Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-01-13 Thread Nevermore
I've lost my motd in the update :/

El mar, 12-01-2010 a las 15:10 -0800, Jason Ruymen escribió:
> A required update for Left 4 Dead 2 is now available.  Please run 
> hldsupdatetool to receive the update.  The specific changes include:
> 
> Gameplay:
> - Fixed where last round of upgraded ammo didn't have upgrade effect
> - Jockeyed survivor now glows for infected team in all cases
> - Fixed exploit that allowed Jockey players to get instant recharge of their 
> ability
> - Fixed Charger ability timer not resetting when killing a survivor with low 
> health on their third strike
> - Charger now applies a small amount of damage when charging through physic 
> props
> 
> Match Making:
> - Changed how requests are made to master server for group servers
> - Fixed sorting on group servers UI
> - Reduced update work on group servers UI
> 
> Miscellaneous:
> - Made the water shader support splitscreen on the PC
> - Miscellaneous fixes in the subtitles
> - Updated system tray icon
> - Fixed Survival timer issue caused when voting for round restart
> 
> SDK/L4D2-LD/Hammer changes:
> - When browsing for a func_instance filename, the proper path relative to the 
> current bsp will be returned. This allows level designers to use instances 
> from the base game in dlc maps without having to manually fix up the filename
> - Changed base.fgd default skybox to one that exists in L4D2
> - Added env_instructor_hint to fgd, as well as content/game icon images
> - Deadline URL fix
> - Added missing vmt for env_instructor_hint
> - L4D Addon Support - restored missing delivery van modified VMT
> - L4D Addon Support - restored missing shelves metal 3
> - L4D Addon Support - restored floodlight generator switch
> - L4D Addon Support - restored missing airliner content
> - Updated vbsp to correctly handle instances within instances
> - Fixed the fullscreen engine changing the Hammer views, requiring a restart 
> of Hammer
> 
> Jason
> 
> 
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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-01-13 Thread D4rKr0W
Il 13/01/2010 11:51, Nevermore ha scritto:
> I've lost my motd in the update :/

Place the following lines in your server.cfg

motdfile "my_motd.txt"
hostfile "my_host.txt"

and rename your custom motd\host messages.

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Re: [hlds_linux] Left 4 Dead 2 Update Available

2010-01-13 Thread Fredrik Duprez
Add the following to the startup-line of srcds:

 +motdfile your_motd.txt +hostfile your_host.txt

Then you don't have to worry about valve overwriting your stuff.

2010/1/13 Nevermore 

> I've lost my motd in the update :/
>
> El mar, 12-01-2010 a las 15:10 -0800, Jason Ruymen escribió:
> > A required update for Left 4 Dead 2 is now available.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
> >
> > Gameplay:
> > - Fixed where last round of upgraded ammo didn't have upgrade effect
> > - Jockeyed survivor now glows for infected team in all cases
> > - Fixed exploit that allowed Jockey players to get instant recharge of
> their ability
> > - Fixed Charger ability timer not resetting when killing a survivor with
> low health on their third strike
> > - Charger now applies a small amount of damage when charging through
> physic props
> >
> > Match Making:
> > - Changed how requests are made to master server for group servers
> > - Fixed sorting on group servers UI
> > - Reduced update work on group servers UI
> >
> > Miscellaneous:
> > - Made the water shader support splitscreen on the PC
> > - Miscellaneous fixes in the subtitles
> > - Updated system tray icon
> > - Fixed Survival timer issue caused when voting for round restart
> >
> > SDK/L4D2-LD/Hammer changes:
> > - When browsing for a func_instance filename, the proper path relative to
> the current bsp will be returned. This allows level designers to use
> instances from the base game in dlc maps without having to manually fix up
> the filename
> > - Changed base.fgd default skybox to one that exists in L4D2
> > - Added env_instructor_hint to fgd, as well as content/game icon images
> > - Deadline URL fix
> > - Added missing vmt for env_instructor_hint
> > - L4D Addon Support - restored missing delivery van modified VMT
> > - L4D Addon Support - restored missing shelves metal 3
> > - L4D Addon Support - restored floodlight generator switch
> > - L4D Addon Support - restored missing airliner content
> > - Updated vbsp to correctly handle instances within instances
> > - Fixed the fullscreen engine changing the Hammer views, requiring a
> restart of Hammer
> >
> > Jason
> >
> >
> > ___
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> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux
>
>
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-- 
Fredrik Duprez |  fredrik.dup...@gmail.com | http://www.duprez.org
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Re: [hlds_linux] sv_region and L4D matchmaking

2010-01-13 Thread Nevermore
Matchmaking is not a bad idea, but i think it is bad implemented.
Lobby creator should be able to choose his favourite server if it is
empty...
I dislike random things.
Players in general want to choose the server by themselves, cause they
like some map, some plugin, some config or the ping.


