Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2013-04-19 Thread Doctor McKay
I looked into the technical aspects of this change. If you want MOTDs
served by plugins to be unloaded on close, add "unload" => "1" to the vgui
message's keyvalues. The new cvar only adds this to the regular MOTD
message sent by the game.

Dr. McKay

On Thursday, April 18, 2013, 1nsane <1nsane...@gmail.com> wrote:

> Apologies, I assumed this change took effect on the client. MOTD is being
> served by a plugin and thus is unaffected by this command.
>
>
> On Thu, Apr 18, 2013 at 11:19 PM, 1nsane <1nsane...@gmail.com>
> wrote:
>
> > sv_motd_unload_on_dismissal 1 appears to be doing nothing on my end.
> >
> > I have a youtube video as the motd and it keeps playing in the background
> > after I close it.
> >
> > Am I doing something wrong? Shouldn't it be stopped? Or did I just
> > misunderstood what this is supposed to be doing?
> >
> >
> > On Thu, Apr 18, 2013 at 9:45 PM, Essay Tew Phaun 
> > 
> >wrote:
> >
> >> Let's be realistic though, if the plugin has been widely used in the
> >> competitive community for such a long time with no action taken by Valve
> >> it
> >> would seem to be a little harsh to VAC ban players for it because they
> >> didn't catch the note about it buried in some random update notes.
> >>
> >>
> >> On Thu, Apr 18, 2013 at 7:39 PM, thesupremecommander <
> >> thesupremec...@gmail.com > wrote:
> >>
> >> > Doesn't look like anyone has asked yet, so... can this update be
> synced
> >> to
> >> > the SteamPipe beta?
> >> >
> >> >
> >> > On Thu, Apr 18, 2013 at 7:25 PM, Weasel 
> >> > >
> wrote:
> >> >
> >> > > Will this mean that with HTML MOTD's we don't have to build a
> >> > > "meta refresh" or such work-around's into the MOTD content to
> >> > > ensure it gets refreshed each time it's opened?
> >> > >
> >> > > 
> >> > >
> >> > > Tony Paloma Thu, 18 Apr 2013 14:13:03 -0700
> >> > >
> >> > > Anyways, the sv_motd_unload_on_dismissal ConVar is about
> >> > > what happens to the MOTD when the user closes it. Before we
> >> > > would just hide it, but the page would still be loaded and taking
> >> > > resources. This gives server operators the option to have it
> >> > > unloaded completely.
> >> > >
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> >> > >
> >> >
> >> >
> >> >
> >> > --
> >> > thesupremecommander (Steam<
> >> > http://steamcommunity.com/id/thesupremecommander>
> >> > )
> >> > Chief Admin, SPUFserver  >
> >> > Chief Admin, OverPowered League 
> >> > ___
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2013-04-04 Thread 1nsane
No they won't learn. They can not learn.

That will just make them play the same thing over and over without
variation, get bored, and move on to another game.

And Pinion servers will likely become official for places like Australia
just like in CS:GO.


On Thu, Apr 4, 2013 at 10:28 AM, Doctor McKay  wrote:

> >but if you get an unsolicited popup every 2 minutes, my guess is that you
> would leave and go somewhere else
>
> If SPUF is anything to do by, a large portion of users are too stupid to
> locate the "Disconnect" button. And evidently, in the entire continent of
> Australia, there's not one single server that doesn't have Pinion. SPUF's
> words, not mine.
>
> Honestly, the best solution would be to only put Valve servers in the
> Quickplay pool. If Valve wants to control the player's experience when they
> use Quickplay, then Quickplay should only match you into Valve servers.
> Maybe then people will learn how to use the server browser again.
>
> Dr. McKay
>
> On Thursday, April 4, 2013, Peter Reinhold wrote:
>
> > On 04.04.2013 10:32, annarack wrote:
> >
> >  What if, after a few returns to the same server, a notification is
> >> displayed to read the rules of the server which they must do and agree
> >> to to continue playing on the server.
> >>
> >
> > Pretty sure that would just scare players off.
> >
> > The best solution, as I see it, would be to re-use the popup/confirm as
> > when you are redirected to another server.
> >
> > If a player has requested something, be it !rules, !radio, !bp or
> > whatever, a confirm will not annoy them. (And maybe even have a "Always
> > allow MOTD for this server" switch somewhere), but if you get an
> > unsolicited popup every 2 minutes, my guess is that you would leave and
> go
> > somewhere else.
> >
> >
> > /Peter
> >
> > __**_
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> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2013-04-04 Thread Erik-jan Riemers
That did wonders for CS:Go, o wait, it has pinion ads too.. :)


