Yes, I also had this.

Regards
Oskar Levin
os...@dataviruset.com

----- Reply message -----
Från: "Russell Smith" <ve...@tinylittlerobots.us>
Till: "Half-Life dedicated Linux server mailing list" 
<hlds_linux@list.valvesoftware.com>
Rubrik: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: 
Source and Half-Life 2: Deathmatch Updates Released
Datum: fre, okt 14, 2011 00:27


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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