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- #Team fortress classic yellow team mod#
- #Team fortress classic yellow team update#
- #Team fortress classic yellow team full#
- #Team fortress classic yellow team mods#
It's very important to let everyone know this has been very hard for our developers. So our reasons for re-opening are due, in short, to the lack of response from Valve. On March 10, around 6 months after their last reply, we decided to send a final email announcing that we plan on opening our downloads back up until they re-affirm that they want us to keep them down. Due to the lack of response, we've tried contacting them in multiple different ways, including through Steam support. Unfortunately, Valve has not responded to us in any form, despite us trying various ways to contact them after this initial email. We sent them a response confirming that we would suspend downloads, alongside stating that we were very much interested in a Steam release, along with a few questions.
#Team fortress classic yellow team mod#
They asked us if we were interested in releasing our projects in the form of a mod on Steam, which would have required work from both parties. In the same email, Valve made it clear to us that they recognize and appreciate the creativity and motivation of the TF2 community, and were internally discussing the best way to let us express it. As such, they asked us to "stop distributing reverse engineered or leaked code, including anything compiled using that code or otherwise derived from it." In short, their response stated that, while the Software Service Agreement allowed for modding to a certain extent, it both does not apply to the leaked code, and forbids the use of reverse-engineering.
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In particular, about their stance on reverse-engineering, as the Open Fortress team was working on a reverse-engineered TF2 base to use in place of the 2008 leaked source code that most TF2 mods at the moment use.
#Team fortress classic yellow team update#
In doing so, we'd also like to update everyone on what's been happening.Īs we've mentioned in the past, we had gotten in contact with Valve about a few questions regarding TF2 Sourcemods. We'd like to let everyone know that there's been no response back from Valve, and that we plan to re-open downloads to the public. See you soon when we officially release 2.0.4! Message us on our Discord to request approval, and you'll be given access to the #server-hosting channel on our Discord for special help and support, along with having your server and its live playercount listed on our website: We also have a server verification system now.
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You can, and should, already do this on your 2.0.3 server, see here: Assuming that you use SourceMod on your server, we recommend upgrading. Separately, we also maintain our own official builds of the tools and binaries for SourceMod usage. Packing item schemas directly into modified map files is considered deprecated, and will likely break in 2.1.0. Though existing setups will not break yet, we highly recommend migrating to serving your weapon assets and schemas separately from your maps in order to respect the bandwidth of your players. This means that once 2.0.4 is released, you can run unmodified maps on your server, and ship item schemas for them as-is-"pl_upward_items_game.txt" is no longer an occupational hazard. Now, you can trust that whatever you send to your clients will only affect your clients. Previously, to avoid accidental poisoning, you would have to go out of your way to rename map files and repack the contained cubemaps. While this resolves the issue of servers, intentionally and unintentionally, poisoning clients with broken schemas, it also makes life easier for anyone that wants to host a server with custom weapons. In this release, we plan to purge item schemas and other loose text files whenever a client disconnects from a server.
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These vary in size, and we'll publish a full changelog in a few days when the update is released, but we wanted to give a heads up for server owners who may be affected. In the meantime, we've opted to release a smaller patch, 2.0.4, that backports a large number of bug and exploit fixes from 2.1.0. We've been hard at work on the next major update, 2.1.0, and are inching closer to a full release.
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