Re: [hlds] sudden death mod

2009-06-23 Thread bl4nk
Unless it's changed since I wrote my Sudden Death Melee plugin long ago, 
it defaults to 0. 

Yaakov Smith wrote:
 I thought it defaulted to 1?

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
 Sent: Tuesday, 23 June 2009 2:19 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] sudden death mod

 Not by default, by setting mp_stalemate_enable to 1.

 Yaakov Smith wrote:
   
 cvarlist.

 And if you're talking TF2, sudden death is not a mod. it happens by
 
 default
   
 on maps where teams are tied, such as  no-one capping a stage on tc_hydro.

 On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com
 
 wrote:
   
   
 
 in console to get the cvar list for your server you can put in cvar_list
   
 i
   
 think it was or cvarlist or cvar list

 On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com wrote:

 
   
 why the radom caps?

 On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold clontar...@iinet.net.au
   
 
 wrote:
 
 http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
 http://www.google.com.au/search?q=SUdDen+DeAth+MOD

 You can thank me later ;)

 ___

 Shane Arnold-   clontar...@iinet.net.au

 For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
   
 the
 
   
 horse was lost. For want of a horse, the messenger was lost. For want
 
   
 of
 
   
 a
   
 
 messenger, the message was not delivered. For want of an undelivered
 
   
 message
   
 
 the war was lost.



 gonen matias wrote:
 
   
 is the sudden death mod a valve one or i need to download it, and can
   
 
 you
   
 
 give me the whole CVR list of TF2?thanks..
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 archives,
 
   
 please visit:
 
   
 http://list.valvesoftware.com/mailman/listinfo/hlds



   
 
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Re: [hlds] Darkest Hour Server Update Released

2009-06-23 Thread Steven Hartland
I was referring to the steam_appid.txt problem running two different
mods. Valve put the appid in mod/gameinfo.txt if that's of help.

Running two different instances off the same install has never been
an issue for Unreal Engine games, we run hundreds of servers this
way. I don't know where you got the impression that you should never
run two servers from the same dir as that's simply not the case when
configured correctly.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com

 Which problem are you referring to, the steam_appid.txt problem or
 running two instances of a server off the same install? For running two
 instances of a server off of the same install, that is standard Unreal
 functionality and doesn't have anything to do with Steam, Source, (or
 its mods). If you are talking about the steam_appid.txt problem I'm not
 sure how Valve handle's that for their games. 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 There must be an easy solution to this otherwise valves own games which
 are mods using the same exe wouldn't work.
 
 
 - Original Message - 
 From: John Gibson j...@tripwireinteractive.com
 
 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH install
 of this file.  



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person or entity to whom it is addressed. In the event of misdirection, the 
recipient is prohibited from using, copying, printing or otherwise 
disseminating it or any information contained in it. 

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Re: [hlds] Darkest Hour Server Update Released

2009-06-23 Thread John Gibson

While it is possible to run multiple instances of a server off of the
same install in Unreal, there are several problems that can occur which
prevent me from recommending people do that. Here are some of the
problems:

1) Problems when two files are being used at the same time - this
pertains primarily to .ini configuration files. While you can specify
different .ini files for the main config files in the commandline, there
are several .ini files that you cannot specify in the commandline. This
causes issues when multiple server instances are attempting to
read/write from these same .ini files (which can lead to crashes). 
2) Have to bring all instances down to modify the game files. 

I lean toward playing it safe in this regard, but if you have had
success running multiple instances then perhaps you've not been using
your servers with the same types of settings I have. 

Cheers,

John Gibson
President
Tripwire Interactive LLC

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Steven
Hartland
Sent: Tuesday, June 23, 2009 4:15 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Darkest Hour Server Update Released

I was referring to the steam_appid.txt problem running two different
mods. Valve put the appid in mod/gameinfo.txt if that's of help.

Running two different instances off the same install has never been
an issue for Unreal Engine games, we run hundreds of servers this
way. I don't know where you got the impression that you should never
run two servers from the same dir as that's simply not the case when
configured correctly.

Regards
Steve

- Original Message - 
From: John Gibson j...@tripwireinteractive.com

 Which problem are you referring to, the steam_appid.txt problem or
 running two instances of a server off the same install? For running
two
 instances of a server off of the same install, that is standard Unreal
 functionality and doesn't have anything to do with Steam, Source, (or
 its mods). If you are talking about the steam_appid.txt problem I'm
not
 sure how Valve handle's that for their games. 
 
 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 There must be an easy solution to this otherwise valves own games
which
 are mods using the same exe wouldn't work.
 
 
 - Original Message - 
 From: John Gibson j...@tripwireinteractive.com
 
 You should never run two servers out of the same dir on the same host
 anyway. It is like that in RO or any of its mods. Every server
instance
 of RO should be it's own install. Additionally having the
 steam_appid.txt is not our requirement, but rather a Steamworks
 requirement. We hope to work with Valve to come up with an alternate
 solution for this as the RO install is conflicting with the DH
install
 of this file.  



This e.mail is private and confidential between Multiplay (UK) Ltd. and
the person or entity to whom it is addressed. In the event of
misdirection, the recipient is prohibited from using, copying, printing
or otherwise disseminating it or any information contained in it. 

In the event of misdirection, illegible or incomplete transmission
please telephone +44 845 868 1337
or return the E.mail to postmas...@multiplay.co.uk.


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Re: [hlds] sudden death mod

2009-06-23 Thread Michael Krasnow
i do not believe it defaults to 1

On Tue, Jun 23, 2009 at 2:29 AM, bl4nk bl4n...@gmail.com wrote:

 Unless it's changed since I wrote my Sudden Death Melee plugin long ago,
 it defaults to 0.

 Yaakov Smith wrote:
  I thought it defaulted to 1?
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
  Sent: Tuesday, 23 June 2009 2:19 PM
  To: Half-Life dedicated Win32 server mailing list
  Subject: Re: [hlds] sudden death mod
 
  Not by default, by setting mp_stalemate_enable to 1.
 
  Yaakov Smith wrote:
 
  cvarlist.
 
  And if you're talking TF2, sudden death is not a mod. it happens by
 
  default
 
  on maps where teams are tied, such as  no-one capping a stage on
 tc_hydro.
 
