything to get it working for example re-downloading ect. And yes I put it in sourcemods. Ive noticed that other have this problem and I literally cannot play the game.

pda bug

this is a bug when you can equip melee or secondary and then switch to your pda. i you press primare fire on pda it will switch to melee or secondary. if you do it in third person you will see your primary weapon model on your secondary/melee.

Unable to connect to official servers

Evenever I try to connect to an official server I get the error that I am in an unsecure mode (roughly translated from german) and need to restart the game. When I click on restart, nothing happens.

Edited navmeshes will sometimes fail to save despite updating the nav file

I was playing offline and noticed that for the map I was playing on, the bots had subpar navigation in areas with water, so I spent a bit trying to fix it. After saving the file multiple times I ran nav_analyze, and upon loading back into the server, my changes were all gone. Just to make sure I hadn't done something wrong, I made a backup of the file every time I ran nav_save (and so I noticed that the file's "date modified" time was in fact changing). Even after all of that, the nav reverted to the older version after nav_analyze, and the backup had the same issue. (For reference, the map was cp_freight_final1, and the nav file I used is attached (in txt form so github lets me attach it, hopefully you can just remove the .txt?))
cp_freight_final1.nav.txt

Missing Texture problem

Hello, I installed tf2 classic and I'm having a bug with the textures, and I was wondering if anyone here can help me
20220612170220_1
20220612170243_1
20220612170250_1
.

Voting to change the VIP messes with the Restraining Order Violation achievement

Restraining Order Violation involves dominating the VIP in a single round on a VIP map. This functions normally except in the situation in which Blu casts a vote to change the VIP. Since dominations are tied to the player and not to the role, this means a player's progression on the achievement is disrupted.

This results in:

  • Player's progress is simple just reset and they need to start over and try to dominate the new VIP
  • Player might already have progress dominating the new VIP and can obtain the achievement with less work than expected
  • You might already be dominating the new VIP, unknown if it retroactively grants the achievement but unlikely

The way the achievement is designed, if you're close to dominating the VIP, there's a higher chance that someone on Blu will cast a vote to switch the VIP as it likely to be seen as the current VIP doing poorly due to dying often.

Proposed fix is to alter the achievement to simply killing the VIP 4 times in one round, rather than requiring a domination. The amount of kills required could also be increased slightly (to 5?) to account for the slightly easier difficulty not having to worry about an assist from the VIP resetting your progress.

Properly update cosmetic colour on team switch

Changing team while having a team-coloured item equipped prevents the colour of the item updating to the new team's colour

Colour only updates if you unequip the item, resupply, and equip it again

Some foreign scripts don't render properly, or at all

A user on the Discord reported that Georgian script looks "super spaced out" in TF2 Classic, and renders as question marks in the chat. This is probably caused by some issue between the game's font rendering code and the font it's falling back to. They shared this image to demonstrate the "spaced out" text: https://files.catbox.moe/c6nlpn.png

Not sure if Source allows you to specify a fallback font for UI elements, but it might be appropriate for non-ASCII text to fall back to something like https://unifoundry.com/unifont/ that can handle all Unicode characters properly using a single relatively-small font file (even if not in the prettiest way).

This would prevent some foreign usernames from rendering as squares in-game. This would also ensure platform consistency as some characters currently render on Linux that don't render on Windows, and vice-versa.

More frivolously, if multiple fallback fonts can be set, the addition of Unifont Upper could even be used to support things like emoji rendering.

If it's impossible to use multiple fonts with a priority list, maybe it'd be appropriate to create a custom font file that the game can use for most basic UI elements (scoreboard usernames, etc.), that combines a base-level "pretty font" with decent coverage (DejaVu Sans or something) with Unifont to fill in the gaps

The "mp_humans_must_join_team" cvar doesn't have any effect

In live TF2, if you set "mp_humans_must_join_team blue", create a local server, then try to join red, it'll autoswitch you to blue as expected.

In TF2 Classic, even though the command was updated to support 4-team, it doesn't seem to have any effect now. Regardless of which team you set it to, you can freely join any of them, and the autoswitch never happens.

Though it's a fairly niche cvar, it's still relevant for, e.g., setting up a humans vs. bots server.

You are now attacking message on defense

You get a You Are Now Attacking message on the defense of the map where the civilian needs to get the gadget and open a garage door. Sorry, I don't remember the name.

