When will update for Mods on orangebox be done?

Jason Ruymen wrote:
> And I was wrong about the optional part for Team Fortress 2.  The TF 2 update 
> is required.
>
> Jason
>
> -----Original Message-----
> From: hlds_linux-boun...@list.valvesoftware.com 
> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
> Sent: Friday, August 21, 2009 2:26 PM
> To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com'; 
> 'hlds_annou...@list.valvesoftware.com'
> Subject: [hlds_linux] TF2/L4D Updates Available
>
> Optional updates for Team Fortress 2, Left 4 Dead and their engine binaries 
> are now available.  Please run hldsupdatetool to receive the update.  The 
> specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at 
> arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an HLTV 
> client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the crosshair 
> under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread weapons 
> like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds since 
> firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
>  - Added "motdfile_text" convar to servers, which allows them to specify a 
> text file that's shown instead of the HTML MOTD to clients who've turned on 
> this option
> - Fixed radius damage not tracing out of enemies when the explosion occurs 
> within them
>  - Fixes rockets & grenades doing no splash damage when fired point blank 
> into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the 
> middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players who 
> already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in the 
> \particles directory
> - Fixed another case where items weren't being validated properly in class 
> loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 
> capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and 
> func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and 
> TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong 
> skin
>
> Jason
>
>
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