[B][U]What is this?[/U][/B]
1.0.1.8 is an old version of Team Fortress 2 dated February 2008 - this is before any major updates meaning it has no game modes other than CTF and CP, no unlockable weapons and no hats.
This is a port of that version from Source 2007 to Source 2013. It's intended to replace [URL="https://facepunch.com/showthread.php?t=1438572"]1.0.0.9 release[/URL] that has been going around recently since the original old builds of TF2 from 2007 are unsafe because they're running on old versions of Source 2007 which contain numerous security exploits. This port solves this issue as it runs on Source SDK Base 2013 which uses a modern version of Source. And it's available for Mac and Linux, too!
Additionally, modders can use the source code available from the link below to use this as a base for their own TF2 mod.
[B][U]Notes:[/U][/B]
- I will not add new features to this (with possible minor exceptions like tf_weapon_criticals). This is intended to be a direct port of 1.0.1.8 version with next to no changes. So don't ask.
- I will not fix bugs with the exception of crashes and bugs that weren't present in the original Feb 2008 build (such as bugs caused by the engine transition).
[B][U]Installation:[/U][/B]
Client:
1. Go to the Tools section in your Steam Library and install Source SDK Base 2013 Multiplayer.
2. Download the client package and extract its contents to <Steam>\steamapps\sourcemods.
3. Download the update and extract its contents into tf_port directory replacing any existing files.
4. Get steam.inf from <Steam>\steamapps\common\Source SDK Base 2013 Multiplayer\hl2 and put it into tf_port folder. This is a temporary workaround for a bug in Source 2013 where steam.inf is not loaded from shared folders properly.
5. Restart Steam. "Team Fortress 2 1.0.1.8 Port" should appear in your Steam library.
NOTE: If you're on Linux or Mac, Steam client currently has a bug where it doesn't attach -steam parameter when running Source mods like it's supposed to and launch parameters in Library stopped working for Source mods at some point. To launch the mod on Linux/Mac, run ~/.steam/steam.sh with the following params: -applaunch 243750 -steam -game <full_path_to_mod>
Server:
1. These instructions assume you know how to host a dedicated server for TF2 and/or other Source games. If you don't, refer to these articles:
[url]https://developer.valvesoftware.com/wiki/Steamcmd[/url]
[url]https://wiki.teamfortress.com/wiki/Windows_dedicated_server[/url]
[url]https://wiki.teamfortress.com/wiki/Linux_dedicated_server[/url]
2. Use SteamCMD to download app 244310 (Source SDK Base 2013 Dedicated Server).
3. Download the server package and extract its contents to where you installed Source SDK Base 2013 Dedicated Server.
4. Download the update and extract its contents into tf_port directory replacing any existing files.
5. Get steam.inf from <server_install_folder>\hl2 and put it into tf_port folder. This is a temporary workaround for a bug in Source 2013 where steam.inf is not loaded from shared folders properly.
6. If you're on Linux, go to <server_install_folder>\bin and make copies of the files as follows:
soundemittersystem_srv.so -> soundemittersystem.so
scenefilecache_srv.so -> scenefilecache.so
7. Run it like you would normally run SRCDS but specify "tf_port" as an argument for "-game" parameter.
[B][U]Download:[/U][/B]
[B]Client:[/B]
[url]https://mega.nz/#!SIAAnJza!tL5eW-_8Qs4eIpkxQC_Gp8ImaN7HxtIbjwCBqAdbpZM[/url]
[B]Server:[/B]
[url]https://mega.nz/#!jZAn1IaD!DgWNMLj69dBf2jv_9m0mTXHD8iwsHfSr7ZAPhqBTbmA[/url]
(same as client package but stripped down from assets unused by the dedicated server (sounds, textures) to reduce the size; you can in fact simply use the client package, just rename server.so to server_srv.so if you're running SRCDS on Linux)
[B]Cumulative update:[/B]
[url]https://mega.nz/#!GM4ziIDY!YKdUfdaHelAqteWxrWaBpwg-94Vn0JK-_deDeFmHXdw[/url]
[B]Source code:[/B]
[url]https://github.com/NicknineTheEagle/TF2-Base[/url]
EDIT 1:
Update released:
- Fixed a client crash related to killfeed.
