Why do i get the feeling that valve has lost interest in CSS?

On that same not i noticed that my DOD:S client updated at the same time
the patch was released

M3PH

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of ics
Sent: 21 August 2009 23:16
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] TF2/L4D Updates Available

- Fixed an exploit that allowed files to be uploaded to the server at 
arbitrary locations in the file system

Where is the fix for Counter-Strike Source?

-ics


Jason Ruymen kirjoitti:
> And I was wrong about the optional part for Team Fortress 2.  The TF 2
update is required.
>
> Jason
>
> -----Original Message-----
> From: [email protected]
[mailto:[email protected]] On Behalf Of Jason
Ruymen
> Sent: Friday, August 21, 2009 2:26 PM
> To: '[email protected]';
'[email protected]'; '[email protected]'
> Subject: [hlds_linux] TF2/L4D Updates Available
>
> Optional updates for Team Fortress 2, Left 4 Dead and their engine
binaries are now available.  Please run hldsupdatetool to receive the
update.  The specific changes include:
>
> Left 4 Dead Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
>
> Left 4 Dead:
> - Novint Falcon support is now enabled by default
>
>
> Orange Box Engine:
> - Fixed an exploit that allowed files to be uploaded to the server at
arbitrary locations in the file system.
> - Fixed a server crash caused by a client packet claiming to be an
HLTV client when HLTV is disabled on the server
> - Fixed a server crash caused by spoofing a client disconnect message
> - Fixed a server crash caused by sending malformed reliable subchannel
data
> - Fixed a server crash related to unbounded settings on some convars
>
> Team Fortress 2:
> - Bullet spread algorithm changed to fire a bullet right down the
crosshair under these circumstances:
>  - The first bullet of a spread weapon (except for rapid fire spread
weapons like the minigun)
>  - The first bullet of a non-spread weapon if it's been >1.25 seconds
since firing
> - Added a "Disable HTML MOTDs" option to the multiplayer->advanced
dialog
>  - Added "motdfile_text" convar to servers, which allows them to
specify a text file that's shown instead of the HTML MOTD to clients
who've turned on this option
> - Fixed radius damage not tracing out of enemies when the explosion
occurs within them
>  - Fixes rockets & grenades doing no splash damage when fired point
blank into enemies
> - Added missing snowpuff particles for DX8 players (honest)
> - Restored LOD for the Demoman player model
> - Fixed being able to alt-fire with the fists while stunned as a Heavy
> - Fixed CTF_Sawmill not ending the map when mp_timelimit hits during
the middle of a round
> - Fixed the "The Big Hurt" achievement not being awarded for players
who already have the required count
> - Fixed sv_pure not reloading the map's custom particle file
>  - Custom particle effects contained within maps must now be placed in
the \particles directory
> - Fixed another case where items weren't being validated properly in
class loadout slots
>
> Community requests:
> - Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
> - Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10
kills to 1 capture
> - Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and
func_capturezone entities
> - Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and
TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
> - Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using
the wrong skin
>
> Jason
>
>
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