2013/4/4 Doctor McKay 

> >but if you get an unsolicited popup every 2 minutes, my guess is that you
> would leave and go somewhere else
>
> If SPUF is anything to do by, a large portion of users are too stupid to
> locate the "Disconnect" button. And evidently, in the entire continent of
> Australia, there's not one single server that doesn't have Pinion. SPUF's
> words, not mine.
>
> Honestly, the best solution would be to only put Valve servers in the
> Quickplay pool. If Valve wants to control the player's experience when they
> use Quickplay, then Quickplay should only match you into Valve servers.
> Maybe then people will learn how to use the server browser again.
>
> Dr. McKay
>
> On Thursday, April 4, 2013, Peter Reinhold wrote:
>
> > On 04.04.2013 10:32, annarack wrote:
> >
> >  What if, after a few returns to the same server, a notification is
> >> displayed to read the rules of the server which they must do and agree
> >> to to continue playing on the server.
> >>
> >
> > Pretty sure that would just scare players off.
> >
> > The best solution, as I see it, would be to re-use the popup/confirm as
> > when you are redirected to another server.
> >
> > If a player has requested something, be it !rules, !radio, !bp or
> > whatever, a confirm will not annoy them. (And maybe even have a "Always
> > allow MOTD for this server" switch somewhere), but if you get an
> > unsolicited popup every 2 minutes, my guess is that you would leave and
> go
> > somewhere else.
> >
> >
> > /Peter
> >
> > __**_
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> > please visit:
> > https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux<
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux>
> >
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2013-04-04 Thread Doctor McKay
>but if you get an unsolicited popup every 2 minutes, my guess is that you
would leave and go somewhere else

If SPUF is anything to do by, a large portion of users are too stupid to
locate the "Disconnect" button. And evidently, in the entire continent of
Australia, there's not one single server that doesn't have Pinion. SPUF's
words, not mine.

Honestly, the best solution would be to only put Valve servers in the
Quickplay pool. If Valve wants to control the player's experience when they
use Quickplay, then Quickplay should only match you into Valve servers.
Maybe then people will learn how to use the server browser again.

Dr. McKay

On Thursday, April 4, 2013, Peter Reinhold wrote:

> On 04.04.2013 10:32, annarack wrote:
>
>  What if, after a few returns to the same server, a notification is
>> displayed to read the rules of the server which they must do and agree
>> to to continue playing on the server.
>>
>
> Pretty sure that would just scare players off.
>
> The best solution, as I see it, would be to re-use the popup/confirm as
> when you are redirected to another server.
>
> If a player has requested something, be it !rules, !radio, !bp or
> whatever, a confirm will not annoy them. (And maybe even have a "Always
> allow MOTD for this server" switch somewhere), but if you get an
> unsolicited popup every 2 minutes, my guess is that you would leave and go
> somewhere else.
>
>
> /Peter
>
> __**_
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> please visit:
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread Ross Bemrose
At the current rate, we're careening full tilt towards inevitable 
crashes this Halloween because there's a very, VERY high chance that any 
new particle effects added for a new boss and map will overflow the 
ParticleNames string table even on stock maps.


On 10/18/2012 9:16 PM, Frank wrote:

I'm sorry if someone has already asked but what in the world is going on now
that we are getting "Invalid STEAM userID ticket crashes - I lost a full
server tonight ALL AT ONCE! BAM! All gone cause of same error... this didn't
start till yesterday's update came out.