- Fixed kill icons not working for most weapons.
EDIT 2:
Update released:
- Fixed avatar in freezecam UI being offset.
- Fixed auto scramble being triggered more frequently than it should be.
- Disabled auto scramble by default (set mp_scrambleteams_auto to 1 to enable it back).
- Ported tf_weapon_criticals, tf_weapon_criticals_melee and tf_damage_disablespread server cvars.
- Added tf_gravetalk and tf_spectalk cvars: allow living players to see text messages of dead players and spectators respectively, both enabled by default.
- Fixed the round sometimes still ending if a control point is captured during overtime.
[QUOTE=jnkns;52441210]So... who's hosting first?[/QUOTE]
nobody, probably. i have a feeling this will end up just like tf2 classic: dead within a month
still cool to see old files dug up though
Btw you need to place this file in the tf_port folder in order to connect to servers, otherwise you will receive an error message like this
[IMG]https://my.mixtape.moe/pbwakr.png[/IMG]
[URL="https://cdn.discordapp.com/attachments/196337717267791874/332738222763278349/steam.inf"]steam.inf[/URL]
Updated instructions with a workaround for that stupid Source 2013 bug with steam.inf.
[editline]7th July 2017[/editline]
[QUOTE=Blackavar;52441222]nobody, probably. i have a feeling this will end up just like tf2 classic: dead within a month
still cool to see old files dug up though[/QUOTE]
TF2 Classic mod did not die in a month, I'm pretty sure you're talking about TF2 1.0.0.9.
Frankly, I'm not expecting the port itself to gain a lasting following, the main reason I posted this is the code.
There is a bug where the client will sometimes crash if multiple players are attempting to capture a control point, so server hosts should either stick with maps that don't involve control points if they want to avoid servers spontaneously emptying. (The crash appears to happen to all users connected to the server when it occurs.)
[QUOTE=AngrySkeltal;52441682]There is a bug where the client will sometimes crash if multiple players are attempting to capture a control point, so server hosts should either stick with maps that don't involve control points if they want to avoid servers spontaneously emptying. (The crash appears to happen to all users connected to the server when it occurs.)[/QUOTE]
It's a killfeed bug, gonna release a hotfix within an hour so.
I'm getting some weird server issues and Google is running dry.
[code]tf2p@vps61090:~/tf2$ ./srcds_run -game tf_port +map ctf_2fort
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam.
Loaded 1217 VPK file hashes from /home/tf2p/tf2/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_vo_english.vpk for pure server operation.
Loaded 383 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/tf2p/tf2/hl2/hl2_misc.vpk for pure server operation.
Loaded 5 VPK file hashes from /home/tf2p/tf2/platform/platform_misc.vpk for pure server operation.
server_srv.so loaded for "Team Fortress"
AppFramework : Unable to load module soundemittersystem.so!
Unable to load interface VSoundEmitter002 from soundemittersystem.so
Shutdown function Sys_ShutdownAuthentication() not in list!!!
Shutdown function Host_Shutdown() not in list!!!
Shutdown function Decal_Shutdown() not in list!!!
Shutdown function modelloader->Shutdown() not in list!!!
Shutdown function ShutdownStudioRender() not in list!!!
Shutdown function StaticPropMgr()->Shutdown() not in list!!!
Shutdown function ShutdownMaterialSystem() not in list!!!
Shutdown function HLTV_Shutdown() not in list!!!
Shutdown function g_Log.Shutdown() not in list!!!
Shutdown function g_GameEventManager.Shutdown() not in list!!!
Shutdown function sv.Shutdown() not in list!!!
Shutdown function NET_Shutdown() not in list!!!
Shutdown function Filter_Shutdown() not in list!!!
Shutdown function COM_Shutdown() not in list!!!
Shutdown function g_pCVar->Shutdown() not in list!!!
Shutdown function Cmd_Shutdown() not in list!!!
Shutdown function Cbuf_Shutdown() not in list!!!
Shutdown function Con_Shutdown() not in list!!!
