Took, 5 min tops for us. 

 

From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Chris Brunelle
Sent: Friday, 16 September 2011 6:53 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch Updates Released

 

Why does updating servers take forever.  I've been sitting on "Updating
installation..." for ten minutes now.

On Thu, Sep 15, 2011 at 2:44 PM, E. Olsen <ceo.eol...@gmail.com> wrote:

"- Added a server command line option called "-dumplongticks" which will
generate minidumps when there are long server frames"

Is that to assist in diagnosing the server hang issues?

 

On Thu, Sep 15, 2011 at 4:40 PM, Bruno Garcia <garcia.bru...@gmail.com>
wrote:

No longer causes the wielder to take increased damage from other sources


I'm glad that got fixed, i actually reported it through the Bug Report on
Team Fortress 2.
Awesome work :)

On Thu, Sep 15, 2011 at 5:29 PM, Jason Ruymen <jas...@valvesoftware.com>
wrote:

Required updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat:
Source and Half-Life 2: Deathmatch are now available.  The specific changes
include: 

 

Shared Source Changes (CS:S, DoD:S, TF2, HL2:DM)

- Added a server command line option called "-dumplongticks" which will
generate minidumps when there are long server frames

- Fixed startmovie failing for the raw, tga, jpg, and wav options

- Fixed some HUD messages not displaying properly on widescreen resolutions

- Updated the localization files for all games

 

Team Fortress 2

- Fixed Demomen with the Persian Persuader equipped picking up ammo crates
when they're already at full health

- Fixed hatless headgear not removing the player's hat

- Fixed Natascha's bullets preventing Scouts from using Bonk and Crit-a-Cola

- Fixed teleporter progress being displayed incorrectly after upgrading a
teleporter while it was recharging

- Fixed a rare server crash related to assists

- Fixed FCVAR_NOTIFY chat messages being clipped and not displaying the new
value for the cvar

- Purchased items are no longer announced in the chat text

- Reduced the amount of server console output when client commands are out
of sync

- Added the following ConVars for proxy support for replay FTP offloading:
replay_fileserver_offload_useproxy, replay_fileserver_offload_proxy_host,
and replay_fileserver_offload_proxy_port

- Removed replay_port ConVar (and the need for replay to open a port)

- Updated the matchmaking filtering to speed up searches and reduce the
number of pinged servers

- Updated Pl_Upward

   - Fixed ending the game mid-round when mp_timelimit has been reached

   - Fixed several exploit areas

- Updated Pl_Goldrush

   - Stage 1 : Fixed overlapping train track models

   - Stage 1 : Fixed terrain seam by red spawn exit 

   - Stage 1 : Fixed red spawn room door going through ceiling

   - Stage 1 : Light fixture on roof structure of red's first spawn building
switched to non-solid 

   - Stage 2 : Added func_nobuild under bridge that would get teleported
players stuck

   - Stage 3 : Added invisible func_brushes above roofs to block blind demo
grenade spam

   - Stage 3 : Fixed wood structure by main gate entrance so it doesn't
destroy teleport buildables

   - Stage 3 : Added clip brush to top of main gate entrance

   - Stage 3 : Extended red's respawn room brushes to enclose entire
interior

   - Stage 3 : Added respawn visualizer material to back face of blocker
that prevents red from entering blue's respawn area from the top route

- Updated Items

   - Added the Killer Exclusive

   - Added the Mask of the Shaman to the droplist and made it craftable

   - Added the El Jefe  to the droplist and made it craftable

   - Added two new styles for the Large Luchadore

   - Fixed the Industrial Festivizer sometimes turning white

   - Updated the shading on the Crusader's Crossbow

   - Updated the Magnificent Mongolian texture and made it paintable

   - Updated the Carouser's Capotain with an improved appearance

   - Updated the Whiskered Gentlemen with an improved appearance

   - Updated the particle effects for the Cow Mangler 5000 and the Righteous
Bison

   - Updated the Stickybomb Jumper

      - Now uses a unique texture and projectile

      - No longer causes the wielder to take increased damage from other
sources

 