  On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com
 
  wrote:
 
 
 
  in console to get the cvar list for your server you can put in
 cvar_list
 
  i
 
  think it was or cvarlist or cvar list
 
  On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com
 wrote:
 
 
 
  why the radom caps?
 
  On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold 
 clontar...@iinet.net.au
 
 
  wrote:
 
  http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
  http://www.google.com.au/search?q=SUdDen+DeAth+MOD
 
  You can thank me later ;)
 
  ___
 
  Shane Arnold-   clontar...@iinet.net.au
 
  For want of a nail, the horseshoe was lost. For want of a horseshoe,
 
 
  the
 
 
  horse was lost. For want of a horse, the messenger was lost. For want
 
 
  of
 
 
  a
 
 
  messenger, the message was not delivered. For want of an undelivered
 
 
  message
 
 
  the war was lost.
 
 
 
  gonen matias wrote:
 
 
  is the sudden death mod a valve one or i need to download it, and
 can
 
 
  you
 
 
  give me the whole CVR list of TF2?thanks..
  ___
  To unsubscribe, edit your list preferences, or view the list
 
 
  archives,
 
 
  please visit:
 
 
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
 
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list
 archives,
  please visit:
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  __ Information from ESET Smart Security, version of virus
 signature
  database 4179 (20090622) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.com
 
 
 
  __ Information from ESET Smart Security, version of virus
 signature
  database 4179 (20090622) __
 
  The message was checked by ESET Smart Security.
 
  http://www.eset.com
 
 
 
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Re: [hlds] sudden death mod

2009-06-23 Thread Donnie Newlove
Sudden death was the default behavior when a stalemate occurred for a
long time, but that was also a long time ago. Nowadays the default is
0/off.

On Tue, Jun 23, 2009 at 6:01 PM, Michael Krasnow mnk...@gmail.com wrote:

 i do not believe it defaults to 1

 On Tue, Jun 23, 2009 at 2:29 AM, bl4nk bl4n...@gmail.com wrote:

  Unless it's changed since I wrote my Sudden Death Melee plugin long ago,
  it defaults to 0.
 
  Yaakov Smith wrote:
   I thought it defaulted to 1?
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of bl4nk
   Sent: Tuesday, 23 June 2009 2:19 PM
   To: Half-Life dedicated Win32 server mailing list
   Subject: Re: [hlds] sudden death mod
  
   Not by default, by setting mp_stalemate_enable to 1.
  
   Yaakov Smith wrote:
  
   cvarlist.
  
   And if you're talking TF2, sudden death is not a mod. it happens by
  
   default
  
   on maps where teams are tied, such as  no-one capping a stage on
  tc_hydro.
  
   On Tue, Jun 23, 2009 at 10:38 AM, Michael Krasnow mnk...@gmail.com
  
   wrote:
  
  
  
   in console to get the cvar list for your server you can put in
  cvar_list
  
   i
  
   think it was or cvarlist or cvar list
  
   On Mon, Jun 22, 2009 at 8:07 PM, Yaakov Smith m4ngr...@gmail.com
  wrote:
  
  
  
   why the radom caps?
  
   On Tue, Jun 23, 2009 at 8:45 AM, Shane Arnold 
  clontar...@iinet.net.au
  
  
   wrote:
  
   http://www.google.com.au/search?q=Team+FORtress+2+CVAR+List
   http://www.google.com.au/search?q=SUdDen+DeAth+MOD
  
   You can thank me later ;)
  
   ___
  
   Shane Arnold            -       clontar...@iinet.net.au
  
   For want of a nail, the horseshoe was lost. For want of a horseshoe,
  
  
   the
  
  
   horse was lost. For want of a horse, the messenger was lost. For want
  
  
   of
  
  
   a
  
  
   messenger, the message was not delivered. For want of an undelivered
  
  
   message
  
  
   the war was lost.
  
  
  
   gonen matias wrote:
  
  
   is the sudden death mod a valve one or i need to download it, and
  can
  
  
   you
  
  
   give me the whole CVR list of TF2?thanks..
   ___
   To unsubscribe, edit your list preferences, or view the list
  
  
   archives,
  
  
   please visit:
  
  
   http://list.valvesoftware.com/mailman/listinfo/hlds
  
  
  
  
  
   ___
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  archives,
   please visit:
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   __ Information from ESET Smart Security, version of virus
  signature
   database 4179 (20090622) __
  
   The message was checked by ESET Smart Security.
  
   http://www.eset.com
  
  
  
   __ Information from ESET Smart Security, version of virus
  signature
   database 4179 (20090622) __
  
   The message was checked by ESET Smart Security.
  
   http://www.eset.com
  
  
  
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[hlds] Team Fortress 2 Update Coming

2009-06-23 Thread Jason Ruymen
A required update for Team Fortress 2 is on the way.  It should be live in 
about an hour.

Jason

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Re: [hlds] Team Fortress 2 Update Coming

2009-06-23 Thread Shane Arnold
Thanks for the heads up, looking forward to the changes list.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the horse 
was lost. For want of a horse, the messenger was lost. For want of a messenger, 
the message was not delivered. For want of an undelivered message the war was 
lost.



Jason Ruymen wrote:
 A required update for Team Fortress 2 is on the way.  It should be live in 
 about an hour.

 Jason

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Re: [hlds] Team Fortress 2 Update Coming

2009-06-23 Thread Yaakov Smith
Same Here. Although as someone said a few updates ago,

Changelog:
. Fixed Bugs
. Introduced More Bugs

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Shane Arnold
Sent: Wednesday, 24 June 2009 7:30 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Coming

Thanks for the heads up, looking forward to the changes list.

___

Shane Arnold-   clontar...@iinet.net.au

For want of a nail, the horseshoe was lost. For want of a horseshoe, the
horse was lost. For want of a horse, the messenger was lost. For want of a
messenger, the message was not delivered. For want of an undelivered message
the war was lost.



Jason Ruymen wrote:
 A required update for Team Fortress 2 is on the way.  It should be live in
about an hour.

 Jason

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__ Information from ESET Smart Security, version of virus signature
database 4181 (20090623) __

The message was checked by ESET Smart Security.

http://www.eset.com
 
 

__ Information from ESET Smart Security, version of virus signature
database 4181 (20090623) __

The message was checked by ESET Smart Security.

http://www.eset.com
 


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[hlds] Anti-Team Balance Plugin?

2009-06-23 Thread CLAN RCR
Howdy fellows.

I just had a quick question regarding if anyone has ever seen an SM plugin
that allowed people to not get team switched based upon a list of exempted
Steam ID's?

I haven't been able to find one, am I wrong in assuming maybe I've got an
original thought for once?

-Matt
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Re: [hlds] Anti-Team Balance Plugin?

2009-06-23 Thread Dustin Wyatt
http://forums.alliedmods.net/showthread.php?p=684590

Just admin the people you want to be immune and set the flag to whatever you
want.


On Tue, Jun 23, 2009 at 4:56 PM, CLAN RCR clan...@gmail.com wrote:

 Howdy fellows.

 I just had a quick question regarding if anyone has ever seen an SM plugin
 that allowed people to not get team switched based upon a list of exempted
 Steam ID's?

 I haven't been able to find one, am I wrong in assuming maybe I've got an
 original thought for once?

 -Matt
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Re: [hlds] Anti-Team Balance Plugin?

2009-06-23 Thread CLAN RCR
Thanks Dustin.. How the hell did I not find that?!?

...Sometimes man... ...Sometimes...

-Matt

On Tue, Jun 23, 2009 at 5:00 PM, Dustin Wyatt dustin.wy...@gmail.comwrote:

 http://forums.alliedmods.net/showthread.php?p=684590

 Just admin the people you want to be immune and set the flag to whatever
 you
 want.


 On Tue, Jun 23, 2009 at 4:56 PM, CLAN RCR clan...@gmail.com wrote:

  Howdy fellows.
 
  I just had a quick question regarding if anyone has ever seen an SM
 plugin
  that allowed people to not get team switched based upon a list of
 exempted
  Steam ID's?
 
  I haven't been able to find one, am I wrong in assuming maybe I've got an
  original thought for once?
 
  -Matt
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  please visit:
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Re: [hlds] Anti-Team Balance Plugin?

2009-06-23 Thread Robert Whelan
Simple Team Balancer http://forums.alliedmods.net/showthread.php?p=684590





From: CLAN RCR clan...@gmail.com
To: hlds@list.valvesoftware.com
Sent: Tuesday, June 23, 2009 4:56:04 PM
Subject: [hlds] Anti-Team Balance Plugin?

Howdy fellows.

I just had a quick question regarding if anyone has ever seen an SM plugin
that allowed people to not get team switched based upon a list of exempted
Steam ID's?

I haven't been able to find one, am I wrong in assuming maybe I've got an
original thought for once?

-Matt
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[hlds] Team Fortress 2 Update Released

2009-06-23 Thread Jason Ruymen
A required update for Team Fortress 2 is now available.  Please run 
hldsupdatetool to receive it.  The specific changes include:

General
- Added an option to the advanced multiplayer menu to select left or right 
handed view models
- Fixed a bug where a spectator's wearable items could be seen floating around 
the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other players
- Custom death animations now only play 25% of the time
- Fixed teleporters not being build-able in some places where they should be 
(such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Removed refract from water ripples caused by bullet impacts for performance 
reasons
- Added log entries for player extinguished events using the medigun, jarate, 
flamethrower and dispenser
- Started tracking localization settings to help make decisions regarding 
localization in the future
- Fixed the blank progress bar in the upper-left of the screen when the client 
scheme is reloaded

Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be non-solid to 
players
- Added SetSolid input to func_respawnroomvisualizer to change solidity to 
players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

Sniper
- Fixed a bad detection case in the Friendship is Golden achievement
- Changed the description of the Triple Prey achievement so it better 
describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- Fixed several sources of floating arrows

Spy
- Fixed disguised Spies occasionally looking like they have invulnerability, 
instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they interact 
with a weapon locker
- Fixed a bug where the spy's watch would randomly change models during play
- Fixed uncloaked spies flickering in and out of the cloak effect when taking 
damage
- The Cloak and Dagger now always regenerates at its intended rate. Previously 
it only regenerated at the correct rate when the spy was cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed (falling / 
air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving about 
an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak meter 
instead of 100%. This drain only happens if the meter is at least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer penetrates 
enemies
- The Spy can no longer change weapons from the knife while shocked by the 
Razorback
- Force-A-Nature  Flamethrower air blast knockback effects no longer work on 
disguised spies
- Fixed disguised Spies showing the wrong teleporter effects when using an 
enemy teleporter

Jason

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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Joel R.
damn i like hitting disguised spies with my FAN

On Tue, Jun 23, 2009 at 5:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or right
 handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they should
 be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions regarding
 localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity to
 players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed (falling
 / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
 meter instead of 100%. This drain only happens if the meter is at least 60%
 full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by the
 Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using an
 enemy teleporter

 Jason

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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread FPSB | Goerge
thanks!!

- The Cloak and Dagger now always regenerates at its intended rate.
Previously it only regenerated at the correct rate when the spy was cloaked

does that mean fast rate when de-cloaked?

On Tue, Jun 23, 2009 at 4:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or right
 handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they should
 be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions regarding
 localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity to
 players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed (falling
 / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
 meter instead of 100%. This drain only happens if the meter is at least 60%
 full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by the
 Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using an
 enemy teleporter

 Jason

 ___
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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Saint K.
Anyone els getting errors on their client with this update? It complains
my gamecache is screwed and it needs to redownload. It does this in a
loop.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: woensdag 24 juni 2009 0:24
To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Released

A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:

General
- Added an option to the advanced multiplayer menu to select left or
right handed view models
- Fixed a bug where a spectator's wearable items could be seen floating
around the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other
players
- Custom death animations now only play 25% of the time
- Fixed teleporters not being build-able in some places where they
should be (such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Removed refract from water ripples caused by bullet impacts for
performance reasons
- Added log entries for player extinguished events using the medigun,
jarate, flamethrower and dispenser
- Started tracking localization settings to help make decisions
regarding localization in the future
- Fixed the blank progress bar in the upper-left of the screen when the
client scheme is reloaded

Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be
non-solid to players
- Added SetSolid input to func_respawnroomvisualizer to change solidity
to players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

Sniper
- Fixed a bad detection case in the Friendship is Golden achievement
- Changed the description of the Triple Prey achievement so it better
describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- Fixed several sources of floating arrows

Spy
- Fixed disguised Spies occasionally looking like they have
invulnerability, instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they
interact with a weapon locker
- Fixed a bug where the spy's watch would randomly change models during
play
- Fixed uncloaked spies flickering in and out of the cloak effect when
taking damage
- The Cloak and Dagger now always regenerates at its intended rate.
Previously it only regenerated at the correct rate when the spy was
cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed
(falling / air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving
about an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the
cloak meter instead of 100%. This drain only happens if the meter is at
least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer
penetrates enemies
- The Spy can no longer change weapons from the knife while shocked by
the Razorback
- Force-A-Nature  Flamethrower air blast knockback effects no longer
work on disguised spies
- Fixed disguised Spies showing the wrong teleporter effects when using
an enemy teleporter

Jason

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Checked by AVG - www.avg.com 
Version: 8.5.339 / Virus Database: 270.12.89/2197 - Release Date:
06/23/09 05:54:00

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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread KrAzYeTy
Great update except for this.

(Force-A-Nature  Flamethrower air blast knockback effects no longer work on
disguised spies)

Makes no sense to me really, if this is the case then why can't the spies
walk through enemies?



On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or right
 handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they should
 be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions regarding
 localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity to
 players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed (falling
 / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
 meter instead of 100%. This drain only happens if the meter is at least 60%
 full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by the
 Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using an
 enemy teleporter

 Jason

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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread msleeper
Game balance  game logic.


On Tue, 2009-06-23 at 15:37 -0700, KrAzYeTy wrote:
 Great update except for this.
 
 (Force-A-Nature  Flamethrower air blast knockback effects no longer work on
 disguised spies)
 
 Makes no sense to me really, if this is the case then why can't the spies
 walk through enemies?
 
 
 
 On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen jas...@valvesoftware.comwrote:
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  General
  - Added an option to the advanced multiplayer menu to select left or right
  handed view models
  - Fixed a bug where a spectator's wearable items could be seen floating
  around the player they were spectating
  - Fixed a bug where a fake Spy hand would appear on the screen of other
  players
  - Custom death animations now only play 25% of the time
  - Fixed teleporters not being build-able in some places where they should
  be (such as within the pit at the end of Badwater Basin)
  - Fixed rare client crash on connection and level change
  - Removed refract from water ripples caused by bullet impacts for
  performance reasons
  - Added log entries for player extinguished events using the medigun,
  jarate, flamethrower and dispenser
  - Started tracking localization settings to help make decisions regarding
  localization in the future
  - Fixed the blank progress bar in the upper-left of the screen when the
  client scheme is reloaded
 
  Mapmaker requests
  - Added spawn flag to func_respawnroomvisualizer that allows it be
  non-solid to players
  - Added SetSolid input to func_respawnroomvisualizer to change solidity to
  players dynamically
  - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
 
  Sniper
  - Fixed a bad detection case in the Friendship is Golden achievement
  - Changed the description of the Triple Prey achievement so it better
  describes how to get it
  - Critical arrows now have a trail and correctly deal enhanced damage
  - The Huntsman now defaults to be right handed
  - Friendly arrows will no longer trigger the near miss sound on you
  - Fixed several sources of floating arrows
 
  Spy
  - Fixed disguised Spies occasionally looking like they have
  invulnerability, instead of the correct fake Spy mask
  - Disguised spies will no longer lose their disguise weapon when they
  interact with a weapon locker
  - Fixed a bug where the spy's watch would randomly change models during
  play
  - Fixed uncloaked spies flickering in and out of the cloak effect when
  taking damage
  - The Cloak and Dagger now always regenerates at its intended rate.
  Previously it only regenerated at the correct rate when the spy was cloaked
  - Increased the Cloak and Dagger regeneration rate slightly
  - Capped the rate of energy loss from moving faster than run speed (falling
  / air toss) while cloaked with the Cloak and Dagger
  - The Dead Ringer's cloak consume rate has been slightly reduced, giving
  about an extra second of cloak time on a full meter
  - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
  meter instead of 100%. This drain only happens if the meter is at least 60%
  full
  - The Dead Ringer's cloak meter can now be regenerated from ammo sources
  - The Ambassador now only crits when fully accurate and no longer
  penetrates enemies
  - The Spy can no longer change weapons from the knife while shocked by the
  Razorback
  - Force-A-Nature  Flamethrower air blast knockback effects no longer work
  on disguised spies
  - Fixed disguised Spies showing the wrong teleporter effects when using an
  enemy teleporter
 
  Jason
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread FPSB | Goerge
spies never got pushed by explosives, so why those should those things?

On Tue, Jun 23, 2009 at 4:40 PM, msleeper mslee...@cyberwurx.com wrote:

 Game balance  game logic.


 On Tue, 2009-06-23 at 15:37 -0700, KrAzYeTy wrote:
  Great update except for this.
 
  (Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on
  disguised spies)
 
  Makes no sense to me really, if this is the case then why can't the spies
  walk through enemies?
 
 
 
  On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen jas...@valvesoftware.com
 wrote:
 
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   General
   - Added an option to the advanced multiplayer menu to select left or
 right
   handed view models
   - Fixed a bug where a spectator's wearable items could be seen floating
   around the player they were spectating
   - Fixed a bug where a fake Spy hand would appear on the screen of other
   players
   - Custom death animations now only play 25% of the time
   - Fixed teleporters not being build-able in some places where they
 should
   be (such as within the pit at the end of Badwater Basin)
   - Fixed rare client crash on connection and level change
   - Removed refract from water ripples caused by bullet impacts for
   performance reasons
   - Added log entries for player extinguished events using the medigun,
   jarate, flamethrower and dispenser
   - Started tracking localization settings to help make decisions
 regarding
   localization in the future
   - Fixed the blank progress bar in the upper-left of the screen when the
   client scheme is reloaded
  
   Mapmaker requests
   - Added spawn flag to func_respawnroomvisualizer that allows it be
   non-solid to players
   - Added SetSolid input to func_respawnroomvisualizer to change solidity
 to
   players dynamically
   - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
  
   Sniper
   - Fixed a bad detection case in the Friendship is Golden achievement
   - Changed the description of the Triple Prey achievement so it better
   describes how to get it
   - Critical arrows now have a trail and correctly deal enhanced damage
   - The Huntsman now defaults to be right handed
   - Friendly arrows will no longer trigger the near miss sound on you
   - Fixed several sources of floating arrows
  
   Spy
   - Fixed disguised Spies occasionally looking like they have
   invulnerability, instead of the correct fake Spy mask
   - Disguised spies will no longer lose their disguise weapon when they
   interact with a weapon locker
   - Fixed a bug where the spy's watch would randomly change models during
   play
   - Fixed uncloaked spies flickering in and out of the cloak effect when
   taking damage
   - The Cloak and Dagger now always regenerates at its intended rate.
   Previously it only regenerated at the correct rate when the spy was
 cloaked
   - Increased the Cloak and Dagger regeneration rate slightly
   - Capped the rate of energy loss from moving faster than run speed
 (falling
   / air toss) while cloaked with the Cloak and Dagger
   - The Dead Ringer's cloak consume rate has been slightly reduced,
 giving
   about an extra second of cloak time on a full meter
   - Emerging from the Dead Ringer's cloak now drains up to 40% of the
 cloak
   meter instead of 100%. This drain only happens if the meter is at least
 60%
   full
   - The Dead Ringer's cloak meter can now be regenerated from ammo
 sources
   - The Ambassador now only crits when fully accurate and no longer
   penetrates enemies
   - The Spy can no longer change weapons from the knife while shocked by
 the
   Razorback
   - Force-A-Nature  Flamethrower air blast knockback effects no longer
 work
   on disguised spies
   - Fixed disguised Spies showing the wrong teleporter effects when using
 an
   enemy teleporter
  
   Jason
  
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   please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread David Ulbrich
Well I got my server updated and now I can't start it at all anymore.  Won't
even do a basic start without all the additional information.  Anyone else
having this problem?

-Dave


On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen
jas...@valvesoftware.comwrote:

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or right
 handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they should
 be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions regarding
 localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity to
 players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was
cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed
(falling
 / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
 meter instead of 100%. This drain only happens if the meter is at least
60%
 full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by the
 Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer work
 on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using an
 enemy teleporter

 Jason

 ___
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 please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Flubber
Nice update, 12 people on mumble, 4 of them included myself have to
reinstall the entire TF2.
Thanks.

2009/6/24 David Ulbrich david_ulbr...@hotmail.com

 Well I got my server updated and now I can't start it at all anymore.
  Won't
 even do a basic start without all the additional information.  Anyone else
 having this problem?

 -Dave


 On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen
 jas...@valvesoftware.comwrote:

  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  General
  - Added an option to the advanced multiplayer menu to select left or
 right
  handed view models
  - Fixed a bug where a spectator's wearable items could be seen floating
  around the player they were spectating
  - Fixed a bug where a fake Spy hand would appear on the screen of other
  players
  - Custom death animations now only play 25% of the time
  - Fixed teleporters not being build-able in some places where they should
  be (such as within the pit at the end of Badwater Basin)
  - Fixed rare client crash on connection and level change
  - Removed refract from water ripples caused by bullet impacts for
  performance reasons
  - Added log entries for player extinguished events using the medigun,
  jarate, flamethrower and dispenser
  - Started tracking localization settings to help make decisions regarding
  localization in the future
  - Fixed the blank progress bar in the upper-left of the screen when the
  client scheme is reloaded
 
  Mapmaker requests
  - Added spawn flag to func_respawnroomvisualizer that allows it be
  non-solid to players
  - Added SetSolid input to func_respawnroomvisualizer to change solidity
 to
  players dynamically
  - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
 
  Sniper
  - Fixed a bad detection case in the Friendship is Golden achievement
  - Changed the description of the Triple Prey achievement so it better
  describes how to get it
  - Critical arrows now have a trail and correctly deal enhanced damage
  - The Huntsman now defaults to be right handed
  - Friendly arrows will no longer trigger the near miss sound on you
  - Fixed several sources of floating arrows
 
  Spy
  - Fixed disguised Spies occasionally looking like they have
  invulnerability, instead of the correct fake Spy mask
  - Disguised spies will no longer lose their disguise weapon when they
  interact with a weapon locker
  - Fixed a bug where the spy's watch would randomly change models during
  play
  - Fixed uncloaked spies flickering in and out of the cloak effect when
  taking damage
  - The Cloak and Dagger now always regenerates at its intended rate.
  Previously it only regenerated at the correct rate when the spy was
 cloaked
  - Increased the Cloak and Dagger regeneration rate slightly
  - Capped the rate of energy loss from moving faster than run speed
 (falling
  / air toss) while cloaked with the Cloak and Dagger
  - The Dead Ringer's cloak consume rate has been slightly reduced, giving
  about an extra second of cloak time on a full meter
  - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
  meter instead of 100%. This drain only happens if the meter is at least
 60%
  full
  - The Dead Ringer's cloak meter can now be regenerated from ammo sources
  - The Ambassador now only crits when fully accurate and no longer
  penetrates enemies
  - The Spy can no longer change weapons from the knife while shocked by
 the
  Razorback
  - Force-A-Nature  Flamethrower air blast knockback effects no longer
 work
  on disguised spies
  - Fixed disguised Spies showing the wrong teleporter effects when using
 an
  enemy teleporter
 
  Jason
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread MONDO
6 of our 7 servers are updated and working fine.  Be sure that you let your
clients know they have to update as well!

On Tue, Jun 23, 2009 at 6:53 PM, David Ulbrich david_ulbr...@hotmail.comwrote:

 Well I got my server updated and now I can't start it at all anymore.
  Won't
 even do a basic start without all the additional information.  Anyone else
 having this problem?

 -Dave


 On Tue, Jun 23, 2009 at 3:23 PM, Jason Ruymen
 jas...@valvesoftware.comwrote:

  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  General
  - Added an option to the advanced multiplayer menu to select left or
 right
  handed view models
  - Fixed a bug where a spectator's wearable items could be seen floating
  around the player they were spectating
  - Fixed a bug where a fake Spy hand would appear on the screen of other
  players
  - Custom death animations now only play 25% of the time
  - Fixed teleporters not being build-able in some places where they should
  be (such as within the pit at the end of Badwater Basin)
  - Fixed rare client crash on connection and level change
  - Removed refract from water ripples caused by bullet impacts for
  performance reasons
  - Added log entries for player extinguished events using the medigun,
  jarate, flamethrower and dispenser
  - Started tracking localization settings to help make decisions regarding
  localization in the future
  - Fixed the blank progress bar in the upper-left of the screen when the
  client scheme is reloaded
 
  Mapmaker requests
  - Added spawn flag to func_respawnroomvisualizer that allows it be
  non-solid to players
  - Added SetSolid input to func_respawnroomvisualizer to change solidity
 to
  players dynamically
  - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
 
  Sniper
  - Fixed a bad detection case in the Friendship is Golden achievement
  - Changed the description of the Triple Prey achievement so it better
  describes how to get it
  - Critical arrows now have a trail and correctly deal enhanced damage
  - The Huntsman now defaults to be right handed
  - Friendly arrows will no longer trigger the near miss sound on you
  - Fixed several sources of floating arrows
 
  Spy
  - Fixed disguised Spies occasionally looking like they have
  invulnerability, instead of the correct fake Spy mask
  - Disguised spies will no longer lose their disguise weapon when they
  interact with a weapon locker
  - Fixed a bug where the spy's watch would randomly change models during
  play
  - Fixed uncloaked spies flickering in and out of the cloak effect when
  taking damage
  - The Cloak and Dagger now always regenerates at its intended rate.
  Previously it only regenerated at the correct rate when the spy was
 cloaked
  - Increased the Cloak and Dagger regeneration rate slightly
  - Capped the rate of energy loss from moving faster than run speed
 (falling
  / air toss) while cloaked with the Cloak and Dagger
  - The Dead Ringer's cloak consume rate has been slightly reduced, giving
  about an extra second of cloak time on a full meter
  - Emerging from the Dead Ringer's cloak now drains up to 40% of the cloak
  meter instead of 100%. This drain only happens if the meter is at least
 60%
  full
  - The Dead Ringer's cloak meter can now be regenerated from ammo sources
  - The Ambassador now only crits when fully accurate and no longer
  penetrates enemies
  - The Spy can no longer change weapons from the knife while shocked by
 the
  Razorback
  - Force-A-Nature  Flamethrower air blast knockback effects no longer
 work
  on disguised spies
  - Fixed disguised Spies showing the wrong teleporter effects when using
 an
  enemy teleporter
 
  Jason
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Clyde cide
lol al of my games are being re-installed under this update.
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Flubber
Even better, download stop i restart steam, and it begin from 0% so nice.

2009/6/24 Clyde cide thedrunkenbraw...@gmail.com

 lol al of my games are being re-installed under this update.
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Arg!
Yeah im having real trouble with TF2 client after this update, cant even get
it to redownload the files.

On Wed, Jun 24, 2009 at 9:55 AM, Flubber flub...@gmail.com wrote:

 Even better, download stop i restart steam, and it begin from 0% so nice.

 2009/6/24 Clyde cide thedrunkenbraw...@gmail.com

  lol al of my games are being re-installed under this update.
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Matt Stanton
Probably because everyone has to redownload all of TF2, and the steam 
download servers are getting raped.

Arg! wrote:
 Yeah im having real trouble with TF2 client after this update, cant even get
 it to redownload the files.

 On Wed, Jun 24, 2009 at 9:55 AM, Flubber flub...@gmail.com wrote:

   
 Even better, download stop i restart steam, and it begin from 0% so nice.

 2009/6/24 Clyde cide thedrunkenbraw...@gmail.com

 
 lol al of my games are being re-installed under this update.
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Saint K.
I've fixed my problem by closing steam and removing the
AppUpdateStats.blob file. When I restarted steam it showed me TF2 was on
89% and it continued to download the last bit.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Saint K.
Sent: woensdag 24 juni 2009 0:34
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Team Fortress 2 Update Released

Anyone els getting errors on their client with this update? It complains
my gamecache is screwed and it needs to redownload. It does this in a
loop.

-Original Message-
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
Sent: woensdag 24 juni 2009 0:24
To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
'hlds_annou...@list.valvesoftware.com'
Subject: [hlds] Team Fortress 2 Update Released

A required update for Team Fortress 2 is now available.  Please run
hldsupdatetool to receive it.  The specific changes include:

General
- Added an option to the advanced multiplayer menu to select left or
right handed view models
- Fixed a bug where a spectator's wearable items could be seen floating
around the player they were spectating
- Fixed a bug where a fake Spy hand would appear on the screen of other
players
- Custom death animations now only play 25% of the time
- Fixed teleporters not being build-able in some places where they
should be (such as within the pit at the end of Badwater Basin)
- Fixed rare client crash on connection and level change
- Removed refract from water ripples caused by bullet impacts for
performance reasons
- Added log entries for player extinguished events using the medigun,
jarate, flamethrower and dispenser
- Started tracking localization settings to help make decisions
regarding localization in the future
- Fixed the blank progress bar in the upper-left of the screen when the
client scheme is reloaded

Mapmaker requests
- Added spawn flag to func_respawnroomvisualizer that allows it be
non-solid to players
- Added SetSolid input to func_respawnroomvisualizer to change solidity
to players dynamically
- Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

Sniper
- Fixed a bad detection case in the Friendship is Golden achievement
- Changed the description of the Triple Prey achievement so it better
describes how to get it
- Critical arrows now have a trail and correctly deal enhanced damage
- The Huntsman now defaults to be right handed
- Friendly arrows will no longer trigger the near miss sound on you
- Fixed several sources of floating arrows

Spy
- Fixed disguised Spies occasionally looking like they have
invulnerability, instead of the correct fake Spy mask
- Disguised spies will no longer lose their disguise weapon when they
interact with a weapon locker
- Fixed a bug where the spy's watch would randomly change models during
play
- Fixed uncloaked spies flickering in and out of the cloak effect when
taking damage
- The Cloak and Dagger now always regenerates at its intended rate.
Previously it only regenerated at the correct rate when the spy was
cloaked
- Increased the Cloak and Dagger regeneration rate slightly
- Capped the rate of energy loss from moving faster than run speed
(falling / air toss) while cloaked with the Cloak and Dagger
- The Dead Ringer's cloak consume rate has been slightly reduced, giving
about an extra second of cloak time on a full meter
- Emerging from the Dead Ringer's cloak now drains up to 40% of the
cloak meter instead of 100%. This drain only happens if the meter is at
least 60% full
- The Dead Ringer's cloak meter can now be regenerated from ammo sources
- The Ambassador now only crits when fully accurate and no longer
penetrates enemies
- The Spy can no longer change weapons from the knife while shocked by
the Razorback
- Force-A-Nature  Flamethrower air blast knockback effects no longer
work on disguised spies
- Fixed disguised Spies showing the wrong teleporter effects when using
an enemy teleporter

