Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch are now available.  Counter-Strike: Source 
has also been moved to use its own engine and dedicated server depots.  Because 
of this, dedicated server files for Counter-Strike: Source will now be under a 
'css' folder.

The specific changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed an issue with the multi-threaded renderer which could cause a crash on 
map change
- Adjusted whitespace to improve formatting in status command output
- Changed stats output to show KB/s instead of bytes/sec, added a connections 
column, and changed the users column to "Map changes"
- Fixed game servers not being able to execute the retry command due to the 
dependence on the connect command (which is not executable by game servers)
- Made sndplaydelay executable by servers
- Server frame rate is now based on the tickrate of the active Source mod, not 
the fps_max convar
- Server processing delays have been reduced, especially for servers on modern 
Linux kernels
- Entity processing logic has been optimized to significantly reduce CPU usage 
on full servers
- Multi-threaded server code is now enabled by default under Linux (already 
enabled on Windows)
- An exploit with non-printable characters causing lag on Windows servers has 
been fixed
- CPU is fully yielded back to the system whenever the server is running faster 
than the tickrate
- Dramatic increase in performance for low-level math libraries

Day of Defeat: Source
- Removed tickrate command line parameter
- Updated the localization files

Counter-Strike: Source
- Prevent AWP cycle time exploit using quick switch
- Fixed bug causing HUD History to display item pickups from nearby players
- Increased sized of HUD History resource to prevent clipping
- Changed grenade damage so that it always hits HITGROUP_GENERIC and takes into 
account armor for damage calculations
- Reduced standing and moving accuracy for pistols
- Decreased accuracy while moving with sniper rifles
- Added additional legacy mode (3) to cl_dynamiccrosshair
- Updated the localization files

Team Fortress 2
Manniversary:
- Experimenting with a new store interface with a subset of players
- Added several dozen community items in celebration of the Manniversary
- Added loadout presets -- each class can now store four complete loadouts, 
including weapons and cosmetic items, and change between them with the press of 
a button.
- Added a new item type that can accept user-applied decals. Take any image off 
your hard drive, put it on a stick, and then smash people with it! (See the 
Decal Tool in the store!)
- Added new co-operative high five taunt
- Class select menu now shows the active loadout for each class
- Characters can now equip two misc-slot items at once
- Added a new in-game abuse-reporting system (see "Capture abuse report data" 
under "Miscellaneous" controls)
- Non-newly-released weapons in the store can now be tried out for free once 
per week! This will give you a fully-functional version of the weapon to be 
used in-game for no cost. If you decide you like it, you can purchase it for a 
discount during the trial period.
- All items purchased in the store can be used for crafting and can be traded 
after a few days
- Added a new startup music track from Meet The Medic
- Integrated with the new Steam Workshop to enable the publication and 
management of community contributed content

Maps:
- Added new community control point map Gullywash. Stamps are available in the 
store to support community map authors!
- Barnblitz is now available for offline practice
- Frontier: various geometry fixes
- Gorge/5Gorge: added team-specific func_nobuild brushes in elevated forward 
spawn areas

Replay:
- New camera shake functionality added for replays that are not sufficiently 
dramatic
- New slow-motion functionality added for replays where even camera shake does 
not provide sufficient drama
- Added support for recording voice chat into replays

Items:
- Pocket Medic can now be equipped by the Soldier in addition to the Heavy
- World Traveler's Hat and the Connoisseur's Cap are now paintable
- Bonk Boy and Foster's Facade are now misc slot items
- Fixed The Director's Vision not playing animations correctly for all classes 
in the loadout screen
- The Killer Exclusive is now paintable
- When sorting the backpack, otherwise-equivalent items will sort by strange 
weapon rank and crate series number if possible
- When selecting items from the loadout, weapons with different kill eater 
ranks will all show up
- Hat of Undeniable Wealth And Respect animations have been added. Really.
- LOD models added to several older cosmetic items