Shutdown function Memory_Shutdown() not in list!!!
Shutdown function Sys_ShutdownMemory() not in list!!!
Shutdown function Sys_Shutdown() not in list!!!
Fri Jul 7 02:17:24 EDT 2017: Server Quit
[/code]
I'll try again tomorrow I guess.
Downloading it right now. Thank you so much for this. Sometimes it's best to forget the complex weapon system and simply enjoy the raw gameplay and art that is Team Fortress.
[QUOTE=Ott;52441747]I'm getting some weird server issues and Google is running dry.
[code]tf2p@vps61090:~/tf2$ ./srcds_run -game tf_port +map ctf_2fort
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Failed to find steam.inf or equivalent steam info. May not have proper information to connect to Steam.
Loaded 1217 VPK file hashes from /home/tf2p/tf2/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_vo_english.vpk for pure server operation.
Loaded 383 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/tf2p/tf2/hl2/hl2_misc.vpk for pure server operation.
Loaded 5 VPK file hashes from /home/tf2p/tf2/platform/platform_misc.vpk for pure server operation.
server_srv.so loaded for "Team Fortress"
AppFramework : Unable to load module soundemittersystem.so!
Unable to load interface VSoundEmitter002 from soundemittersystem.so
Shutdown function Sys_ShutdownAuthentication() not in list!!!
Shutdown function Host_Shutdown() not in list!!!
Shutdown function Decal_Shutdown() not in list!!!
Shutdown function modelloader->Shutdown() not in list!!!
Shutdown function ShutdownStudioRender() not in list!!!
Shutdown function StaticPropMgr()->Shutdown() not in list!!!
Shutdown function ShutdownMaterialSystem() not in list!!!
Shutdown function HLTV_Shutdown() not in list!!!
Shutdown function g_Log.Shutdown() not in list!!!
Shutdown function g_GameEventManager.Shutdown() not in list!!!
Shutdown function sv.Shutdown() not in list!!!
Shutdown function NET_Shutdown() not in list!!!
Shutdown function Filter_Shutdown() not in list!!!
Shutdown function COM_Shutdown() not in list!!!
Shutdown function g_pCVar->Shutdown() not in list!!!
Shutdown function Cmd_Shutdown() not in list!!!
Shutdown function Cbuf_Shutdown() not in list!!!
Shutdown function Con_Shutdown() not in list!!!
Shutdown function Memory_Shutdown() not in list!!!
Shutdown function Sys_ShutdownMemory() not in list!!!
Shutdown function Sys_Shutdown() not in list!!!
Fri Jul 7 02:17:24 EDT 2017: Server Quit
[/code]
I'll try again tomorrow I guess.[/QUOTE]
AppFramework : Unable to load module soundemittersystem.so!
Thought people will know about this issue by know. I'll update the instructions.
[editline]7th July 2017[/editline]
Released a hotfix for killfeed related crash.
It's like seeing an old friend again.
[T]https://cdn.discordapp.com/attachments/251192543390334976/332945217785167872/unknown.png[/T]
Appreciate your work. Could you please highlight some of the 'major' changes between both engines? Such as whether it has global shadows like CS:GO does since getting ported from the main Source engine and such, just to know what advantages this port has.
[QUOTE=MOCOLONI;52443624]Appreciate your work. Could you please highlight some of the 'major' changes between both engines? Such as whether it has global shadows like CS:GO does since getting ported from the main Source engine and such, just to know what advantages this port has.[/QUOTE]
I mean, he did. It's mostly about security fixes - which everyone should understand the importance of after the TF2C security fiasco
I played my old Xbox 360 copy yesterday. I ran around alone, checking changes & admiring the richer details. My controller disconnected every time I fired a shotgun.
Did you know Scout's pistol was slow, and Pyro didn't have airblast? Odd times, but at least the bottle broke.
[QUOTE=Talvy;52443762]I just played my old Xbox 360 copy yesterday. I admired the details & changes.
Did you know that the Scout's pistol was slow, and Pyro didn't have the airblast? Odd times, but at least the bottle broke.[/QUOTE]
I tried to play the ps3 one but i only get 300 ping servers so i hope this project makes it.
