Thanks for the advanced notification Jason, even if it was an hour it
allowed me to plan out an updating schedule :P

Now if CS:S was to get updated I would be an even happier camper.
Kyle.
On Wed, Jan 6, 2010 at 1:54 PM, Don Williams <[email protected]> wrote:

> Thanks.. I already know about that..  But someone posted in the list
> yesterday looking for this exact thing.
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Rusty Bower
> Sent: 2010-01-06 4:50 PM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Team Fortress 2 Update Available
>
> 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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