Response Rules:
- Reduced the chance of many response lines occurring
- Responses related to cart progress no longer play when disguised
- Players will now always call for a medic when low on health or when on fire 
when a medic is under the crosshair, whereas previously the character would ask 
the medic to follow them
- Named base items will no longer trigger responses that were supposed to be 
for new item variants
- Added additional Jarate hit responses
- Demoman:
   - Added achievement award response
   - Removed "I didn't need your help y'know" line if being healed by a Medic
   - Saxxy kills will use the same lines as kills from the frying pan
   - Taunting with The Pain Train or the Saxxy now plays the same taunt as the 
grenade launcher
   - Added a taunt for The Ullapool Caber
- Engineer:
   - Fixed a problem that caused him not to say thanks after exiting a 
teleporter
   - Saxxy kills will use the same lines as kills from The Golden Wrench
   - Added a previously unused golden wrench kill line
   - Added an occasional response when swinging The Gunslinger
   - Wrangler taunt now performs the pistol taunt animation
- Heavy:
   - Added a previously unused fist swing line
- Medic:
   - Added a line to the response that occurs when doing a battle cry while 
looking at an enemy while holding a melee weapon
   - Taunting with a Saxxy plays the medigun taunt
   - Taunting with the Solemn Vow or the Crusader's Crossbow now plays the same 
taunt as the syringe gun
- Scout:
   - Removed the response when killing an enemy Scout or Pyro and moved the 
lines to the dominating Pyro/Scout response
   - Added a rare response to double jumping after getting a recent kill
- Sniper:
   - Reduced chattiness when getting many sequential kills
   - Added a missing line to the scoped revenge response
   - Taunting with a Saxxy no longer play lines that reference a knife
- Soldier:
   - Added a line to the getting übercharged response
   - Taunting with the Righteous Bison, Battalion's Backup, or the Saxxy now 
play the Buff Banner taunt

Bots:
- TFBots have a percentage chance of noticing weapon fire based on their 
difficulty level. Easy bots are fairly oblivious, and Expert bots notice pretty 
much everything.
- TFBots now treat certain weapon attacks as "quiet" (Spy knife, 
cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons can only 
be heard by TFBots when nearby, and their chance of being noticed is halved if 
the environment is "noisy" (ie., lots of non-quiet gunfire going on in the 
area). This greatly improves Spies ability to backstab TFBots without the 
entire team immediately turning on them.
- Spy bot improvements:
   - Spy bots are much better about circling around and backstabbing their 
victims now
   - Improved Spy bot target selection in some situations (ie: clusters of 
sentries and enemy players)
   - Spy bots will give up on an attack and retreat if an enemy sentry gun aims 
at them 
   - Spy bots now avoid nearby enemies while disguised and/or cloaked so they 
don't bump into them and give themselves away
   - Spy bots now have a simple notion of when their "cover is blown" now
   - Spy bots lead their target's position as they chase them down for a 
backstab now
   - Spy bots don't go after victims until setup time has elapsed
   - Hard and Expert Spy bots avoid looking at their prey until they get close 
and go for the stab
   - Easy Spy bots don't avoid enemies, or try to get behind before stabbing
   - Normal Spy bots don't avoid enemies
   - Fixed bug where Spy bots would jump against the enemy spawn gates during 
setup time
- Medic bot improvements:
   - Medic bots stick much closer to running patients now
   - Medic bots stick much closer to their patient if they have an Ubercharge 
ready, or are deploying their Uber
   - Medic bots hide from Sentryguns now, too
- Pyro bot improvements:
   - Pyro bots are less "pushy" with their compression blast, but will use it 
against Ubers and to get enemies off of a capture point

Other:
- Razer Hydra support can be enabled via "sixense_enabled 1" in the console. 
See http://sixense.com/tf2 for details.
- Added "tf_allow_taunt_switch". Set to 0 for disallowed (default behavior), 1 
for old bug behavior, or 2 to allow weapon switching any time during the taunt.
- Screenshots can now be hooked up to the Steam Community automatically. There 
is a new option to control this under "Miscellaneous" in the Advanced Options 
page.
- Fixed gold ragdolls playing custom death animations when they should be 
locked in a pose
- Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is at full 
health.
- Fixed touching a cabinet while under the effects of the Buffalo Steak 
Sandvich removing the mini-crits but not removing the melee weapon restriction
- Fixed particle effects not showing up on spy disguise items
- Fixed spies never using genuine, community, or self-made items as disguise 
weapons
- Fixed demoman weapons primary/secondary being backwards in the loadout screen
- Fixed effects on Sticky Jumper grenades
- Fixed net_graph not updating server framerate when FPS is greater than 1000
- Fixed game servers not being able to execute the retry command
- Renamed tf_show_voice_icons to mp_show_voice_icons
- Updated the localization files

Jason


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