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Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
#1
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Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major 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.
    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
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#2
Multi-hreaded server code! FINALLY! Big GrinDDDDDDDDDDDDDDDD
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#3
(10-15-2011, 12:09 AM)realchamp Wrote:  Multi-hreaded server code! FINALLY! Big GrinDDDDDDDDDDDDDDDD

Did you notice the part that says:
Quote: Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)

Guess multi threading in the valve world, means 1 thread for Logic, and 1 for Network Smile
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#4
(10-15-2011, 12:14 AM)Nisd Wrote:  
(10-15-2011, 12:09 AM)realchamp Wrote:  Multi-hreaded server code! FINALLY! Big GrinDDDDDDDDDDDDDDDD

Did you notice the part that says:
Quote: Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)

Guess multi threading in the valve world, means 1 thread for Logic, and 1 for Network Smile

Still better than the default setting! Sad
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#5
(10-15-2011, 12:09 AM)realchamp Wrote:  Multi-hreaded server code! FINALLY! Big GrinDDDDDDDDDDDDDDDD

Damn, Time to enforce CPU limitations Sad
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#6
For me it still seems like one main worker trhead and many small non cpu consuming threads.
Interactive web based config creator for CS, CSS, TF2 and DODS
Creates server and client configs in an explained dialog.

You`ll also find precompiled debian gameserver kernels for download
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#7
(10-15-2011, 07:39 AM)Terrorkarotte Wrote:  For me it still seems like one main worker trhead and many small non cpu consuming threads.

same, but it has seemed to improved responsiveness.
~ trewq
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