Ah, so no need for a server-side update. Thanks.

On Wed, Jan 6, 2010 at 2:37 PM, Arg! <[email protected]> wrote:

> 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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