El mié, 13-01-2010 a las 01:43 +0300, Nikolay Shopik escribió:
> Yeah I will be matched mostly with people from my country, but servers 
> barely could be from my country. Even though serverbrowser shows lots 
> empty server from my country. There no differentiation from which 
> country your server because only variable we have is sv_region, so game 
> only know about regions.
> 
>  From L4D I remember it just grab first 150 servers sort them by ping 
> and looks like it wasn't changed since then. When game released and 
> mm_dedicated_search_maxping was set to 300 you can be easly put in US 
> server while you are in Europe.
> 
> On 13.01.2010 1:26, Craig H wrote:
> > Set your download server to somewhere in Russia and you will see what I
> > mean. You'll get matched with Russian players, and connect to Russian
> > servers essentially every single time.
> >
> > On Tue, Jan 12, 2010 at 1:59 PM, Nikolay Shopik  wrote:
> >
> >> Even if it so, this basically has nothing to do with server selection.
> >>
> >> On 12.01.2010 22:54, Craig H wrote:
> >>> Matchmaking uses your selected Steam download server to determine who to
> >>> match you with. In Steam, go to settings and click on the downloads tab.
> >> Set
> >>> that to a nearby location and you should be good.
> >>
> >>
> >>
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> >>
> 
> 
> 
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Re: [hlds_linux] sv_region and L4D matchmaking

2010-01-13 Thread Nikolay Shopik
On 13.01.2010 14:05, Nevermore wrote:
> Matchmaking is not a bad idea, but i think it is bad implemented.
> Lobby creator should be able to choose his favourite server if it is
> empty...
> I dislike random things.
> Players in general want to choose the server by themselves, cause they
> like some map, some plugin, some config or the ping.

Some people don't care about server as long it provide good connection 
and this is majority of people. But as you said matchmaking should be 
property implement.


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[hlds_linux] Demo Playback Stuttering

2010-01-13 Thread Baldur Karlsson
I posted about this issue on the steam forums but other than a few 
replies of people experiencing the same problem, no-one seemed to have 
any ideas. I'm posting here in the hopes that someone will know a 
workaround or a solution that I can use. I'm sadly not very 
knowledgeable in this area so I'm willing to try anything pretty much.

I've been noticing in demo playback for a while a very slight stuttering 
and hiccups in motion, mostly when I'm moving in a straight line and not 
looking around. It's only noticable in demo playback though, everything 
seems fine during gameplay which is quite infuriating.

I spent a while yesterday evening trying to track it down, and I think I 
might have at least found the cause.

If I set a server (I have a srcds running on linux) to have net_fakeloss 
50 and net_fakejitter 50, then while playing I see barely any effects of 
the loss - at least while playing on my own - but when playing back the 
demo there's extreme stuttering.

I'm no expert at any of this, but if I had to guess it seems like the 
lag compensation isn't being applied properly while in demo playback. At 
least whatever is the cause it definitely seems like the demo playback 
should be almost exactly the same as what I see in game - barring random 
events like ragdolls. It certainly shouldn't be so visibly "laggy" when 
the actual game play is fine.

Is there any known solution to this? is there any way to force the demo 
to record more precisely what I'm seeing in game, because it seems weird 
that the client is able to play smoothly while in the game, but not in 
the demo playback. I'd hope there'd be some way to even brute-force 
cause the demo to record every frame so that whatever is smoothing the 
in-game play can be captured in the demo.

I can try pretty much anything because I have full control over my srcds 
installation. Throw your ideas out if you have them!

I've uploaded to youtube a video of both 
 FRAPS'd ingame 
footage and FRAPS'd demo footage of the same thing, to hopefully show 
the problem. If you do the same as I did above to fake packet loss you 
should be able to see it yourself. The video is here: 
http://www.youtube.com/watch?v=yyhxd7CnkEI&fmt=22

If anyone wants I can upload demos either with this faked loss, or just 
with noticable problems under normal circumstances. This is really 
bugging me because it makes demos almost unusable, so I'm looking for 
any solution I can.

