So, what's the point of linking a Steam ID to a server? I can't seem to
figure it out.
-----------------------
Jonah Hirsch



On Thu, Apr 14, 2011 at 6:56 PM, Tom Grant <aksu...@gmail.com> wrote:

> Wow, Big one! Thanks a lot for the initial heads up!
>
> On Thu, Apr 14, 2011 at 9:47 PM, Jason Ruymen <jas...@valvesoftware.com
> >wrote:
>
> > Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source
> > and Half-Life 2: Deathmatch are now available.  Please run hldsupdatetool
> to
> > receive the updates.  The specific changes include:
> >
> >
> > Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
> >
> > - Fixed a packet injection exploit in the client/server streams
> >
> > - Fixed UDP logging exploit
> >
> >   - Added a new server convar "sv_logsecret" which emits a new
> > S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value
> > pre-pended
> >
> >
> >
> > Team Fortress 2
> >
> > - Added new map Koth_Badlands
> >
> > - Updated CP_Well
> >
> >   - Spawn room by second cap for each time is now a one-way door
> >
> > - Updated Training
> >
> >   - Added 3 new training courses for the Demoman, Engineer, and Spy
> >
> >   - Added the Ready for Duty achievement for completing all of the
> training
> > courses
> >
> > - Added a new system to associate dedicated servers with Steam accounts
> >
> >   - Use the ConCommand "cl_gameserver_create_identity" in the Team
> Fortress
> > 2 client console to create a server account using the currently logged in
> > Steam account. This will generate values for
> "tf_server_identity_account_id"
> > and "tf_server_identity_token"
> >
> >   - Put the values for "tf_server_identity_account_id" and
> > "tf_server_identity_token" into your server.cfg
> >
> >   - Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client
> > console to list all of the game server accounts owned by the currently
> > logged in Steam account
> >
> > - Added a new system for coaching players
> >
> > - Added a new vote system
> >
> >   - Server convars to control the vote system
> >
> >      - sv_allow_votes                           : Allow voting?
> >
> >      - sv_vote_failure_timer                    : A vote that fails
> cannot
> > be voted on again during this period.
> >
> >      - sv_vote_allow_specators                  : Allow spectators to
> vote?
> >
> >      - sv_vote_issue_changelevel_allowed        : Allow votes to change
> > levels?
> >
> >      - sv_vote_issue_kick_allowed               : Allow votes to kick
> > players from the server?
> >
> >      - sv_vote_issue_nextlevel_allowed          : Allow votes to set the
> > next level?
> >
> >      - sv_vote_issue_nextlevel_allowextend      : Allow votes to extend
> the
> > current map?
> >
> >      - sv_vote_issue_restart_game_allowed       : Allow votes to restart
> > the game?
> >
> >      - sv_vote_issue_scramble_teams_allowed     : Allow votes to scramble
> > the teams?
> >
> >      - sv_vote_issue_nextlevel_choicesmode      : Present players with a
> > list of maps with the lowest playtimes to choose from?
> >
> >      - sv_vote_kick_ban_duration                : How long should a kick
> > vote ban someone from the server? (in minutes)
> >
> > - Added dynamic model loading to improve performance
> >
> > - Combat Text changes
> >
> >      - Added a new convar "hud_combattext_healing" to display the amount
> of
> > healing done per second
> >
> >      - Added bonus points to the items displayed using Combat Text
> >
> >      - Starting position of values is now affected by range to target,
> > making it easier to see numbers when next to targets
> >
> > - Updated voice to use the Steam voice codec to improve quality
> >
> >   - Servers can toggle between the old codec and the new codec with the
> > convar "sv_use_steam_voice", which defaults to 1.
> >
> > - Fixed not being able to see the correct colors for painted hats when
> > running with DX8
> >
> > - Fixed not being able to see the | character in custom names and
> > descriptions
> >
> > - Fixed a couple cases where custom sprays would not import correctly
> >
> > - Duel changes
> >
> >   - The duel dialog has been extended to include class-specific duels in
> > addition to the default duels
> >
> >   - Duel badges now only show the number of wins a player has
> >
> > - Added Payload maps to Offline Practice
> >
> > - Fixed taunt kills made with a Katana not counting towards honorbound
> > kills
> >
> > - Fixed a bug where killing a Katana wielder with a Katana was
> incorrectly
> > causing an increased crit chance
> >
