Update ran fine for me -- I ran it a few hours late, but still.

(I wish the darn server would notice it has no players on it and just
do the restart! ARGH!  It sits there idle on a map with no map
changes, so never does the auto update... very annoying.)

On Tue, Feb 3, 2009 at 5:21 AM, Ronny Schedel <[email protected]> wrote:
> Some strange things happens with Natasha. If two heavy fight against each
> other, one with and one without Natasha, the heavy without Natasha is in red
> health after the Natasha was fired some runs. This happend to me serveral
> times now.
>
>
>
> ----- Original Message -----
> From: "Jason Ruymen" <[email protected]>
> To: "Half-Life dedicated Win32 server mailing list"
> <[email protected]>; <[email protected]>;
> <[email protected]>
> Sent: Tuesday, February 03, 2009 2:24 AM
> Subject: [hlds_linux] Team Fortress 2 Update Available
>
>
> A required update for Team Fortress 2 has been released.  Please run
> hldsupdatetool to receive the update.  The specific changes include:
>
> New client features:
>  - Added view model FOV slider to advanced multiplayer options.
>  - Added a hide view model option to advanced multiplayer options.
>  - Added custom crosshair support.
>        - Added crosshair image, scale, and color settings to the
> Options->Multiplayer settings tab.
>        - Moved HUD minimal mode & Disable Spray options into the Advanced
> Multiplayer settings.
>  - Added "open_charinfo_direct" command that opens the loadout directly to
> the class you're currently playing.
>        - Replaced the "Open Loadout" entry in the options->keys dialog with
> this new command. Rebind / reset your config to defaults to use it.
>
> New server features:
>  - Added "tf_damage_disablespread" convar to disable the 25% damage spread
> on all damage.
>  - Added class limit support to tournament mode.
>        - Set the "tf_tournament_classlimit_X" convars to the max number of
> class X allowed.
>  - Added "tf_tournament_hide_domination_icons" convar, that allows a
> tournament mode server to force clients not to display domination icons over
> their nemeses.
>
> Gameplay changes:
>  - Modified critical hit calculation. Overall, critical hit chance is now
> much more recent-performance based.
>        - Base chance is now 2% (was 5%).
>        - Bonus range based on damage done changed from 0%-15% to 0%-10%
>        - Damage range required for bonus changed from 0-1600 to 0-800.
>  - Reduced random damage spread applied to all player damage from +-25% to
> +-10%.
>  - Slight reduction (improvement) of the minigun's spread.
>  - Increased flare direct hit damage from 20 to 30.
>  - Rewrote Natascha's slowdown code to be more consistent.
>  - Sniper rifle now supports Crit Boost state like all other weapons (i.e.
> Kritzkrieg makes all shots critical hits).
>  - Stealthed spies are no longer able to pickup the intelligence. They must
> uncloak first.
>  - Increased soldier primary ammo count from 16 to 20.
>
> Bugfixes:
>  - Added UTIL_IsCommandIssuedByServerAdmin() checks to several "physics_"
> CON_COMMAND scripts to prevent clients issuing the commands.
>  - Fixed bug in teleporter logic that allowed engineers to build teleporters
> with HUGE health values.
>  - Fixed matching teleporter not getting a health buff when the pair is
> upgraded (only the tele you were hitting got the health buff).
>  - Fixed Medic ÜberCharge percentage in minimal-HUD mode.
>  - Protected against an HLTV related server crash.
>
> Note that we are still working on the client timeout and lag issues.
>
> Jason
>
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