Spy class UI doesn't update after being killed with Dead Ringer

When you get killed it should be updated to the spy UI, for some reason tho, if i we're to take the Scout for example, and get "fake" killed with the Dead Ringer, the UI will remains as Scout, while in fact I'm not and this is very confusing.

Have a nice day.

Constant Message Sound

So when a message is sent in chat in a game, it has a small whistle sound if you know what I mean. I was in arena and the chat got rather active at one point, but it eventually died down. But the chat noise didn't stop. It was like a rhythm. Whistle 1 second passes whistle another second passes whistle etc. It is really bothering me but it's not the highest priority of bugs. I would just like it fixed.

Occasionally, muting individual players does not seem to work

I've bumped into this issue once or twice, I think both times it may have been on a non-official server, I know one for sure was on a custom weapons server. Muting players from the scoreboard or the pause menu did not mute said players, they continued to be heard despite triple and quadruple checking that I had indeed muted them. I have no solid evidence other than I know it happened to at least one other person, nor do I have any concrete steps to recreate the issue. One thing of note is that the !ignore /ignore commands on that custom server ALSO did not work no matter how many times and how carefully I made sure to type the name of the player in question. This is a serious issue that could make playing the game unpleasant and toxic. I apologize I didn't collect any data of it at the time, I didn't think I would even bother reporting this, but the negative experience I had as a result of this has been quite troublesome for me. The only way I was able to "mute" people was by disabling voice chat all together. Also this is my first time using github and reporting a bug/issue on a github project so I apologize if I lack some of the proper syntax or formalities in this report. Feel free to politely correct me.

[Hammer] entity "func_instance" origin broken

In the Hammer world editor, the origin of a "func_instance" is always set to "0 0 0", which basically means the instance always has to be at 0 0 0. This makes building maps very difficult because I rely on instances for things like lights and other replicable do-dads so I don't have to keep pasting them in the map and changing every single one. Y'know?

The instances do work, I just think the code from TF2C is outdated from 2007. They updated it some time later to make instances compatible from Portal 2, so if the code could be ported over to here, in theory, it should work.

Thank you for your time.

Using weapon attribute "add_onhit_ubercharge" with negative value will decrease ubercharge percentage past 0%

As the title says.
I was using it to make a Medic weapon which sacrifices uber for extra damage, and I found that hitting enemies at low/no uber would drop the ubercharge percentage below zero.
Image of weapon stat:
image
Negative uber:
image
You guys may have already fixed this one, but thought I may as well post it, since ubercharge cost on hit is a concept that custom weapon creators might want to use.

Voice input consistently crashes the game for many Linux users

This is pretty inconsistent and hard to pin down, but we've had a lot of reports that, across distributions, whether you're using PulseAudio or PipeWire, pressing the voice chat bind crashes the game.

I have a hunch this only affects newer distros, since it's only confirmed on Ubuntu 22.10, Debian Sid, and Fedora 35 so far. For me, it happens inconsistently, and tends to crash the rest of the Steam client with it (likely because it's using Steam Voice). It also doesn't always crash for me, and if it works once then it works for the rest of the playsession. Other reporters say it crashes consistently, no matter what. These might be separate issues?

This issue isn't fixed by using the Steam Linux Runtime. It is fixed by running the Windows version of the game through Proton. Affected users say it doesn't affect live TF2.

The Linux installer seems to be inoperative

I tried installing the game and this error shows up: tf2cinstallationerror
I do not know what I need to do in order to fix this issue so I am asking here. If it is required, I already have aria2 and Zstd installed. (Note: I have a small amount experience with Linux)

How do I change my name

My name has "Invalid Characters" So I cannot join a server, but I do not want to change my steam username, how do I change my name without changing my steam name.

Uber Charge delay/not working as intended.

I have seen this bug happen two times using both mediguns.

Pressing m2 when an uber is ready, does not activate the uber at all. The uber can only be activated by weapon swapping to another weapon and back to the medigun, causing it to uber instantly.

This bug causes the uber to be delayed and fixed by weapon swapping, causing many issues in gameplay with medic.

I have not seen any factors that can cause this bug, other than random chance as both times this bug happened I was using different mediguns and melee.