So going to say it now... we need to stop bringing in new things till the
bugs are addressed! Last year was very unacceptable when it came to the
Halloween update - the game was unplayable for nearly a month due to the
crashes. While I'm like everyone else that enjoys a good addition of items
to keep the game alive I think it's best if the bugs we currently have is
fixed prior to this year's event update - then please be on the ball thru
each day including weekends to solve any bugs ( we know we will get them)
that are released in the event update.

So with saying that - the better date to release this year's event would be
this coming Monday or Tuesday, no later to avoid issues spilling over into
the weekend which is prime playing time for many players considering schools
are back in and people work during the regular week.
A heads up of when exactly it will be released would be very nice so those
of us that run multiple servers can be ready for it perhaps even take time
off to prepare.


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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread Frank
I'm sorry if someone has already asked but what in the world is going on now
that we are getting "Invalid STEAM userID ticket crashes - I lost a full
server tonight ALL AT ONCE! BAM! All gone cause of same error... this didn't
start till yesterday's update came out.

So going to say it now... we need to stop bringing in new things till the
bugs are addressed! Last year was very unacceptable when it came to the
Halloween update - the game was unplayable for nearly a month due to the
crashes. While I'm like everyone else that enjoys a good addition of items
to keep the game alive I think it's best if the bugs we currently have is
fixed prior to this year's event update - then please be on the ball thru
each day including weekends to solve any bugs ( we know we will get them)
that are released in the event update.

So with saying that - the better date to release this year's event would be
this coming Monday or Tuesday, no later to avoid issues spilling over into
the weekend which is prime playing time for many players considering schools
are back in and people work during the regular week.
A heads up of when exactly it will be released would be very nice so those
of us that run multiple servers can be ready for it perhaps even take time
off to prepare.


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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread [BT]Black V
This I see a lot. Was assuming it was when they were upgrading a level
On 19/10/2012 10:45 AM, "Essay Tew Phaun"  wrote:

> Speaking of weird visual things. Does anyone notice teleporters sometimes
> appearing to go down, like the exit was destroyed but it actually just goes
> in to the disabled animation for a moment and when you step on it the
> animation changes to active and warps you through?
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread Essay Tew Phaun
Speaking of weird visual things. Does anyone notice teleporters sometimes
appearing to go down, like the exit was destroyed but it actually just goes
in to the disabled animation for a moment and when you step on it the
animation changes to active and warps you through?
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread wickedplayer494 .
Saw a thread about it on reddit. It seems to affect all Engineer
buildables, and AFAIK, enemies aren't able to see them while building
(maybe teammates too?). I messaged Valve about it last night, but haven't
heard anything back yet.

I'd think it has something to do with the floating arrows on carried
objects fix, implying that it might be a client issue.

On Wed, Oct 17, 2012 at 10:28 PM, Ross Bemrose  wrote:

> I don't know if this is a server issue or client issue, but some Engineer
> buildings are showing as invisible to players.  I can't tell if it's the
> same building invisible to everyone (which implies a server issue) or if
> they're randomly invisible to random players.
>
>
> On 10/17/2012 6:26 PM, Eric Smith wrote:
>
>> We've released a mandatory update for Team Fortress 2. The notes for the
>> update are below.
>>
>> -Eric
>>
>> --
>>
>> Source Engine Changes (TF2, DoD:S, HL2:DM)
>> - Fixed the "disconnect" command regression from the previous update
>> - Fixed tools like vbsp working with new model format
>> - Fixed a con_logfile ConVar exploit
>>
>>
>> Team Fortress 2
>> - Fixed a common "FindModel" crash for replays
>> - Fixed the Crafty Hair not using styles for the yellow and brown hair
>> - Improved the "Restore" UI for customizing items in backpack
>> - Fixed floating arrows on carried objects
>> - Mann vs. Machine
>> - Added a penalty system to deter players from repeatedly abandoning
>> Mann Up games
>> - Corrected the respawn time for the Mannslaughter mission
>> - Updated MissionCycle behavior.  Servers will always cycle to a
>> mission listed in the MissionCycle file.
>>
>> __**_
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-18 Thread Mikael Pedersen
On Wed, 17 Oct 2012 23:28:20 -0400, you wrote:

>I don't know if this is a server issue or client issue, but some 
>Engineer buildings are showing as invisible to players.

