01-07-2010, 07:42 AM
Wow that is a big update!
Jason Wrote:A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific change include:
Server Browser (for TF2 and DoD:S)
- Added a client-side server blacklist:
- Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range.
- Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)
Balance changes:
- Reduced the health penalty on The Sandman.
- The Force-A-Nature knockback on target now:
- Only applies to hits that deal more than 30 damage and are in close range.
- Factors in the firer's angle of attack when determining the knockback direction.
- Has less of an effect on grounded targets.
- The Dead Ringer now:
- Reduces cloak to 40% when uncloaking early.
- Has a 35% cap on the amount of cloak it can gain from an ammo pack.
- Has a quieter de-cloak sound.
Changes / Fixes:
- Fixed a performance & stability issue with AMD processors.
- Improved the stability of the game server -> item backend connection.
- Fixed a rare server crash related to dispensers.
- Added min/max values to viewmodel_fov convar to match the settings in the slider.
- Reduced the number of moons in ctf_doublecross, sadly.
- Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content.
- Fixed a crash related to sv_pure and the wireframe_dx6 shader.
- Players can no longer shoot while stunned.
- Fixed a bug that caused movement speed reductions to not work on stunned players.
- Soldier Rage bar no longer resets when touching a resupply cabinet.
Achievement fixes:
- Fixed the "Second Eye" Demoman achievement.
- Fixed a bug in the "Play Doctor" Medic achievement.
- Changed the requirements for the "Medals of Honor" Soldier achievement.
- Updated description for the "Blind Fire" Demoman achievement to better explain the requirements.
- Fixed an issue that affected several achievements requiring the use of the Equalizer.
Community requests:
- Added "skip_next_map" server ConCommand to skip the next map in the map cycle.
- Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu.
- Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution.
- Added a "show_htmlpage" command to allow server operators to display custom web pages to clients.
Changes to the TF Bots:
- In KOTH mode, Bots are now:
- More likely to roam around and hunt enemies if there is lots of time left.
- Become more likely to push for the point as time runs down, or their teammates start to capture it.
- Medic bots now:
- Opportunistically "overheal" nearby friends when they can.
- Prioritize healing of injured nearby friends more.
- Don't focus on Heavies quite so exclusively.
- Don't spam their Medigun continuously at round start.
- Won't choose cover far below their heal target so much (koth_nucleus).
- Fight back with their syringe-gun appropriately.
- Various improvements to combat behaviors.
- General bot improvements:
- They no longer stand still on the point when capturing or defending it.
- They choose more varied routes now.
- They choose better defensive spots around captured points.
- They fall back to another weapon when they entirely run out of ammo.
- They adjust their FOV when using zoomed in sniper scope.
- They treat in-range Sentries as the most dangerous threat.
- They fire their weapons is more realistic bursts.
- Engineers use their shotgun properly.
- Added a "virtual mousepad" concept to rework how bots track enemy players:
- They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on".
- After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse".
- Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge.
- Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues.
- Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue.
- Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
- Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer.
- Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag.
- Added more bot names as suggested by the TF community.
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.