Iptables...

Sent from my iPhone

On Jan 6, 2010, at 16:43, Don Williams <[email protected]> wrote:

> Why can't we get a server side class c black list?
>
> Sent from my iPhone
>
> On Jan 6, 2010, at 4:39 PM, Jason Ruymen <[email protected]>
> 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
>>
>>
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