The only thing that makes me wonder is that I've tried using netcat and 
an ssh tunnel to connect direct to the server and the issue still seems 
to be present, so I'm still not quite sure what to do. I've also noticed 
this problem present in TF2 and L4D as well, so it seems like it might 
be something general to source instead of something game-specific.

Thanks

Baldur

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[hlds_linux] Team Fortress 2 Update Coming

2010-01-13 Thread Jason Ruymen
A required update for Team Fortress 2 is on the way.  Should be live in about 
one hour.

Jason

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[hlds_linux] Team Fortress 2 Update Available

2010-01-13 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive it.  The specific changes include:

Additions:
- Various improvements to Spy disguise and feign death:
  - Disguise weapons copying weapons with special animation requirements 
(Sword, FaN) now look correct.
  - Spies now play the appropriate death cry on feign death based on the 
corpse that appears.
  - Feigning death can now play custom death animations like a normal death 
(head loss, sniper shot, backstab, etc).
  - Feigning death due to explosive damage now has a chance to gib, like a 
normal death.
  - Corpses from a feign death now use the correct wearable behavior (hats 
stay on, or fall off as they should)
  - The weapons dropped by feign death corpses now have appropriate physics 
and collision for their type.
  - Combat text for damage done to Spies that feign death will now show the 
un-modified damage amount.
  - Fixed Spies that feign death while disguised as enemy spies dropping 
fake ragdolls wearing a mask.
  - Fixed a couple of physics issues on ragdolls created by feign death.
- Added convars to further customize the "play a hit sound whenever you injure 
an enemy" option:
  - "tf_dingaling_volume". Sets the volume of the hit sound.
  - "tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound 
when a minor damage hit is done.
  - "tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound 
when a major damage hit is done.
  - "tf_dingaling_wav_override". Specifies an optional custom wav hit 
sound. If unspecified, the default ding sound is used.
- Added Medic Ubersaw kill taunt.
- Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and 
Pyro. All death animations have a 25% chance to play.
- Updated various localization strings.

Changes:
- Removed the clamps on the "viewmodel_fov" convar.
- Added "viewmodel_fov_demo", a convar that controls viewmodel fov during demo 
playback.
- Force-a-Nature will now correctly knock back players on the ground.
- Increased minimum damage required for the Force-a-Nature to cause a knockback 
from 30 to 40.
- Changed the Direct Hit to only minicrit enemies that have been launched into 
the air by an explosion.
- Increased the rate of the Soldier's Rage generation by 40%.
- Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 
10.
- Reduced the explosive damage resistance on the Chargin' Targe to 50%.

Fixes:
- Fixed the Scout's legs twisting out of shape during a double jump.
- Fixed player models popping up and then down when they duck during a jump.
- Fixed Sniper rifle not penetrating friendlies.
- Fixed Bonk! Atomic Punch phase effect.
- Fixed rockets not being removed if they explode in func_nogrenades zones
- Fixed the Sandman being able to bat balls through doors.
- Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt.
- Fixed the naming of non-unique quality unique items (Community Kritzkriegs, 
etc)
- Minor fixes to the crafting UI:
  - Changed the item layout in the crafting panel to better fit the 
backpack panel:
- Each 1 of the 4 crafting pages now shows half of 1 of the 2 
backpack pages.
  - Fixed the crafting panel next/prev page buttons being hard to use while 
dragging.
  - Fixed the "equipped" label in the item panels stealing the mouse focus 
from the item panel itself.

Updated Novint Falcon settings (no effect on non-Falcon players)
  - Recoil/Reload force added for the Direct Hit rocket launcher
  - Recoil/Reload force added for the Scottish Resistance sticky bomb 
launcher
  - More defined flesh hit force added for the Equalizer pick axe
  - More defined flesh hit/world hit force added for the Eyelander sword
  - Added swing forces for Eyelander sword
  - Added appropriate trumpet forces for Blu Buff Banner
  - Added appropriate trumpet forces for Red Buff Banner
  - Shotgun reload for Heavy & Pyro changed to feel more appropriate now
  - Changed Huntsman pullback force so that it goes in the right direction 
(was still pulling as if the Huntsman was on the left hand side of the screen, 
which was default until a later update).

Jason

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Re: [hlds_linux] Team Fortress 2 Update Available

2010-01-13 Thread Nicholas Hastings
Jason, could you please pass it on that the medic taunt kill logging is 
inconsistent with the rest of the taunt kills. The weapon_logclassname 
property on the player_death event is "ubersaw" like a regular ubersaw 
kill instead of the expected "taunt_medic".