Counter-Strike: Source

Cumulative weapon updates

- All weapons now have a new accuracy model which fixes many bugs and
provides more intuitive weapon behavior

- Weapons now have separate accuracy penalties for jumping, landing, and
standing on ladders

- All weapons are now more accurate while crouching

- Accuracy penalties for movement no longer have a discrete threshold, but
scale between crouch move and run speed

- All rifles are less accurate while running

- Fixed bug that caused the glock to fire burst rounds on three consecutive
tick frames. It now fires burst rounds with a 0.05 cycle time

- Fixed a bug that cause the famas to fire burst rounds on uneven intervals
(0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075

- Fixed bug for the bolt action sniper rifles that caused their zoom state
to incorrectly toggle when holding down fire

- Fixed bug that would cause the suppressor state on the USP and M4A1 to not
be accounted for correctly when the weapons were dropped with the suppressor
attached and then picked up

- Fixed fast suppressor switch exploit

- Decreased range of shotguns, while slightly increasing damage

- Slightly increased damage of m249

- Sniper rifles now zoom faster

- AWP fire animation changed to match 1.5 second cycle time

- Fixed burst fire prediction of FAMAS

- Fixed animation issue with elite dry fire

- Fixed timing of sounds on Glock burst fire

- Weapon spread patterns are no longer square

- Dynamic crosshair now uses actual weapon accuracy, rather than a separate
simulation

- Increased run speed for Galil and FAMAS

- Increased FAMAS accuracy and reduced spread for burst mode 

- Increased accuracy of silenced USP 

- Increased accuracy of zoomed sg552

- Cycle time for dual elites increased to .12 second

- Fixed firing of "stale" burst mode bullets on glock and famas

- Fixed reload animation issue with shotguns under high latency

- Fixed bug which allowed a CT to defuse the bomb in the same frame that it
exploded 

- Pistols no longer continuously spam weapon_fire event when the +attack key
is pressed. This has the side effect of no longer allowing the glock to
continuously auto-fire in burst mode).

- Weapons no longer continuously cycle the weapon_reload event when the
reload key is pressed

- Weapons no longer continuously cycle the empty fire event (and click) when
out of ammo and the attack button is held

 

Other bug fixes

- Re-enabled the ability for max grenades to be set from server convars

- Allow observing other players when mp_fadetoblack is enabled and
mp_forcecamera is something other than OBS_ALLOW_NONE

- Scoreboard is now more robust with user modified layout changes

- Added defuser icons to CTs on the scoreboard; these are analagous to the
bomb icons for Ts, in that they only are visible for team members and
spectators

- Defuser, bomb, and VIP icons are now colored by team color convar

- Bomb/defuser icons are no longer shown for members of the opposing team
when you are not allowed to spectate them

- Updated player max speed cap so that it no longer limits players to 240
movement speed

- Allow player max speed to be changed by mods

- Killing friendly players no longer increments the player stat for kills
with enemy weapons

- Round no longer ends when timer runs out and
mp_ignore_round_win_conditions is set

- Players no longer get weapon donation credit for buying, dropping, and
picking up the same weapon

- Fixed crash related to planting C4

- Fixed positioning of hud_targetid; it now is correctly visible in wide
screen aspect ratios and when spectating

- Updated the multiplayer options UI so that it offers more options for
configuring the crosshair

- When dynamic crosshair is disabled, the crosshair is now completely static

- Fixed a couple of issues with the view offset when dead was fighting with
the observer code

- Fixed a bug where the client would have a ragdoll entity in CS, but
wouldn't have actually created a ragdoll which would give a one frame glitch
in the death camera position setup

- Fixed an exploit where users could disable flashbang audio effects using
alias commands

- Marked the "mat_diffuse" convar as a cheat to protect against exploits

- Fixed issue with buying multiple grenades when ammo_*_max were set to
other than the defaults

 


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-- 
Sent from my Commodore64

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