we just wish that they'd confirm that it's actually been pushed
correctly to all the content servers.. kind of getting annoyed with
having to run a -verify_all on server when we update quickly.. it may
not be that of course it may be that the content servers can't cope..
either way it needs fixing
On 24/08/2011 02:01, Team BOOM! wrote:
The update won't run on any of our servers. The Hldsupdatetool just aborts
and the server restarts under the same version.. sigh...
-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Eric Smith
Sent: Tuesday, August 23, 2011 5:40 PM
To: '[email protected]'; [email protected];
'[email protected]'
Subject: [hlds] Mandatory TF2 update released
We've released a mandatory TF2 update. The notes for the update are below.
Thanks.
Eric Smith
Valve
============================================
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
- Fixed a client crash during demo playback
- Fixed a SourceTV crash
- Dedicated servers can now have both SourceTV and Replay enabled at once
"-replay [config file]" and "+tv_enable 1" should be used to launch the
server
Team Fortress 2
- Added TF birthday replacement models for health kits and ammo packs
- Added TF birthday Party Hat and Noisemaker
- Fixed The Short Circuit attacking friendly projectiles
- Fixed The Short Circuit being hidden when the Engineer taunts
- Fixed an infinite crits exploit using The Diamondback
- Fixed The Widowmaker not returning the correct amount of ammo when
multiple targets are hit
- Fixed supply closets regenerating players while they are taunting
- Fixed the Select Style UI text overlapping the image of the model
- Fixed the sunbeams hat effect
- Updated the localization files
- Updated the gamehaptics file:
- Added draw/recoil forces for The Widowmaker, The Short Circuit, The
Diamondback, and The Machina
- Added crit fire force for The Widowmaker and The Diamondback
- Refined reload force for Flare Gun/Detonator
- Bot changes:
- Fixed crash with Demoman-bots trying to detonate stickybombs that had
already been destroyed
- Added tf_bot_kill console command (syntax identical to tf_bot_kick)
- Bots obey melee only mode a bit better
- Added func_nav_avoid to allow map creators control over where bots
"like" to go
- Fixed issue with Demoman bot reloading between each stickybomb he
fired, causing him to be very slow at setting traps/destroying sentries
- Bots never taunt if carrying the flag now
- Aiming logic for Huntsman sniper bots
- Sniper bots prioritize enemy snipers more aggressively, as well as
enemy engineers now
- Improved Demoman bot sentry gun sticky bombing
- Bots will no longer try to use health entities assigned to the enemy
team
- Added simplistic behaviors for Chargin' Targe, and various consumables
(Bonk drink, sandvich, etc)
- Medic-bots stay a bit closer to their patient now
- Sniper-bots go after very nearby enemies with their melee weapon now
- Added func_tfbot_hint entity to allow map creators to tell sniper bots
good places to lurk
- Sniper-bots opportunistically fire on viable targets they encounter
while on the way to their desired lurking spot
- Spy-bots are more aggressive about backstabbing an engineer before
sapping his nest now
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