You know, I was playing Spy and thought my cloak was running out fairly soon
too, but I was probably just going crazy. Sitting next to a level 1
dispenser still maintains your cloak like it used to so unless they changed
the recharge rate also (or it's tied to the drain rate) then the cloak drain
rate hasn't changed.

-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Flubber
Sent: Tuesday, February 03, 2009 7:48 AM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2 Update Available

A few people myself include feels that the spy cloaked is draining much
faster, does any of you guys saw it too?

2009/2/3 Steven Sumichrast <packh...@gmail.com>

> Update ran fine for me -- I ran it a few hours late, but still.
>
> (I wish the darn server would notice it has no players on it and just
> do the restart! ARGH!  It sits there idle on a map with no map
> changes, so never does the auto update... very annoying.)
>
> On Tue, Feb 3, 2009 at 5:21 AM, Ronny Schedel <i...@ronny-schedel.de>
> wrote:
> > Some strange things happens with Natasha. If two heavy fight against
each
> > other, one with and one without Natasha, the heavy without Natasha is in
> red
> > health after the Natasha was fired some runs. This happend to me
serveral
> > times now.
> >
> >
> >
> > ----- Original Message -----
> > From: "Jason Ruymen" <jas...@valvesoftware.com>
> > To: "Half-Life dedicated Win32 server mailing list"
> > <h...@list.valvesoftware.com>; <hlds_linux@list.valvesoftware.com>;
> > <hlds_annou...@list.valvesoftware.com>
> > Sent: Tuesday, February 03, 2009 2:24 AM
> > Subject: [hlds_linux] Team Fortress 2 Update Available
> >
> >
> > 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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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
> >
> > _______________________________________________
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> >
>
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