09-16-2009, 08:50 AM
Jason Wrote:A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive it. The specific changes include:
ENGINE
* If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set
TEAM FORTRESS 2
Additions / Changes
* Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl key
* Alt-fire on the Sandvich now drops sandviches:
- A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while already being at full health
- Eating a sandvich using the taunt method now heals a Heavy to full health
- Dropped sandviches heal 50% of the collector's health
* Medic regen changes:
- Base regen amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
* Blutsauger:
- Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer"
- Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
* Added "mp_windifference" server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points ahead of the other team
* Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog
* Added "Disable weather effects" option to the Multiplayer->Advanced options dialog
* Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog
- If set (default), it'll show non-standard items being carried by the player you're spectating
* Tournament mode changes
- New item whitelist allowing tournaments to control what items can be used by players
- Added "item_whitelist_example.txt"
- Added "item_show_whitelistable_definitions" command to get a list of whitelistable items
- Added Tournament mode Spectator HUD
- Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog
- Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
* Changed idle player check to include spectators & players who haven't chosen a team
Bug Fixes
* Fixed explosive radius detection using an axially aligned box instead of a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132->159
- Rocket radius change: 121->146
- End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
* Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
* Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
* Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
* Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
* Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
* Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned
* Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
* Fixed wearables not destroying their attached particles when they're removed
* Fixed several player & viewmodel simulation issues that occurred when the game was paused
* Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests
* Added the entindex() of the object being built to the "player_builtobject" game event
* Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
* Added IgnitePlayer input to TFPlayer
Jason
~ Mooga ...w00t? - SRCDS.com on Twitter
Please do not PM me for server related help
Please do not PM me for server related help
fqdn Wrote:if you've seen the any of the matrix movies, a game server is not all that different. it runs a version of the game that handles the entire world for each client connected. that's the 2 sentence explanation.