It appears as though there was a ninja client update for the debug assertion
on tab just now.

On Thu, Jan 7, 2010 at 9:30 AM, Mike Kurfis <[email protected]> wrote:

> When does the fix to the update come out?
>
> On Wed, Jan 6, 2010 at 2:18 PM, Josh Bost <[email protected]>
> wrote:
>
> > "Tuned scoreboard logic to guard against malicious server operators
> > spoofing
> > bot pings to hide the "BOT" tag."
> >
> > As a follower of the SPUF I have seen threads about servers with bots
> with
> > simulated pings, one just yesterday, in-fact.  After reading this,
> > the consensus seemed to be that although some people felt 'ripped off' it
> > made a better experience for a few people.  After reading about it I was
> > curious, so I done a quick google search and sure enough there was a
> single
> > plugin with something like 3 replies on the alliedmods forums.
> >
> > I don't really understand - Clearly this was not a completely widespread
> > issue, and calling the server owners malicious is a little bit wrong I
> > think.  Personally, I wouldn't mind a server with a few bots as hosting a
> > server locally, even with a  fairly beefy CPU (Core2 Q9550) my game
> grinds
> > to a screeching halt with 15 bots (9fps ftw).
> >
> > Anyway, since this is a controversial topic I realize this is not going
> to
> > change, as it is for 'the better of the community' but really, I still
> > think
> > people are going to find a way around; I also think Valve would have been
> > better off spending their time fixing a *real* problem, such as fake
> client
> > counts - after all bots still contribute to the game.
> > (For the record I don't even host a TF2 server [I used to help run one,
> now
> > I have a L4D2 server], so my points are not coming from a bias pov)
> >
> > Cheers,
> >
> > Josh Bost
> >
> > On Thu, Jan 7, 2010 at 8:09 AM, 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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