This release has broken Demolition Mode. Because the CVARS for mp_timelimit and 
mp_maxround are 0 server just keep changing maps after a player has joined. To 
fix this we has to set a mp_timelimit, but the idea behind this game type is 
the first to get to the end wins. So we had to set mp_maxrounds to the number 
of weapons for the gamemode and type. I have not looked over the GunGame 
Progressive cvars in the gamemodes.txt yet to verify is this is going to be a 
problem with that mode as well.

This is just a heads up to those with this gamemode and gametypes.

Best Regards,
Krillin



________________________________
This update is now live.



Release notes for 8/23 Update

[ Gameplay ]
- Exposed a classic dynamic crosshair style in the options that represents the 
weapons spread accurately.
- Implemented first person client flinching. Now a player gets aim punched a 
bit when shot. The amount is based on the damage.
- Increased amount of tagging that results from hits.

[ Bugs ]
- Fixed the scoreboard turning toggleable in the end match state.
- fixed not being able to bring up the pause menu without dismissing the 
scoreboard in the end match state.
- Parallelized matchmaking results analysis process and reduced time game takes 
to perform matchmaking.
- Improved matchmaking algorithm giving more weight to dedicated servers ping 
during matchmaking results analysis.

[ Community ]
- Removed the implicit dependency on round-limited matches so servers that want 
to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is 
set to 0.
- Exposed mp_forcecamera convar.
- Exposed set of server hibernate convars.
- Fixed code that was preventing mapper-placed weapons.



API Failure?

https://api.steampowered.com/ISteamApps/UpToDateCheck/v0001/?appid=730&version=11740&format=xml
<response><success>true</success><up_to_date>true</up_to_date><version_is_listable>true</version_is_listable></response>

On 8/23/2012 6:26 PM, Ido Magal wrote:
> This update is now live.
>
>
>
> Release notes for 8/23 Update
>
> [ Gameplay ]
> - Exposed a classic dynamic crosshair style in the options that represents 
> the weapons spread accurately.
> - Implemented first person client flinching. Now a player gets aim punched a 
> bit when shot. The amount is based on the damage.
> - Increased amount of tagging that results from hits.
>
> [ Bugs ]
> - Fixed the scoreboard turning toggleable in the end match state.
> - fixed not being able to bring up the pause menu without dismissing the 
> scoreboard in the end match state.
> - Parallelized matchmaking results analysis process and reduced time game 
> takes to perform matchmaking.
> - Improved matchmaking algorithm giving more weight to dedicated servers ping 
> during matchmaking results analysis.
>
> [ Community ]
> - Removed the implicit dependency on round-limited matches so servers that 
> want to use mp_timelimit instead can. Mp_timelimit is used only if 
> mp_maxrounds is set to 0.
> - Exposed mp_forcecamera convar.
> - Exposed set of server hibernate convars.
> - Fixed code that was preventing mapper-placed weapons.
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers



Still no ghost steps fix and no fix for the bot_quota/maxplayers
glitch where servers appear full... Are these being worked on? I don't
really see anything about it in the steam forums, either.


On Thu, Aug 23, 2012 at 6:26 PM, Ido Magal <[email protected]> wrote:
> This update is now live.
>
>
>
> Release notes for 8/23 Update
>
> [ Gameplay ]
> - Exposed a classic dynamic crosshair style in the options that represents 
> the weapons spread accurately.
> - Implemented first person client flinching. Now a player gets aim punched a 
> bit when shot. The amount is based on the damage.
> - Increased amount of tagging that results from hits.
>
> [ Bugs ]
> - Fixed the scoreboard turning toggleable in the end match state.
> - fixed not being able to bring up the pause menu without dismissing the 
> scoreboard in the end match state.
> - Parallelized matchmaking results analysis process and reduced time game 
> takes to perform matchmaking.
> - Improved matchmaking algorithm giving more weight to dedicated servers ping 
> during matchmaking results analysis.
>
> [ Community ]
> - Removed the implicit dependency on round-limited matches so servers that 
> want to use mp_timelimit instead can. Mp_timelimit is used only if 
> mp_maxrounds is set to 0.
> - Exposed mp_forcecamera convar.
> - Exposed set of server hibernate convars.
> - Fixed code that was preventing mapper-placed weapons.
>
>
> _______________________________________________
> Csgo_servers mailing list
> [email protected]
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers



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