sooo many clients crashing on TF2 :(

On 14/10/2011 00:39, Russell Smith wrote:
I assume this was done to add cp_gullywash_final1 to both files, but I would have rather done so manually.

Russell

On 10/13/2011 4:35 PM, Alan Kennedy wrote:
Just happened to me too. WTF....

----------------------------------------------
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----- Mensaje original -----
De: "Russell Smith"<ve...@tinylittlerobots.us>
Para: "Half-Life dedicated Linux server mailing list"<hlds_linux@list.valvesoftware.com>
Enviados: Jueves, 13 de Octubre 2011 19:27:06
Asunto: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch
Updates Released
Anyone else have their mapcycle/maplist files overwritten with the
patch? Happened to me on 2 updated TF2 servers.

Russell

On 10/13/2011 1:41 PM, Jason Ruymen wrote:
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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