Multi-Gaming Community
It is currently 28 Mar 2024, 14:18

All times are UTC+01:00




Post new topic  Reply to topic  [ 6 posts ] 
Author Message
nl 
 Post subject: TF2 update installed
PostPosted: 21 Dec 2007, 07:07 
Offline
Community slut (13473)
User avatar
Quote:
Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to OFF
- Sapped buildings now take slightly less damage from the Spy who sapped them
- The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the "civilian" class
- Prevented players from hiding their name in the scoreboard
- Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed critical bullet tracers not being visible to players other than the firer
- Fixed first person spectator view of the Spy watch not showing the correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the flamethrower stuttering when firing directly into a building
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly
- Fixed rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're occurring
- Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
- Fixed an occasional crash caused by an achievement not being found during a game announcement

Dustbowl:
- Now waits until either team wins fully before changing to another map on server timelimit expiring
- Teams now score a point per captured control point, rather than per sub round
- Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first cap
- Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot

Source Engine:
- Fixed some audio buffer support issues with Vista
- WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two textures
- Improved the console in the graphical UI version of the dedicated server

SourceTV:
- Relay proxies can now record demos now with tv_autorecord 1
- Fixed an interpolation code bug during demo playback that was resulting in view jitter
- Added several TF specific game events to SourceTV auto director logic
- Increased the average shot length by 2 seconds


Top
   
nl 
 Post subject:
PostPosted: 21 Dec 2007, 10:53 
Offline
Community slut (13473)
User avatar
This update is causing some weird behavoir in the 2 cvars controlling the winlimits.

mp_winlimit 3
mp_maxrounds 5

These 2 can't be used anymore, as on CP maps currently each CP capture is counted as a point, so your at a max of 3 points real quick.

I have disabled both CVARs, and now only the time limit is regulating the maps, with as downside, if 1 team is totally owning the other, the map won't change after 3 wins....


Top
   
nl 
 Post subject:
PostPosted: 21 Dec 2007, 11:51 
Offline
Community slut (13473)
User avatar
[SpA]SaintK wrote:
This update is causing some weird behavoir in the 2 cvars controlling the winlimits.

mp_winlimit 3
mp_maxrounds 5

These 2 can't be used anymore, as on CP maps currently each CP capture is counted as a point, so your at a max of 3 points real quick.

I have disabled both CVARs, and now only the time limit is regulating the maps, with as downside, if 1 team is totally owning the other, the map won't change after 3 wins....
The HLDS mailing list is full of complaints about this change. Most likely the change will get undone on the next update.


Top
   
nl 
 Post subject:
PostPosted: 21 Dec 2007, 23:38 
Offline
Community slut (13473)
User avatar
Quote:
Van: hlds_linux-admin@list.valvesoftware.com [mailto:hlds_linux-admin@list.valvesoftware.com] Namens Eric Smith
Verzonden: Friday, December 21, 2007 8:42 PM
Aan: hlds@list.valvesoftware.com; hlds_linux@list.valvesoftware.com
Onderwerp: [hlds_linux] TF2 fix later today

1) We're fixing the problem with mp_maxrounds not correctly counting the
number of rounds for Dustbowl after the scoring change. An update for
this is coming later today.

2) Yesterday's TF2 release included the ability for servers to have
map-specific .cfg files in the cfg folder. It was missed in the release
notes.

More information coming later today about the update.

-Eric


Top
   
gb 
 Post subject:
PostPosted: 22 Dec 2007, 10:31 
Offline
Clan leaders (1417)
User avatar
Map specific cfgs... That could be interesting with a little work...

_________________
Six weeks -by- Third Rail ...Please share...


Top
   
nl 
 Post subject:
PostPosted: 23 Dec 2007, 16:23 
Offline
Community slut (13473)
User avatar
I have worked around the issue by using the map specifig CFG files option. The server is now back in its old settings.


Top
   
Display posts from previous:  Sort by  
Post new topic  Reply to topic  [ 6 posts ] 

All times are UTC+01:00


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Limited