I just saw the same thing.
An engineer built a mini-sentry right in front of me, but I only saw
the shadow of it (and heard the sound). Once it was fully built, it
turned visible.

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 update released

2012-10-17 Thread Ross Bemrose
I don't know if this is a server issue or client issue, but some 
Engineer buildings are showing as invisible to players.  I can't tell if 
it's the same building invisible to everyone (which implies a server 
issue) or if they're randomly invisible to random players.


On 10/17/2012 6:26 PM, Eric Smith wrote:

We've released a mandatory update for Team Fortress 2. The notes for the update 
are below.

-Eric

--

Source Engine Changes (TF2, DoD:S, HL2:DM)
- Fixed the "disconnect" command regression from the previous update
- Fixed tools like vbsp working with new model format
- Fixed a con_logfile ConVar exploit


Team Fortress 2
- Fixed a common "FindModel" crash for replays
- Fixed the Crafty Hair not using styles for the yellow and brown hair
- Improved the "Restore" UI for customizing items in backpack
- Fixed floating arrows on carried objects
- Mann vs. Machine
- Added a penalty system to deter players from repeatedly abandoning Mann 
Up games
- Corrected the respawn time for the Mannslaughter mission
- Updated MissionCycle behavior.  Servers will always cycle to a mission 
listed in the MissionCycle file.

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-02 Thread dan

On 02/06/2012 21:49, Cameron Munroe wrote:

Another thing will be needed to be added to SMAC I guess.


Playing spy is cheating?
--
Dan

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-02 Thread Russell Smith
Why would you want SMAC to check for this?  It's purpose isn't to fix 
bad balance changes.


On 06/02/2012 01:49 PM, Cameron Munroe wrote:

Another thing will be needed to be added to SMAC I guess.




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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-02 Thread Cameron Munroe

Another thing will be needed to be added to SMAC I guess.

On 6/2/2012 6:04 AM, dan wrote:

On 01/06/2012 12:36, lwf wrote:

+20% damage bonus while undisguised

Isn't this a bit too easily bypassed? A script should be able to drop
the disguise using the "disguise 8 -2" command and then attack in an
instant. The disguise will be dropped when attacking either way so
there would be no drawback.


Doesn't it take time to undisguise like that?

Seems moot anyway, at point blank it's only 12hp less, and since 60+72 
is still > 125, it's not really making much of a difference to 2 
shotting weak classes that are asleep (presumably sniping)

The slower firing rate might.

(Plus, if people were using this to sneakily one shot already near 
dead folk, 12 hp isn't really going to matter too much either)



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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-02 Thread dan

On 01/06/2012 12:36, lwf wrote:

+20% damage bonus while undisguised

Isn't this a bit too easily bypassed? A script should be able to drop
the disguise using the "disguise 8 -2" command and then attack in an
instant. The disguise will be dropped when attacking either way so
there would be no drawback.


Doesn't it take time to undisguise like that?

Seems moot anyway, at point blank it's only 12hp less, and since 60+72 
is still > 125, it's not really making much of a difference to 2 
shotting weak classes that are asleep (presumably sniping)

The slower firing rate might.

(Plus, if people were using this to sneakily one shot already near dead 
folk, 12 hp isn't really going to matter too much either)

--
Dan.

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-06-01 Thread lwf
> +20% damage bonus while undisguised

Isn't this a bit too easily bypassed? A script should be able to drop
the disguise using the "disguise 8 -2" command and then attack in an
instant. The disguise will be dropped when attacking either way so
there would be no drawback.

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-22 Thread Ross Bemrose
Speaking of on-topic things, is there any ETA as to when the TF2 Item 
servers will be back up?


On 3/22/2012 8:30 PM, Eric Smith wrote:

We've released a mandatory update to Team Fortress 2. The notes for the update 
are below.

-Eric

--

Team Fortress 2
- Added The Waxy Wayfinder
- Added a new promotional item
- Added Strange Parts that can be used to upgrade existing Strange-quality 
weapons
- Updated The Cozy Camper to allow it to be used in Medieval Mode
- Double-clicking on a tool in the backpack view will now use that tool
- Fixed a bug that would sometimes cause weapons dropped after death to render 
with incorrect skins
- Fixed a bug that would sometimes cause The Manmelter to display incorrect 
kill icons
- Fixed a bug that would cause certain in-game notification sounds to play even if 
"cl_notifications_show_ingame" was false
- Fixed a bug that would cause chat-text strange weapon rank up notifications to 
sometimes display player names as "unknown"
- Increased Steam Workshop item description to 8000 characters
- Updated arena_ravine
- Minor visual and performance improvements
- Updated cp_well
- Performance improvements
- Lokalisointitiedostot päivitetty


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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread Tom Grant
Updated localization files. Yep.

On Thu, Mar 15, 2012 at 7:07 PM, Vathral  wrote:

> On 3/15/2012 7:05 PM, DontWannaName! wrote:
>
>> I feel like a loser for getting my phone out to scan that haha.
>>
>> On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith
>>  wrote:
>>
>>  We've released a mandatory update to Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>>
>>>  What does it say? Updated localization files? :)
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I didnt want to ruin it, but everyone else already did.

On Thu, Mar 15, 2012 at 4:07 PM, Vathral  wrote:

> On 3/15/2012 7:05 PM, DontWannaName! wrote:
>
>> I feel like a loser for getting my phone out to scan that haha.
>>
>> On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith
>>  wrote:
>>
>>  We've released a mandatory update to Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>>
>>>  What does it say? Updated localization files? :)
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread Pieter De Cang
Yes.

2012/3/16 Vathral 

> On 3/15/2012 7:05 PM, DontWannaName! wrote:
>
>> I feel like a loser for getting my phone out to scan that haha.
>>
>> On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith
>>  wrote:
>>
>>  We've released a mandatory update to Team Fortress 2. The notes for the
>>> update are below.
>>>
>>> -Eric
>>>
>>>
>>>  What does it say? Updated localization files? :)
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread Vathral

On 3/15/2012 7:05 PM, DontWannaName! wrote:

I feel like a loser for getting my phone out to scan that haha.

On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith  wrote:


We've released a mandatory update to Team Fortress 2. The notes for the
update are below.

-Eric



What does it say? Updated localization files? :)

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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-03-15 Thread DontWannaName!
I feel like a loser for getting my phone out to scan that haha.

On Thu, Mar 15, 2012 at 4:02 PM, Eric Smith  wrote:

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Fixed IP bans not applying to RCON access
>
> Team Fortress 2
> - Added The Cozy Camper
> - Added a new TF2 sub-forum: Competitive Team Play and League discussion
> - Fixed Solider buffs and rage meters not always being reset
> - Updated The Black Rose so it can be gift wrapped
> - Updated The Phlogistinator:
>   - Fixed a bug where Mmmph-crit flames could cause Mmmph to build fast
> enough to allow it to be infinitely chained
>   - Direct damage reduced by 10%. Afterburn damage is unchanged
>   - Defense buff time during taunt lowered from 12 seconds to 10 seconds
> - Updated arena_nucleus
>   - Fixed z-fighting bug on lower platform
> - Community Requests
>   - Added player_carryobject and player_dropobject game events
> - http://media.steampowered.com/apps/tf2/blog/7535.png
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-02-23 Thread Ross Bemrose
Master server seems to think my servers are still up to date despite
them not yet being updated.

On 2/23/2012 5:26 PM, Eric Smith wrote:
> We've released a mandatory update to Team Fortress 2. The notes for the 
> update are below.
>
> -Eric
>
> --
>
> Team Fortress 2
> - Added The Fast Learner
> - Fixed +randommap not working correctly on server startup
> - Fixed some instances of corrupted text when the save_replay key isn't bound
> - Fixed dedicated server console spew related to the Replay client and 
> viewangles
> - Fixed a spelling error in a cp_fastlane material
> - Fixed team colors not working correctly for the second style of the Black 
> Rose
> - Fixed Mann Co. Store item previews for paints and styles
> - Updated item descriptions to contain the name of the paint used to color 
> them
> - Updated the Reggaelator
>- Added an LOD model
>- Added 3 styles
> - Updated cp_dustbowl
>- Adjusted Blue team's func_respawnroom in stage 1 to be flush against the 
> door
> - 언어 파일 업데이트
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2012-01-11 Thread DontWannaName!
I think the delay between the news and when the files are actually put on
the servers or are accessible is quite long. I just was able to start
updating both my client and server. My client and server started at the
same time, both were getting errors before. This happens with most large
updates.

On Wed, Jan 11, 2012 at 5:47 PM, Eric Smith  wrote:

> We've released a mandatory update to Team Fortress 2. The notes for the
> update are below.
>
> -Eric
>
> --
>
> Source Engine Changes (TF2, DoD:S, HL2:DM)
> - Limit the effective FOV of players using wide-screen resolutions with
> aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar
> can be changed to remove the restriction or make the restriction also apply
> to full-screen players.
>
> Team Fortress 2
> - Fixed Cp_Foundry not ending the map in the middle of a round when
> mp_timelimit is hit
> - Fixed the Spy saying 'Prego' for one of his 'Thanks!' lines
> - Fixed incorrect player animations for the Buff Banner and the
> Battalion's Backup
> - Fixed some cases where strange Ullapool Cabers and wrenches would fail
> to correctly count kills
> - Improvements for client stability
> - Updated the localization files
> - Crafting changes:
>   - Added crafting recipes for weapons introduced during the holiday update
>   - When selecting items for use in crafting, the items selected will show
> their quality in addition to the item name
>   - Ellis's Cap can now be used as a crafting reagent
> - Item changes
>   - Added The Lucky Shot helmet
>   - Added The Killer Exclusive to the Mann Co. store
>   - Added Mask of the Shaman to the item drop list
>   - Fixed particle display problems for items with multiple effects
>   - Fixed the Dr. Whoa paint not drawing correctly for the Blue team
>   - Updated the Desert Marauder and the Villain's Veil so they can be
> equipped together
>   - Updated the Fancy Dress Uniform and the Kringle Collection so they can
> be equipped together
>   - The Bombinomicon no longer shakes the screen and has a delay before
> the explosion so that Snipers, Spies, and others can get better feedback on
> the actual cause of death
>   - The Bazaar Bargain functionality has changed: only one stored head is
> lost on a miss or a bodyshot and no heads are gained when missing while
> crit-boosted
>
>
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Re: [hlds_linux] [hlds_announce] Mandatory Team Fortress 2 Update Released

2011-11-16 Thread Ross Bemrose
Wow, PL_Barnblitz BLU Spawn #2 was finally fixed? \o/

My Linux servers will auto-update, but I need to install this on my Windows
server as soon as I get home from work.

On Wed, Nov 16, 2011 at 4:44 PM, Eric Smith  wrote:

> We've released a mandatory update for Team Fortress 2. The notes for the
> update are below.
>
> Thanks.
>
> -Eric
>
> 
>
> Team Fortress 2
> - Added new promo items
> - Fixed a bug preventing some server-side quickplay filtering from
> working, causing clients to ping too many servers
> - Fixed a bug where an item with an empty craft_class (e.g. the
> Apoco-Fists) could be obtained via crafting
> - Fixed an exploit that allowed untradable items to be traded with Steam
> trading
> - Web API changes:
>   - Added flag_cannot_craft to GetPlayerItems web API output
>   - Added description_string and description_format for some hidden
> attributes in the GetSchema output
> - Updated Pl_Upward
>   - Fixed a teleporter griefing position near control point B
> - Updated Pl_Barnblitz
>   - Fixed a bug that allowed players to get into the opposing team's
> respawn room
> - Updated the localization files
>
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