Is IPv6 planned for Half-Life 1 dedicated server/client support? I
realize we're 9 or 10 years out from IPv6 being in wide use (20 years
after HL1's release), but I expect people will still want to play CS
1.6 in the post IPv4 era without clumsy workarounds.

On Mon, Sep 26, 2011 at 3:28 PM, Alfred Reynolds
<[email protected]> wrote:
> An update to the Half-Life 1 dedicated server has been released. This update 
> applies to Counter-Strike 1.6, Condition Zero, Team Fortress Classing, 
> Half-Life Deathmatch, Day of Defeat, Opposing Force, Ricochet and Death match 
> classic.
>
> The update is optional but contains exploit fixes so it is highly recommended.
>
> This release is setting public the beta we have been running recently, the 
> changes that have accrued since the last public release are:
>
> - Added sv_logsecret support
> - Added sv_filetransfermaxsize to limit the size of a file the game server 
> will try to send to a client
> - Added halflife.wad and xeon.wad to the not allowed to download to a client 
> list
> - Increased max heapsize of 128mbyte for the dedicated server, default to 
> 40mb still
> - Added sv_allow_dlfile, if set to 1 and sv_downloadurl is set still allow 
> local downloads
> - changed motd_write to only work if the process is running an active server 
> and the command is from the console
> - prevented several client redirection exploits when connecting to a server
> - Changed "Non-sprite set to glow!\n" debug console output to be dev only
> - Implemented new crash reporting system, now with Linux support.
>
>
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