Re: [hlds] sudden death mod
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
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. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Darkest Hour Server Update Released
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sudden death mod
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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] sudden death mod
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
[hlds] Team Fortress 2 Update Coming
A required update for Team Fortress 2 is on the way. It should be live in about an hour. Jason ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Coming
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds __ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
[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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Anti-Team Balance Plugin?
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Anti-Team Balance Plugin?
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Anti-Team Balance Plugin?
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
[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
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
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 ___ 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
lol al of my games are being re-installed under this update. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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. ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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, 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Team Fortress 2 Update Released
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 ___ 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, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: