Copying what Jared posted on the other list over here:

"As an additional note, we expect to have Linux server binaries available
shortly for beta testing."

John Gibson
President
Tripwire Interactive
www.tripwireinteractive.com

---------- Forwarded message ----------
From: Jared <ja...@tripwireinteractive.com>
Date: Tue, Mar 21, 2017 at 11:12 AM
Subject: Re: [TWI Serveradmins] Killing Floor 2 - v1051 Live
To: serveradm...@list.tripwireinteractive.com


As an additional note, we expect to have Linux server binaries available
shortly for beta testing.

Jared Creasy
Community Relations
Tripwire Interactive

On 3/21/2017 10:50 AM, Andrew Ladenberger wrote:

Hey Everyone,

A required update for Killing Floor 2 servers, *The Descent Update,* is now
available.  Patch notes below.

For those interested in hosting Linux servers there are a few bugs to iron
out with them before they are ready.  Please watch the mailing list for
updates.

New Content

   -

   2 Weapons
   -

      Spitfire Revolver(s)
      -

      Stoner 63A Light Machine Gun
      -

   2 Maps
   -

      The Descent (Holdout style map)
      -

      Nuked
      -

   Variation of the Survival Game Mode
   -

      Holdout
      -

         This style of Survival map stitches many rooms together
         differently each time you play


General Changes

   -

   Fixed VOIP issues caused by recent Steam Client update
   -

   Default votekick setting now requires 66% instead of 50%



Bugs Fixes

General


   -

   Sharpshooter Perk had dual and single revolvers had equivalent damage
   bonuses applied


   -

   Players can no longer dismember frozen zeds on the low gore setting
   -

   Breaking out of an emote with weapon fire no longer shoots the
   projectile where the emote camera was facing
   -

   Using emote key during boss intro no longer switches camera view to
   player
   -

   Holding attack while reloading and then switching weapons no longer will
   allow players to break 3 combo limit when holding the attack button
   -

   Blocking Husk flamethrower attack no longer causes erratic animation
   -

   Fix for motion blur setting not working
   -

   If Low Gore setting is on, Headshots on headless state zeds will no
   longer count towards XP objectives and Perk Skills
   -

   Fixed 3P sprint animation issues with Bone Crusher, P90, KRISS, MP5RAS,
   MP7, M16 M203 (Left shoulder popping on sprint animation and MP5RAS not
   fixed)
   -

   Fix for trader showing the wrong ammo count when buying a dual weapon
   -

   Reset class ignore flag if a Husk suicide is not ignoring humans
   -

   Players can no longer dismember headless zed corpses on low gore settings
   -

   Fix for separate translucency not working
   -

   Emotes canceled by reloading will now properly play the reload animation
   -

   If a weapon has a laser attachment, it should now properly move during
   third person animations (and not at the players feet during an emote)
   -

   Fixed Husk fire effect on husk launcher remaining temporarily if players
   prematurely stopped suicide attack
   -

   Also fixed lingering flame effect on AI husk if it's killed mid-suicide
   -

   Players sitting in lobby during in progress match will no longer count
   towards zed count player scaling
   -

   Fixed phantom RPG-7  rocket when players used an unloaded melee bash
   -

   Flex fixes (optimizations for non Flex users):
   -

      Never use per-poly rigid body/static mesh collision on servers
      -

      If we have Flex turned off, use simply rigid body/static mesh
      collision
      -

   Gunslinger/sharpshooter weapons now grant secondary XP if the weapons
   are flagged for multiple perks
   -

   XP tally bar will now properly update only currently selected perk
   -

   Hans no longer hates trees - when bumps into destructible objects he
   will no longer enter into his melee animation
   -

   Fix for HUD holding on to a reference to the old pawn after death,
   preventing updates from occurring until GC after a quick respawn
   -

   Changed collision settings on portal entries to fix Dosh going through
   them
   -

   Changed Flex collision from Auto to Off on a few meshes to fix Dosh
   going through them bug
   -

   Fixed a case where the Support perk would miscalculate ammo count during
   initial trader session
   -

   Hud will now show ironsights hold when looking to display ironsights
   toggle (and nothing is bound)
   -

   Boss VO should now properly play the intro VO on spawn (in some spawns
   it would first trigger a taunt VO)
   -

   Fixed a jittery shake when aiming down sights of the Railgun
   -

   Fixed knife decals appearing as bullet holes in third-person
   -

   Fixed Trader Pods not being set up for grenade collision
   -

   Fixed the bloat not fully damaging the door in some situations
   -

   Fixed clipping on the MP7 1P full and partial reload animations
   -

   Fixed medic dart secondary fire recoil being tied to each medic's gun
   primary fire recoil
   -

   Fixed The Booty emote being called the thunder clap after it was equipped
   -

   Fixed zed grab SFX persisting during loading screens when using web
   admin map travel
   -

   Fleshpound  Atk_Lunge_V5 will now damage players
   -

   Fixed extra camera shake playing during trench gun elite partial reload
   -

   Fixed a UV mapping error on the M14 3p pickup model
   -

   Fixed a case where players could stumble parry a Fleshpound’s glowing
   attack
   -

   Fixed the wrong color border around level 25 swat achievement
   -

   Fixed a case where a Siren killed while still boosted by an elite
   Alpha's rally ability would stack damage boost to future Sirens spawned in
   -

   Fixed custom game modes kicking and blocking client from servers until
   restart
   -

   Fixed Demolitionist : ZED TIME - Mad Bomber : Demolition weapons no
   longer reload slow during zed time when reload starts before zed time kicks
   in
   -

   Sprint with MP5 in spectator view no longer causes animation to stutter
   -

   Fixed capitalization error with airborne agent field medic skill



Maps

   -

   Burning Paris
   -

      Thrown dosh can no longer get stuck inside concrete bollards
      -

      Adjusted blocking volume around phone booth
      -

      Fixed Zeds clipping through a door in burning paris
      -

      Fixed a collision issue for player zeds
      -

   Zed Landing
   -

      Fixed floating foliage
      -

      Fixed several cases of tree clipping
      -

   Farm House
   -

      Fixed collision issues with plywood windows which allowed grenades to
      pass through
      -

   Evacuation Point
   -

      Added blocking volume in ceiling to prevent player zeds from jumping
      through
      -

      Zeds falling out of ceiling window should no longer have a high
      chance to get stuck
      -

   Catacombs
   -

      Zed corpses should no longer clip through ground rubble
      -

   Infernal Realm
   -

      Fixed an exploit spot
      -

   Hostile Grounds
   -

      Fixed a collectable that could not be destroyed
      -

   Prison
   -

      Fixed an exploit spot



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