But the new weapons are there in your list. What's the problem?

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of turb0z
Sent: Wednesday, September 16, 2009 10:02 AM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Team Fortress 2 Update Released

Can someone explain to me how this item restriction works for the tournament
module?  I read this as something to be used to restrict weapons, but when
running the new command, I get the following values:

                'Level 1 Bonesaw'
            'Level 1 Syringe Gun'
            'Level 1 Medigun'
            'Unique Achievement Medigun'
            'Unique Achievement SyringeGun'
            'Unique Achievement Bonesaw'
            'Unique Achievement Fireaxe'
            'Unique Achievement Flaregun'
            'Unique Achievement Flamethrower'
            'Unique Achievement Minigun'
            'Unique Achievement Lunchbox'
            'Unique Achievement Fists'
            'Unique Achievement Bat'
            'Unique Achievement Scattergun Double'
            'Unique Achievement EnergyDrink'
            'Demo Hat 1'
            'Engineer Hat 1'
            'Heavy Hat 1'
            'Medic Hat 1'
            'Pyro Hat 1'
            'Scout Hat 1'
            'Sniper Hat 1'
            'Soldier Hat 1'
            'Spy Hat 1'
            'Unique Achievement Compound Bow'
            'Unique Backstab Shield'
            'Unique Achievement Jar'
            'Unique Achievement Feign Watch'
            'Unique Achievement Cloak Watch'
            'Unique Achievement Revolver'
            'Engineer Cowboy Hat'
            'Engineer Train Hat'
            'Heavy Ushanka Hat'
            'Heavy Stocking Cap'
            'Soldier Pot Hat'
            'Soldier Viking Hat'
            'Demo Scott Hat'
            'Medic Tyrolean Hat'
            'Pyro Chicken Hat'
            'Spy Camera Beard'
            'Medic Mirror Hat'
            'Pyro Fireman Helmet'
            'Scout Bonk Helmet'
            'Scout Newsboy Cap'
            'Spy Derby Hat'
            'Sniper Straw Hat'
            'Sniper Jarate Headband'
            'Hatless - Scout'
            'Hatless - Sniper'
            'Hatless - Engineer'
            'Demo Top Hat'
            'Web Easteregg Medal'
            'Honest Halo'

Honestly, restricting custom hats is worthless.  I'd rather have a native
way to block the use of weapons :(

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Jason Ruymen
Sent: Tuesday, September 15, 2009 5:30 PM
To: '[email protected]'; '[email protected]';
'[email protected]'
Subject: [hlds] Team Fortress 2 Update Released

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

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