On the first exploit Luigi released I said here "Valve will only fix
it for their beloved TF2 and possibly L4D"
I was so right. Leave CS:S in the gutter VALVe, it's fine. It'll get
along great with 4 now public exploits crashing servers 24/7.

On Saturday, August 22, 2009, Silent <[email protected]> wrote:
> Thanks a lot for this greatest update ever!!!
>
> Jason Ruymen schrieb:
>> 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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>>
>
>
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-- 
Thanks,
 - Saul.

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