Do you understand the term "whitelist"?

On Wed, Sep 16, 2009 at 10:01 AM, turb0z <[email protected]> wrote:

> 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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