Team Fortress Classic Weapons Optimized Version
Attention
- I am not the original creator, I only simply optimized and fixed the addon because the original mod contained numerous bugs and issues.
- This mod was created with the assistance of artificial intelligence (AI) technologies. If you hold negative opinions or objections toward the use of AI-related technologies, please immediately unsubscribe from the mod and close this page.
- As the author is a beginner in mod development and not fully familiar with weapon mod production workflows, certain parts of this mod may partially or entirely reuse, reference, or replicate files or structures from other existing mods in order to maintain overall integrity and functionality. If you do not agree with or cannot accept this practice, please immediately unsubscribe from the mod and close this page.
- This mod already includes all required models, sounds, and related assets. Please do not subscribe to similar mods at the same time, as doing so may cause Lua conflicts or prevent the mod from functioning correctly.
- Due to limited technical ability, undiscovered bugs may still exist, and most of them are unlikely to be addressed in future updates.
If you subscribe to this mod, it is deemed that you have read and understood all the above content, and agree to comply with all regulations.
Optimizations & Fixes
- AutoIcons Support: All weapons now fully support AutoIcons.
- World Models & Physics: Added w_models and proper physics collision boxes for all weapons (sourced from the original mod). Replaced the old hold models for better visuals.
- Spawn Menu Icons: All weapons now display correct icons in the spawn menu.
- SWEP.HoldType Adjustments: Tweaked SWEP.HoldType for several weapons to improve third-person animations.
- Rocket Launcher Hit Registration: Fixed an issue where the rocket would occasionally fail to deal damage upon impact.
- Remove the screen shaking effect: Remove the screen shaking effect during left-right panning, as it may cause motion sickness.
- Throwables to SWEPs: Converted all 7 types of throwables from the original mod into fully functional handheld SWEPs.
- New Content: Added weapons and entities that were missing from the original mod, including the Sniper Rifle, Pipebomb Launcher, Backpack, and Armor.
- Ammo Logic Overhaul: Completely rewrote the max ammo capacity and ammo type logic for all non-melee weapons.
- Original Effects: Implemented TFC-native explosion and fire particles/effects for the Flamethrower, Napalm Grenade, Cluster MIRV, and Grenade Launcher.
- Renaming: Adjusted the names of several weapons for better accuracy.
- Animation Logic: Remade the animation playback logic for most weapons that may strictly replicate the feel of the original TFC game.
- Caltrops Update: Caltrops can now damage the owner (self-damage enabled).
- Backstab Mechanic: Added a functional backstab mechanic to the Knife.
- Bioweapon Mechanic: The Medkit now features the classic infection mechanic, dealing damage to enemy NPCs over time.
- Alignment Fixes: Fixed the issue where nails from the Nailgun, Super Nailgun, and Tranquilizer Gun were not aligning correctly with the muzzle.
- Railgun Fixes: Fixed Lua errors and improved the laser firing logic.
- Grenade Launcher Rework: Corrected the projectile model and completely remade the reload logic to match the original TFC mechanics.
- Kill Icons: Added kill icons for every weapon.
Unrepairable issues
- Backpack pickup sound will play simultaneously with the default pickup sound.
- Spanner cannot repair or restore armor when hitting teammates.
- Some weapons may experience choppy transitions or fail to play animations during specific actions.
- There are still some logical flaws in the splash damage mechanic of the Rocket Launcher.
- Props will fly uncontrollably for a short period when ignited by the Flamethrower, Napalm, or Incendiary Cannon.
- Weapons without reload mechanics and max ammo other than 100 may rarely reset their ammo count to 100.
- Crowbar and Hand Grenade are excluded due to logic overlap with default Half-Life.
- Burning sound for the Napalm Grenade only plays once and does not loop, and is way too loud.
- Sentry Guns are not supported.
- Grenade (pipebomb) can sink directly into certain surfaces.
- Grenade Launcher does not fire if there’s no ammo in the reserves, even if there’s still ammo in the magazine.
- Every weapon that does not have a magazine has infinite ammo, including throwables (exception Tranquilizer Gun).
If someone has created a better optimized version than me, please make sure to let me know, thanks.
Credits
Model Copyright © Valve
Grenades series weapons mod from this by ㊙ Blue Reimu! and < blank >
Flamethrower and Railgun mod from this by =CrazyChicken= and spaceman
Sniper Rifle, Pipebomb Launcher, Backpack and Armor by 蔽芪茢·茇䓮·蓲䒤菥
Other weapons mod from this by Siobhan
Uploaded with gmpublisher[github.com]
Download
The Ability To Read — Steam Workshop
Half-Life SWEPs — Steam Workshop
Required items:
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The Ability To Read — Steam Workshop
Half-Life SWEPs — Steam Workshop