On 1/13/2010 8:15 PM, Jason Ruymen wrote:
> A required update for Team Fortress 2 is now available.  Please run 
> hldsupdatetool to receive it.  The specific changes include:
>
> Additions:
> - Various improvements to Spy disguise and feign death:
>- Disguise weapons copying weapons with special animation requirements 
> (Sword, FaN) now look correct.
>- Spies now play the appropriate death cry on feign death based on the 
> corpse that appears.
>- Feigning death can now play custom death animations like a normal 
> death (head loss, sniper shot, backstab, etc).
>- Feigning death due to explosive damage now has a chance to gib, like 
> a normal death.
>- Corpses from a feign death now use the correct wearable behavior 
> (hats stay on, or fall off as they should)
>- The weapons dropped by feign death corpses now have appropriate 
> physics and collision for their type.
>- Combat text for damage done to Spies that feign death will now show 
> the un-modified damage amount.
>- Fixed Spies that feign death while disguised as enemy spies dropping 
> fake ragdolls wearing a mask.
>- Fixed a couple of physics issues on ragdolls created by feign death.
> - Added convars to further customize the "play a hit sound whenever you 
> injure an enemy" option:
>- "tf_dingaling_volume". Sets the volume of the hit sound.
>- "tf_dingaling_pitchmindmg". Sets the desired pitch of the hit sound 
> when a minor damage hit is done.
>- "tf_dingaling_pitchmaxdmg". Sets the desired pitch of the hit sound 
> when a major damage hit is done.
>- "tf_dingaling_wav_override". Specifies an optional custom wav hit 
> sound. If unspecified, the default ding sound is used.
> - Added Medic Ubersaw kill taunt.
> - Added backstab death animations for Scout, Spy, Medic, Demo, Engineer, and 
> Pyro. All death animations have a 25% chance to play.
> - Updated various localization strings.
>
> Changes:
> - Removed the clamps on the "viewmodel_fov" convar.
> - Added "viewmodel_fov_demo", a convar that controls viewmodel fov during 
> demo playback.
> - Force-a-Nature will now correctly knock back players on the ground.
> - Increased minimum damage required for the Force-a-Nature to cause a 
> knockback from 30 to 40.
> - Changed the Direct Hit to only minicrit enemies that have been launched 
> into the air by an explosion.
> - Increased the rate of the Soldier's Rage generation by 40%.
> - Reduced the duration of the Soldier's Buff Banner effect from 14 seconds to 
> 10.
> - Reduced the explosive damage resistance on the Chargin' Targe to 50%.
>
> Fixes:
> - Fixed the Scout's legs twisting out of shape during a double jump.
> - Fixed player models popping up and then down when they duck during a jump.
> - Fixed Sniper rifle not penetrating friendlies.
> - Fixed Bonk! Atomic Punch phase effect.
> - Fixed rockets not being removed if they explode in func_nogrenades zones
> - Fixed the Sandman being able to bat balls through doors.
> - Fixed the Gunboats absorbing damage from the Soldier's grenade kill taunt.
> - Fixed the naming of non-unique quality unique items (Community Kritzkriegs, 
> etc)
> - Minor fixes to the crafting UI:
>- Changed the item layout in the crafting panel to better fit the 
> backpack panel:
>  - Each 1 of the 4 crafting pages now shows half of 1 of the 2 
> backpack pages.
>- Fixed the crafting panel next/prev page buttons being hard to use 
> while dragging.
>- Fixed the "equipped" label in the item panels stealing the mouse 
> focus from the item panel itself.
>
> Updated Novint Falcon settings (no effect on non-Falcon players)
>- Recoil/Reload force added for the Direct Hit rocket launcher
>- Recoil/Reload force added for the Scottish Resistance sticky bomb 
> launcher
>- More defined flesh hit force added for the Equalizer pick axe
>- More defined flesh hit/world hit force added for the Eyelander sword
>- Added swing forces for Eyelander sword
>- Added appropriate trumpet forces for Blu Buff Banner
>- Added appropriate trumpet forces for Red Buff Banner
>- Shotgun reload for Heavy&  Pyro changed to feel more appropriate now
>- Changed Huntsman pullback force so that it goes in the right 
> direction (was still pulling as if the Huntsman was on the left hand side of 
> the screen, which was default until a later update).
>
> Jason
>
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