I (and I'm sure many others) appreciate you mentioning that you're still
working on the Timeout bug. Knowing it's in progress is far better than
having no idea. Nice update, and I'll look forward to when the Timeout bug
is fixed

On Mon, Feb 2, 2009 at 5:24 PM, Jason Ruymen <jas...@valvesoftware.com>wrote:

> A required update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> New client features:
>  - Added view model FOV slider to advanced multiplayer options.
>  - Added a hide view model option to advanced multiplayer options.
>  - Added custom crosshair support.
>        - Added crosshair image, scale, and color settings to the
> Options->Multiplayer settings tab.
>        - Moved HUD minimal mode & Disable Spray options into the Advanced
> Multiplayer settings.
>  - Added "open_charinfo_direct" command that opens the loadout directly to
> the class you're currently playing.
>        - Replaced the "Open Loadout" entry in the options->keys dialog with
> this new command. Rebind / reset your config to defaults to use it.
>
> New server features:
>  - Added "tf_damage_disablespread" convar to disable the 25% damage spread
> on all damage.
>  - Added class limit support to tournament mode.
>        - Set the "tf_tournament_classlimit_X" convars to the max number of
> class X allowed.
>  - Added "tf_tournament_hide_domination_icons" convar, that allows a
> tournament mode server to force clients not to display domination icons over
> their nemeses.
>
> Gameplay changes:
>  - Modified critical hit calculation. Overall, critical hit chance is now
> much more recent-performance based.
>        - Base chance is now 2% (was 5%).
>        - Bonus range based on damage done changed from 0%-15% to 0%-10%
>        - Damage range required for bonus changed from 0-1600 to 0-800.
>  - Reduced random damage spread applied to all player damage from +-25% to
> +-10%.
>  - Slight reduction (improvement) of the minigun's spread.
>  - Increased flare direct hit damage from 20 to 30.
>  - Rewrote Natascha's slowdown code to be more consistent.
>  - Sniper rifle now supports Crit Boost state like all other weapons (i.e.
> Kritzkrieg makes all shots critical hits).
>  - Stealthed spies are no longer able to pickup the intelligence. They must
> uncloak first.
>  - Increased soldier primary ammo count from 16 to 20.
>
> Bugfixes:
>  - Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_"
> CON_COMMAND scripts to prevent clients issuing the commands.
>  - Fixed bug in teleporter logic that allowed engineers to build
> teleporters with HUGE health values.
>  - Fixed matching teleporter not getting a health buff when the pair is
> upgraded (only the tele you were hitting got the health buff).
>  - Fixed Medic ÜberCharge percentage in minimal-HUD mode.
>  - Protected against an HLTV related server crash.
>
> Note that we are still working on the client timeout and lag issues.
>
> Jason
>
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