"mult_switch_from_wep_deploy_time" decreases deploy time and gives holster bonus on a one-swap delay when swapping off

I'm making a flamethrower with similar swap-to and swap-from stats to the degreaser, and I've tried using the "mult_switch_from_wep_deploy_time" attribute to change holster speed. However, it makes the deploy speed faster on the flamethrower, but it also gives a holster bonus on a one-swap delay when swapping to a different weapon. To explain, if I swap from the flamethrower to my secondary then it deploys at normal speed, but if I then swap to melee, it gets the holster speed boost. Same thing happens if I swap from flamethrower to melee and then to secondary. I believe the deploy boost on the flamethrower is unintended on this attribute too, as the tf2 wiki states that this attribute affects holster speed.

2022-06-23.17-01-20.mp4

Downloading problems

When ever I click the download button, it just refreshes the page, how do I fix this?

issue installing

i'm not able to install it manually well when i extract all it gives the error code 0x0004005. do you think i could get some help fixxing this issue please.

Flamethrower alt-fire spawns harmless fire particles when airblast is disabled

How to replicate:

  • Disable airblast, either via tf2c_airblast cvar or with airblast_disabled attribute
  • Hold primary fire, Hold secondary fire at the same time, then let go of primary fire

The fire particle will still appear for as long as you hold secondary fire.
It's important to note that the particle does ZERO damage, as the hitboxes do not spawn.

Some maps crash TF2C that don't crash live TF2

There are a large number of custom maps for live TF2 which inexplicably cause TF2C to crash to desktop, without any error, when you attempt to load into them.

Anecdotally, this seems to affect Halloween maps more than any other map type.

A minimal example can be found with Gator Lake. b5 loads without any problems, b6c reliably crashes the game on all platforms: https://tf2maps.net/downloads/gator-lake.11699/history

The only difference between those two versions, according to the changelog:

-inside and outside detailing
-even more skybox detailing, now with skycards!
-slightly changed fog colors
-fixed some more props dissapearing at wrong distances
-removed a tree by blue spawn
-fixed small symmetry issues

Another example can be found with Undying Event. The map does not crash on any revision until RC1A. RC1A and all successive versions crash the game on load: https://tf2maps.net/downloads/undying-event.9471/history

The changelog for the breaking version of Undying:

-Performance improved on stage 1
-Edicts lowered further for low spec servers (and local servers)
-Fixed drac sounds not being properly packed
-File size of packed bsp reduced by 30~ mb
-Re-authored many textures for less contrast/visual noise
-Added a fence at blue spawn for stronger indication of player clip
-Lowered intensity of sprites on certain light fixtures
-Fixed misc bugs reported on tf2maps.net and in our bug thread here on the workshop page
-Fixed missing vfx on hanging braziers
-Added fill lighting near the first cap to help reduce contrast

There might be a common cause for all of the different maps that crash in the same way like this.

Switching weapon too fast while doing an FPS animation will show 2 items

Switching weapons too fast while Spy is doing, an animation will show both the last weapon selected (EX: Primary) and the new one (EX: Dead Ringer).

IDEA:
I'm not a worker at Valve but, I was thinking maybe overriding the last weapon animation, keep the same state EX: stop to reload and force hide the last FPS mesh.
I'm unsure tho if this graphical bug occur the state are already overridden, but it doesn't seem like it

Pyro flame particles not showing

The first time i launched tf2classic i could see what i assume is the old flame particles from the early versions of tf2.
Now i dont see the flames when using pyro on some servers and in others i see the new flame particles from the current version of tf2.

The aspect ratio is always reset to 4:3 when you try to change it

Numerous players have reported that when you attempt to change the aspect ratio in the "Video" tab of the custom options menu, it always resets to 4:3. While it remains 4:3, you can change between resolutions freely. It shifts back to 640x480 if you attempt to change it to any other aspect ratio.

This seems to be exclusive to the custom options panel. Using the legacy options to change this works as expected.

Demo man grenades not hitting.

While playing demo man I have encountered a weird thing with the grenade launcher.

While shooting a sentry some grenades hit the sentry and detonate, while a select few grenades hit the sentry and bounce onto the floor.
All these shots are direct hits on the sentry but a number of them somehow count as having hit an obstacle of some sort.

Either the grenade launcher is having issues or something on the sentry is counted as an obstacle such as a wall, causing them to bounce off instead of doing their usual 100 damage.

I hope this issue can be further explained to me or fixed as of why this is happening. Because I don't remember sentries counting as something that grenades bounce off of.

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