Hi Jason,

Is there any way we can improve the update methods for servers? These releases 
are delaying events we run by upwards of an hour simply because the servers we 
use don't even start downloading the updates for a very long time, and even 
then we often get connection reset by peer and have to jump back into what 
appears to be a queue. I'm not sure if there's anything you can do to improve 
it beyond adding more available connections.


----- Original Message -----
From: Jason Ruymen <jas...@valvesoftware.com>
Date: Thursday, July 7, 2011 4:29 pm
Subject: [hlds] Team Fortress 2 Update Released
To: 'Half-Life dedicated Linux server mailing list' 
<hlds_li...@list.valvesoftware.com>, 'Half-Life dedicated Win32 server mailing 
list' <hlds@list.valvesoftware.com>, "'hlds_annou...@list.valvesoftware.com'" 
<hlds_annou...@list.valvesoftware.com>

> Required updates for Team Fortress 2 are now available.  
> The specific changes include:
> 
> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> - Added FCVAR_NOT_CONNECTED back to the ConVar fps_max to 
> prevent client cheats
> - Fixed a bug with playback of SourceTV demos
> 
> Team Fortress 2
> - Fixed a bug where Medics using the Quick-Fix could easily 
> identify disguised Spies
> - Fixed a bug where healing a Scout while they change class in 
> the spawn room would allow the Medic to keep the Scout speed
> - Fixed a bug with honorbound weapons allowing themselves to be 
> holstered before getting a kill
> - Improved matchmaking logic
>    - Fixed a case where players were being matched to full servers
> - Updated the localization files
> - Updated Pl_Barnblitz
>    - Reduced Blue respawn time at cap 1
>    - Fixed cart not allowing overtime when it has to stop at the 
> turn table
>    - Fixed players getting stuck in spawn doors when blue 
> captures a point
>    - Fixed spawn doors staying open when points are captured
>    - Various clipping and exploit fixes
> 
> Jason
> 
> 
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