Jason

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please visit:
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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.5.339 / Virus Database: 270.12.89/2197 - Release Date:
06/23/09 05:54:00

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No virus found in this incoming message.
Checked by AVG - www.avg.com 
Version: 8.5.339 / Virus Database: 270.12.89/2197 - Release Date:
06/23/09 05:54:00

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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Justin
On Tue, Jun 23, 2009 at 6:33 PM, Saint K. sai...@specialattack.net wrote:

 Anyone els getting errors on their client with this update? It complains
 my gamecache is screwed and it needs to redownload. It does this in a
 loop.

 -Original Message-
 From: hlds-boun...@list.valvesoftware.com
 [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
 Sent: woensdag 24 juni 2009 0:24
 To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
 'hlds_annou...@list.valvesoftware.com'
 Subject: [hlds] Team Fortress 2 Update Released

 A required update for Team Fortress 2 is now available.  Please run
 hldsupdatetool to receive it.  The specific changes include:

 General
 - Added an option to the advanced multiplayer menu to select left or
 right handed view models
 - Fixed a bug where a spectator's wearable items could be seen floating
 around the player they were spectating
 - Fixed a bug where a fake Spy hand would appear on the screen of other
 players
 - Custom death animations now only play 25% of the time
 - Fixed teleporters not being build-able in some places where they
 should be (such as within the pit at the end of Badwater Basin)
 - Fixed rare client crash on connection and level change
 - Removed refract from water ripples caused by bullet impacts for
 performance reasons
 - Added log entries for player extinguished events using the medigun,
 jarate, flamethrower and dispenser
 - Started tracking localization settings to help make decisions
 regarding localization in the future
 - Fixed the blank progress bar in the upper-left of the screen when the
 client scheme is reloaded

 Mapmaker requests
 - Added spawn flag to func_respawnroomvisualizer that allows it be
 non-solid to players
 - Added SetSolid input to func_respawnroomvisualizer to change solidity
 to players dynamically
 - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy

 Sniper
 - Fixed a bad detection case in the Friendship is Golden achievement
 - Changed the description of the Triple Prey achievement so it better
 describes how to get it
 - Critical arrows now have a trail and correctly deal enhanced damage
 - The Huntsman now defaults to be right handed
 - Friendly arrows will no longer trigger the near miss sound on you
 - Fixed several sources of floating arrows

 Spy
 - Fixed disguised Spies occasionally looking like they have
 invulnerability, instead of the correct fake Spy mask
 - Disguised spies will no longer lose their disguise weapon when they
 interact with a weapon locker
 - Fixed a bug where the spy's watch would randomly change models during
 play
 - Fixed uncloaked spies flickering in and out of the cloak effect when
 taking damage
 - The Cloak and Dagger now always regenerates at its intended rate.
 Previously it only regenerated at the correct rate when the spy was
 cloaked
 - Increased the Cloak and Dagger regeneration rate slightly
 - Capped the rate of energy loss from moving faster than run speed
 (falling / air toss) while cloaked with the Cloak and Dagger
 - The Dead Ringer's cloak consume rate has been slightly reduced, giving
 about an extra second of cloak time on a full meter
 - Emerging from the Dead Ringer's cloak now drains up to 40% of the
 cloak meter instead of 100%. This drain only happens if the meter is at
 least 60% full
 - The Dead Ringer's cloak meter can now be regenerated from ammo sources
 - The Ambassador now only crits when fully accurate and no longer
 penetrates enemies
 - The Spy can no longer change weapons from the knife while shocked by
 the Razorback
 - Force-A-Nature  Flamethrower air blast knockback effects no longer
 work on disguised spies
 - Fixed disguised Spies showing the wrong teleporter effects when using
 an enemy teleporter

 Jason

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds

 No virus found in this incoming message.
 Checked by AVG - www.avg.com
 Version: 8.5.339 / Virus Database: 270.12.89/2197 - Release Date:
 06/23/09 05:54:00

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Zack Slota
BALLIN UPDATE VALVE GOOD JOB

On Tue, Jun 23, 2009 at 9:21 PM, Justin mysteriousjus...@gmail.com wrote:

  On Tue, Jun 23, 2009 at 6:33 PM, Saint K. sai...@specialattack.net
 wrote:

  Anyone els getting errors on their client with this update? It complains
  my gamecache is screwed and it needs to redownload. It does this in a
  loop.
 
  -Original Message-
  From: hlds-boun...@list.valvesoftware.com
  [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
  Sent: woensdag 24 juni 2009 0:24
  To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com';
  'hlds_annou...@list.valvesoftware.com'
  Subject: [hlds] Team Fortress 2 Update Released
 
  A required update for Team Fortress 2 is now available.  Please run
  hldsupdatetool to receive it.  The specific changes include:
 
  General
  - Added an option to the advanced multiplayer menu to select left or
  right handed view models
  - Fixed a bug where a spectator's wearable items could be seen floating
  around the player they were spectating
  - Fixed a bug where a fake Spy hand would appear on the screen of other
  players
  - Custom death animations now only play 25% of the time
  - Fixed teleporters not being build-able in some places where they
  should be (such as within the pit at the end of Badwater Basin)
  - Fixed rare client crash on connection and level change
  - Removed refract from water ripples caused by bullet impacts for
  performance reasons
  - Added log entries for player extinguished events using the medigun,
  jarate, flamethrower and dispenser
  - Started tracking localization settings to help make decisions
  regarding localization in the future
  - Fixed the blank progress bar in the upper-left of the screen when the
  client scheme is reloaded
 