[QUOTE=TheRealRudy;52443675]so how long until ppl start adding features until it gradually becomes tf2c 2.0[/QUOTE]
[QUOTE][U]Notes:[/U]
- I will not add new features to this. This is intended to be a direct port of 1.0.1.8 version with no changes. So don't ask.
- I will not fix bugs with the exception of crashes and bugs that weren't present in the original Feb 2008 build (such as bugs caused by the engine transition).[/QUOTE]
[QUOTE=Talvy;52443762]I played my old Xbox 360 copy yesterday. I ran around alone, checking changes & admiring the richer details. My controller disconnected every time I fired a shotgun.
Did you know Scout's pistol was slow, and Pyro didn't have airblast? Odd times, but at least the bottle broke.[/QUOTE]
Pistol was in fact very fast but it was semi-automatic (meaning you must tap the button rather than hold it).
[QUOTE=Nicknine;52443890]Pistol was in fact very fast but it was semi-automatic (meaning you must tap the button rather than hold it).[/QUOTE]
If i remember correctly TF2 had a bug where people could use an auto-clicker in order to reach an insanely fast rate of fire. It was crazy.
[QUOTE=cidra;52443968]If i remember correctly TF2 had a bug where people could use an auto-clicker in order to reach an insanely fast rate of fire. It was crazy.[/QUOTE]
It's an exploit rather than a bug and it's likely the reason the pistol was changed to full auto.
[QUOTE=Nicknine;52443890]Pistol was in fact very fast but it was semi-automatic (meaning you must tap the button rather than hold it).[/QUOTE]
In my game it's automatic, but slower that way.
TF2 with controller vibrations is nice btw.
[QUOTE=jnkns;52443898]There was a news article about some die-hard TF2 fans who only played on the PS3 and organized tournaments, even on those bad servers.
[url]https://waypoint.vice.com/en_us/article/z4kgj9/inside-the-resilient-team-fortress-2-community-on-the-playstation-3[/url][/QUOTE]
I remember playing 1 year ago and they were in fact EU servers, now there's only US West. So expect console versions to die out soon.
Only server up is the 8chan server.
[QUOTE=Yushe;52444477]Only server up is the 8chan server.[/QUOTE]
It's not affiliated with 8chan anymore (Not since like two years ago), it just kept the name. It also dropped the over-the-top banishment of fandoms that it previously enforced and now only bans cheaters (script kiddies who use LMAObox, Lithium and such).
[QUOTE=Nicknine;52441763]AppFramework : Unable to load module soundemittersystem.so!
Thought people will know about this issue by know. I'll update the instructions.
[editline]7th July 2017[/editline]
Released a hotfix for killfeed related crash.[/QUOTE]
Now it's just segfaulting.
[code]tf2p@vps61090:~/tf2$ ./srcds_run -game tf_port +map ctf_2fort
Auto detecting CPU
Using default binary: ./srcds_linux
Server will auto-restart if there is a crash.
Using Breakpad minidump system. Version: 4016097 AppID: 232250
Setting breakpad minidump AppID = 232250
Using breakpad crash handler
Loaded 1217 VPK file hashes from /home/tf2p/tf2/hl2/hl2_textures.vpk for pure server operation.
Loaded 574 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_vo_english.vpk for pure server operation.
Loaded 383 VPK file hashes from /home/tf2p/tf2/hl2/hl2_sound_misc.vpk for pure server operation.
Loaded 449 VPK file hashes from /home/tf2p/tf2/hl2/hl2_misc.vpk for pure server operation.
Loaded 5 VPK file hashes from /home/tf2p/tf2/platform/platform_misc.vpk for pure server operation.
server_srv.so loaded for "Team Fortress"
Segmentation fault
Add "-debug" to the ./srcds_run command line to generate a debug.log to help with solving this problem
Fri Jul 7 20:29:59 EDT 2017: Server restart in 10 seconds
Fri Jul 7 20:30:00 EDT 2017: Server Quit
[/code]
Here's how you can mount all of the new TF2 content without overwriting the 2007 stuff, as long as you have regular TF2 installed/symlinked to the same drive as your sourcemods folder (usually, the drive you installed Steam on). This lets you play all kinds of new maps without errors or copying materials/models over manually, and it's automatically updated since it just references TF2's vpk files that you've already downloaded.
