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[ Picked text/plain from multipart/alternative ]
Anybody having a problem where on the final stage of dustbowl if blue caps
the first point they instantly win?

We've had it happen twice in a row now.

On Dec 20, 2007 4:32 PM, Kitteny Berk <[EMAIL PROTECTED]> wrote:

> Just had a poke in HLSW, I think it might be
>
> mp_stalemate_enable
>
> Daron Dodd wrote:
> > when you say "- Sudden Death mode is now a server option (a convar)
> > and defaults to
> > OFF" whats the convar? so we can enable it....
> >
> > On Dec 20, 2007 3:15 PM, Jason Ruymen <[EMAIL PROTECTED]> wrote:
> >
> >> A required update to Team Fortress 2 and it's dedicated server have
> been
> >> released.  Please run hldsupdatetool to update.  The specific changes
> >> include:
> >>
> >> Team Fortress 2:
> >> - Sudden Death mode is now a server option (a convar) and defaults to
> >> OFF
> >> - Sapped buildings now take slightly less damage from the Spy who
> sapped
> >> them
> >> - The Medic's Medigun now charges at an increased rate during Setup
> >> time, to remove the need for self-damage grinding
> >> - Fixed an rcon/console command that could cause server crashes
> >> - Prevented players from playing the "civilian" class
> >> - Prevented players from hiding their name in the scoreboard
> >> - Fixed exploit where the Medigun UberCharge wouldn't drain if you
> >> switched weapons
> >> - Fixed decals not being correctly applied to the world in some cases
> >> - Fixed critical bullet tracers not being visible to players other than
> >> the firer
> >> - Fixed first person spectator view of the Spy watch not showing the
> >> correct cloak value
> >> - Fixed the teleporter's player shaped particles not drawing
> >> - Fixed the flamethrower stuttering when firing directly into a
> building
> >> - Fixed a rare crash that can happen when a player being healed leaves
> >> the server suddenly
> >> - Fixed rocket trail effects sometimes existing permanently in world
> >> - Added effects to players when they earn an achievement, visible to
> >> other players nearby
> >> - Tweaked achievement HUD fonts and color palette for more readability
> >> - Improved stat gathering for map play times to increase accuracy
> >> - Improved stat gathering around draws to better understand why they're
> >> occurring
> >> - Fixed occasional misreporting of syringe gun & fireaxe damage
> >> distances to the stats system
> >> - Fixed an occasional crash caused by an achievement not being found
> >> during a game announcement
> >>
> >> Dustbowl:
> >> - Now waits until either team wins fully before changing to another map
> >> on server timelimit expiring
> >> - Teams now score a point per captured control point, rather than per
> >> sub round
> >> - Prevented Demomen being able to launch grenades into the stage three
> >> alleys while standing at the final cap point
> >> - Fixed gaps in stage gates that allowed snipers to kill defenders
> >> during setup
> >> - Fixed several model and brush perch exploits in stage three
> >> - Added stair access to the upper area in stage three after the first
> >> cap
> >> - Limited line-of-sight at the first control point in stage 3 to remove
> >> a griefable sniper spot
> >>
> >> Source Engine:
> >> - Fixed some audio buffer support issues with Vista
> >> - WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex
> >> alpha to blend the two textures
> >> - Improved the console in the graphical UI version of the dedicated
> >> server
> >>
> >> SourceTV:
> >> - Relay proxies can now record demos now with tv_autorecord 1
> >> - Fixed an interpolation code bug during demo playback that was
> >> resulting in view jitter
> >> - Added several TF specific game events to SourceTV auto director logic
> >> - Increased the average shot length by 2 seconds
> >>
> >> Jason
> >>
> >>
> >> _______________________________________________
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> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlds
> >>
> >>
> >
> > _______________________________________________
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> >
> >
>
>
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