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 > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds > >
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