This is the most awesome update EVER Now I trust in valve again. <3 -----Original Message----- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Mittwoch, 6. Januar 2010 22:39 To: 'h...@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Available
A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific change include: Server Browser (for TF2 and DoD:S) - Added a client-side server blacklist: - Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range. - Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt) Balance changes: - Reduced the health penalty on The Sandman. - The Force-A-Nature knockback on target now: - Only applies to hits that deal more than 30 damage and are in close range. - Factors in the firer's angle of attack when determining the knockback direction. - Has less of an effect on grounded targets. - The Dead Ringer now: - Reduces cloak to 40% when uncloaking early. - Has a 35% cap on the amount of cloak it can gain from an ammo pack. - Has a quieter de-cloak sound. Changes / Fixes: - Fixed a performance & stability issue with AMD processors. - Improved the stability of the game server -> item backend connection. - Fixed a rare server crash related to dispensers. - Added min/max values to viewmodel_fov convar to match the settings in the slider. - Reduced the number of moons in ctf_doublecross, sadly. - Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content. - Fixed a crash related to sv_pure and the wireframe_dx6 shader. - Players can no longer shoot while stunned. - Fixed a bug that caused movement speed reductions to not work on stunned players. - Soldier Rage bar no longer resets when touching a resupply cabinet. Achievement fixes: - Fixed the "Second Eye" Demoman achievement. - Fixed a bug in the "Play Doctor" Medic achievement. - Changed the requirements for the "Medals of Honor" Soldier achievement. - Updated description for the "Blind Fire" Demoman achievement to better explain the requirements. - Fixed an issue that affected several achievements requiring the use of the Equalizer. Community requests: - Added "skip_next_map" server ConCommand to skip the next map in the map cycle. - Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu. - Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution. - Added a "show_htmlpage" command to allow server operators to display custom web pages to clients. Changes to the TF Bots: - In KOTH mode, Bots are now: - More likely to roam around and hunt enemies if there is lots of time left. - Become more likely to push for the point as time runs down, or their teammates start to capture it. - Medic bots now: - Opportunistically "overheal" nearby friends when they can. - Prioritize healing of injured nearby friends more. - Don't focus on Heavies quite so exclusively. - Don't spam their Medigun continuously at round start. - Won't choose cover far below their heal target so much (koth_nucleus). - Fight back with their syringe-gun appropriately. - Various improvements to combat behaviors. - General bot improvements: - They no longer stand still on the point when capturing or defending it. - They choose more varied routes now. - They choose better defensive spots around captured points. - They fall back to another weapon when they entirely run out of ammo. - They adjust their FOV when using zoomed in sniper scope. - They treat in-range Sentries as the most dangerous threat. - They fire their weapons is more realistic bursts. - Engineers use their shotgun properly. - Added a "virtual mousepad" concept to rework how bots track enemy players: - They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on". - After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse". - Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge. - Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues. - Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue. - Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them - Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer. - Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag. - Added more bot names as suggested by the TF community. 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_linux