The bot issue you are refering to has to do with server admins running "fake
clients" plugins. These report more players in the server than there
actually is. Apparently Valve has come up with bots that actually play the
game, just like in L4D/L4D2.

On Wed, Jan 6, 2010 at 5:18 PM, Josh Bost <dislexs...@dislexsick.com> 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 <jas...@valvesoftware.com
> >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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