  Mapmaker requests
  - Added spawn flag to func_respawnroomvisualizer that allows it be
  non-solid to players
  - Added SetSolid input to func_respawnroomvisualizer to change solidity
  to players dynamically
  - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
 
  Sniper
  - Fixed a bad detection case in the Friendship is Golden achievement
  - Changed the description of the Triple Prey achievement so it better
  describes how to get it
  - Critical arrows now have a trail and correctly deal enhanced damage
  - The Huntsman now defaults to be right handed
  - Friendly arrows will no longer trigger the near miss sound on you
  - Fixed several sources of floating arrows
 
  Spy
  - Fixed disguised Spies occasionally looking like they have
  invulnerability, instead of the correct fake Spy mask
  - Disguised spies will no longer lose their disguise weapon when they
  interact with a weapon locker
  - Fixed a bug where the spy's watch would randomly change models during
  play
  - Fixed uncloaked spies flickering in and out of the cloak effect when
  taking damage
  - The Cloak and Dagger now always regenerates at its intended rate.
  Previously it only regenerated at the correct rate when the spy was
  cloaked
  - Increased the Cloak and Dagger regeneration rate slightly
  - Capped the rate of energy loss from moving faster than run speed
  (falling / air toss) while cloaked with the Cloak and Dagger
  - The Dead Ringer's cloak consume rate has been slightly reduced, giving
  about an extra second of cloak time on a full meter
  - Emerging from the Dead Ringer's cloak now drains up to 40% of the
  cloak meter instead of 100%. This drain only happens if the meter is at
  least 60% full
  - The Dead Ringer's cloak meter can now be regenerated from ammo sources
  - The Ambassador now only crits when fully accurate and no longer
  penetrates enemies
  - The Spy can no longer change weapons from the knife while shocked by
  the Razorback
  - Force-A-Nature  Flamethrower air blast knockback effects no longer
  work on disguised spies
  - Fixed disguised Spies showing the wrong teleporter effects when using
  an enemy teleporter
 
  Jason
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds
 
  No virus found in this incoming message.
  Checked by AVG - www.avg.com
  Version: 8.5.339 / Virus Database: 270.12.89/2197 - Release Date:
  06/23/09 05:54:00
 
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  please visit:
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Re: [hlds] Team Fortress 2 Update Released

2009-06-23 Thread Arg!
http://forums.steampowered.com/forums/showpost.php?p=10430518postcount=107

This post solved it for me.

On Wed, Jun 24, 2009 at 11:38 AM, Zack Slota eef...@gmail.com wrote:

 BALLIN UPDATE VALVE GOOD JOB

 On Tue, Jun 23, 2009 at 9:21 PM, Justin mysteriousjus...@gmail.com
 wrote:

   On Tue, Jun 23, 2009 at 6:33 PM, Saint K. sai...@specialattack.net
  wrote:
 
   Anyone els getting errors on their client with this update? It
 complains
   my gamecache is screwed and it needs to redownload. It does this in a
   loop.
  
   -Original Message-
   From: hlds-boun...@list.valvesoftware.com
   [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen
   Sent: woensdag 24 juni 2009 0:24
   To: 'hlds_li...@list.valvesoftware.com'; 'hlds@list.valvesoftware.com
 ';
   'hlds_annou...@list.valvesoftware.com'
   Subject: [hlds] Team Fortress 2 Update Released
  
   A required update for Team Fortress 2 is now available.  Please run
   hldsupdatetool to receive it.  The specific changes include:
  
   General
   - Added an option to the advanced multiplayer menu to select left or
   right handed view models
   - Fixed a bug where a spectator's wearable items could be seen floating
   around the player they were spectating
   - Fixed a bug where a fake Spy hand would appear on the screen of other
   players
   - Custom death animations now only play 25% of the time
   - Fixed teleporters not being build-able in some places where they
   should be (such as within the pit at the end of Badwater Basin)
   - Fixed rare client crash on connection and level change
   - Removed refract from water ripples caused by bullet impacts for
   performance reasons
   - Added log entries for player extinguished events using the medigun,
   jarate, flamethrower and dispenser
   - Started tracking localization settings to help make decisions
   regarding localization in the future
   - Fixed the blank progress bar in the upper-left of the screen when the
   client scheme is reloaded
  
   Mapmaker requests
   - Added spawn flag to func_respawnroomvisualizer that allows it be
   non-solid to players
   - Added SetSolid input to func_respawnroomvisualizer to change solidity
   to players dynamically
   - Added OnWonByTeam1 and OnWonByTeam2 outputs to the TFGamerulesProxy
  
   Sniper
   - Fixed a bad detection case in the Friendship is Golden achievement
   - Changed the description of the Triple Prey achievement so it better
   describes how to get it
   - Critical arrows now have a trail and correctly deal enhanced damage
   - The Huntsman now defaults to be right handed
   - Friendly arrows will no longer trigger the near miss sound on you
   - Fixed several sources of floating arrows
  
   Spy
   - Fixed disguised Spies occasionally looking like they have
   invulnerability, instead of the correct fake Spy mask
   - Disguised spies will no longer lose their disguise weapon when they
   interact with a weapon locker
   - Fixed a bug where the spy's watch would randomly change models during
   play
   - Fixed uncloaked spies flickering in and out of the cloak effect when
   taking damage
   - The Cloak and Dagger now always regenerates at its intended rate.
   Previously it only regenerated at the correct rate when the spy was
   cloaked
   - Increased the Cloak and Dagger regeneration rate slightly
   - Capped the rate of energy loss from moving faster than run speed
   (falling / air toss) while cloaked with the Cloak and Dagger
   - The Dead Ringer's cloak consume rate has been slightly reduced,
 giving
   about an extra second of cloak time on a full meter
   - Emerging from the Dead Ringer's cloak now drains up to 40% of the
   cloak meter instead of 100%. This drain only happens if the meter is at
   least 60% full
   - The Dead Ringer's cloak meter can now be regenerated from ammo
 sources
   - The Ambassador now only crits when fully accurate and no longer
   penetrates enemies
   - The Spy can no longer change weapons from the knife while shocked by
   the Razorback
   - Force-A-Nature  Flamethrower air blast knockback effects no longer
   work on disguised spies
   - Fixed disguised Spies showing the wrong teleporter effects when using
   an enemy teleporter
  
   Jason
  
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