> > - Fixed infinite noisemakers exploit where noisemakers could continue to
> be
> > used after their charges had run out
> >
> > - Improved the Medic overheal effect so it's more noticeable
> >
> > - Fixed func_build entities to respect the team value and prevent the
> > associated team from building in the area
> >
> > - Items changes:
> >
> >   - Added new "Sort by Rarity" option for sorting backpack items
> >
> >   - Improved the backpack sorting algorithms
> >
> >   - Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe,
> Treasure
> > Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
> >
> >   - Added paint preview to the preview section when shopping for hats
> >
> >   - Updated the Googly Gazer to be paintable
> >
> >   - Added new paint styles to the Pyromancer's Mask
> >
> >   - Items in the action slot won't be swapped until returning to a supply
> > cabinet
> >
> >   - Replaced the no-crit attribute with -25% damage on the following:
> >
> >      - The Eyelander, The Gunslinger, The Southern Hospitality, The
> > Powerjack (also added +20% melee vulnerability)
> >
> >      - The Horseless Headless Horseman's Headtaker, The Ullapool Caber,
> The
> > Claidheamohmor
> >
> >   - Vitasaw
> >
> >      - Added the ability to see enemy health
> >
> >   - Dalokohs Bar
> >
> >      - Removed item cool down meter and ammo count when using the
> Dalokohs
> > Bar
> >
> >   - Fists of Steel
> >
> >      - Increase deploy times 20%
> >
> >      - Ranged damage reduced 40% (down from 60%)
> >
> >   - Loch-n-Load
> >
> >      - Damage increased by 10%
> >
> >   - Equalizer
> >
> >      - Tuned high-end damage range so it's no longer possible to one-shot
> > certain classes
> >
> >      - Suppress the medic call effect while active
> >
> >   - Battalion's Backup
> >
> >      - Reduced rage generation rate by 50%
> >
> >   - Concheror
> >
> >      - Damage-to-health conversion increased to 35% (from 20%)
> >
> >   - Mad Milk
> >
> >      - Heal 60% of damage done (down from 75%)
> >
> >   - Sun-on-a-Stick
> >
> >      - Base damage lowered slightly but guarantees crits against burning
> > players instead of mini-crits
> >
> >   - Fan O' War
> >
> >      - Marking someone for death now lasts 15 seconds (from 10 seconds)
> >
> >   - Flaregun
> >
> >      - Flares always crit burning targets, regardless of range
> >
> >   - Backburner
> >
> >      - Removed the restriction on airblast
> >
> >      - Ammo cost increased 150% (4 blasts at full ammo)
> >
> >      - Damage bonus reduced to 10% (from 15%)
> >
> >   - Sydney Sleeper:
> >
> >      - Charge rate increased 25%
> >
> > - Bot changes:
> >
> >   - Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping,
> and
> > backstabbing behaviors now, and are ready to join the fight
> >
> >   - TFBots understand the basics of the Payload scenario now, and will
> push
> > the cart on offense, and try to stop the cart on defense
> >
> >   - Added navigation meshes for pl_goldrush, pl_badwater, pl_upward,
> > pl_thundermountain, and pl_hoodoo_final
> >
> >   - Improved TFBot reactions to cloaked and/or disguised enemy Spies
> >
> >   - Improved Demoman bot behaviors for planting sticky bomb traps
> >
> >   - Demoman bots will now try to move to a safe spot and lob stickybombs
> > onto enemy sentry nests to destroy them
> >
> >   - Soldier bots switch to their shotgun after emptying their rocket
> > launcher at close/medium range
> >
> >   - TFBots will no longer hide from sapped or carried sentryguns
> >
> >   - Engineer bots are better at moving their sentry gun nest as the
> > scenario changes
> >
> >   - Improved Sniper bot algorithm for finding good sniping spots for both
> > Capture Point and Payload scenarios
> >
> >   - Sniper bots will take opportunistic shots at targets while they move
> to
> > their desired sniping spot
> >
> >   - Fixed bug where Sniper bots would sometimes stand around in their
> spawn
> > room doing nothing.
> >
> >   - Improved TFBot ability to find a safe vantage spot to attack enemy
> > sentry guns
> >
> >   - TFBots will no longer try to use a teleporter entrance they can't
> > actually reach
> >
> >   - Added tf_bot_melee_only cvar. If set to 1, all TFBots will be
> > restricted to only using their melee weapon
> >
> >
> >
> > Read more about the update here: http://www.teamfortress.com/hatless
> >
> >
> > Jason
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
> >
>
>
>
> --
> AksumkA.com <http://aksumka.com>
> _______________________________________________
> 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

Reply via email to