Open gameinfo.txt in your tf_port folder and add the following lines before "game_lv" and after "gamebin". These lines look for the common folder next to the sourcemods folder and use TF2's vpk files if they exist.
[code]
game "|gameinfo_path|../../common/Team Fortress 2/tf/tf2_textures.vpk"
game "|gameinfo_path|../../common/Team Fortress 2/tf/tf2_sound_vo_english.vpk"
game "|gameinfo_path|../../common/Team Fortress 2/tf/tf2_sound_misc.vpk"
game "|gameinfo_path|../../common/Team Fortress 2/tf/tf2_misc.vpk"
[/code]
It looks like this:
[t]http://i.imgur.com/Dz2ADhB.png[/t]
After you've saved the file, copy the maps you want into your tf_port\maps or tf_port\download\maps folder (if it exists) and play it. From what I've tested, Powerhouse works great.
[t]http://i.imgur.com/w211oIG.jpg[/t]
There are some limitations however:
- Any new localization strings won't work.
- Any new particles or soundscapes won't work, since tf_port takes priority over the VPKs. (If you want to risk it, overwrite the .pcf files and soundscape .txt files from tf_misc.vpk into their respective tf_port folders, including the manifest files.)
[b]A reminder to server operators who want to run custom maps (and map makers):[/b] You can compress maps using bspzip.exe in your Team Fortress 2\bin folder, which drastically reduces the file size. [url=https://developer.valvesoftware.com/wiki/BSPZIP#Repacking]See this page on the Valve Developer Wiki.[/url] After you've compressed a map, there's no need to make it a .bz2. Since we're not on an ancient engine anymore, we can take advantage of these new features. The old way is still valid though.
[QUOTE=Snowshoe;52444975]Here's how you can mount all of the new TF2 content without overwriting the 2007 stuff, as long as you have regular TF2 installed/symlinked to the same drive as your sourcemods folder (usually, the drive you installed Steam on). This lets you play all kinds of new maps without errors or copying materials/models over manually, and it's automatically updated since it just references TF2's vpk files that you've already downloaded.
[/QUOTE]
Why would you want to do that?, this is supposed to be vanilla TF2 from 2007
[QUOTE=msalinas2877;52445006]Why would you want to do that?, this is supposed to be vanilla TF2 from 2007[/QUOTE]
In case you want to play a map that uses content made after February 2008? Which would be most TF2 maps.
[QUOTE=jnkns;52443898]There was a news article about some die-hard TF2 fans who only played on the PS3 and organized tournaments, even on those bad servers.
[url]https://waypoint.vice.com/en_us/article/z4kgj9/inside-the-resilient-team-fortress-2-community-on-the-playstation-3[/url][/QUOTE]
Holy shit I didn't know the PS3 version still worked, I would totally check it out if I had a working PS3.
I played soo much TF2 on PS3 until I got my first computer. moving to PC TF2 was mind blowing to me. Last time I played on the PS3 version I was dicking around with some fellows with the old needle boost exploit to get over some clips in 2fort, good times.
[QUOTE=Snowshoe;52445015]In case you want to play a map that uses content made after February 2008? Which would be most TF2 maps.[/QUOTE]
but that would not be TF2 from 2007 then, you can go play live tf2 and do that
So all of Chaofanatic's fantastic TF2TIP particle effect mods function here. The textures, however, do not. I may take a look into those, as they may be vmt-related rather than issues with the textures themselves.
[editline]7th July 2017[/editline]
I should mention that moving to Source '13 did break a few things, including mat_picmip -10. Since I assume everyone isn't on computers from 2007, I'll find the vmt hack you need to run that in modern Source.
[QUOTE=msalinas2877;52445034]but that would not be TF2 from 2007 then, you can go play live tf2 and do that[/QUOTE]
You do know this game serves as a base for people to tinker with right? You can't morally outlaw people doing what they want with it.
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