TEEF update
Moderator: Forum Moderators
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- Throbbing Cupcake
- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
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- Ninja
- Posts: 1448
- Joined: February 12th, 2005, 17:53
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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A required update for Team Fortress 2 and it's dedicated have been
released. Please run the hldsupdatetool to update your server. The
specific changes include:
- Improved paged pool memory tracking
- Fixed crash on importing spray logo that claimed to be a valid jpeg
file, but wasn't
- Fixed Medic's uber-charge stats tracking
- Fixed a bug in scoring Engineer building destruction
- Engineers no longer earn points for using their own teleporters
- Freezepanel hud improvements now trigger on usage of the "jpeg"
command
- Fixed Spies exploit enabling them to attack while disguising, without
losing disguise
- Fixed Spies being able to attach sappers through thin walls
- Fixed several melee weapon switching exploits
- Fixed exploit that allowed players to teleport with the intelligence
- Fixed a client crash related to MP3 playing
- Improved client handling of stats when a connection couldn't be made
to the stat servers. Fixes several cases of stat loss
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- Throbbing Cupcake
- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
BF2 - Released June 24, 2005, last patch: November 16, 2006HereComesPete wrote:To think we thought this was as shiny as could be when it came out. I love that they are supporting the product after release, are you reading this EA? You bunch of money grabbing cunts, do like valve and actually win respect from gamers, not hatred and rage.
/random rant
Admittedly, not as long patch wise as say, CS:S, but BEEF is pretty much finished and bug-free now, CS:S is mostly getting engine and server enhancements.
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- Zombie
- Posts: 2101
- Joined: February 20th, 2005, 21:31
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- Weighted Storage Cube
- Posts: 7167
- Joined: February 26th, 2007, 17:26
- Location: Middle England, nearish Cov
Game-wise yes, butr the menu system is fucked to hell and back and you know it. Although, granted, it's not a bug as much as it's a broken feature.Dr. kitteny berk wrote:
BF2 - Released June 24, 2005, last patch: November 16, 2006
Admittedly, not as long patch wise as say, CS:S, but BEEF is pretty much finished and bug-free now, CS:S is mostly getting engine and server enhancements.
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
You know.. the more a patch fixes, the buggier game we got at release...HereComesPete wrote:To think we thought this was as shiny as could be when it came out. I love that they are supporting the product after release, are you reading this EA? You bunch of money grabbing cunts, do like valve and actually win respect from gamers, not hatred and rage.
/random rant
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
- Contact:
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Required updates to the Team Fortress 2 Dedicated Server have been
released. Please run hldsupdatetool to receive these updates. The
specific changes include:
Source Engine:
- Fixed a bug in networking that would cause long stalls (up to 10
seconds) when a split packets weren't be reassembled properly, which
forced a full update to the client(s)
- General optimization to tracelines
- Fix for broken .dem file playback
- Added backward compatibility code to allow demos recorded with
protocol 12 to continue to be playable under protocol version 13
- When showing "WARNING: Connection Problem", now indicate the number of
seconds remaining before an auto-disconnect will occur
- Fixed a bug that would cause NULLNAME to be shown as the player's name
in the scoreboard for a short time.
Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team
Hydro map changes:
- Fixed an exploit that would allow players to jump out of the map
Granary map changes:
- Cover changes to the first capture points of both teams. Reduces some
of the sight lines for defenders, and should make the area easier to
capture
- Teams that are holding more points will receive a greater spawn time
bonus (spawn timer reduced for the winning team). This should help
attacking teams build momentum
- Minor visual tweaks to the BLU side between capture points 2 and 3
- Clipped off a super high (demo pipe jump) perch in the middle area
- Increased base round timer to 10 minutes
- Added windows overlooking the final cap from the capture point 2
building (via new room next to conveyor route)
- Minor changes to lighting in the middle area
- Moved the middle spawn points farther forward (saves 6-7 seconds off a
Heavy's run from this spawn to enemy capture point 2)
- Reduced spawn advantage/penalty to a total of -/+ 6 seconds when on
the final cap (from 10 seconds)
- Fixed material alignment and model interpenetration issues in home
spawn rocket rooms
SourceTV:
- Increased default bandwidth rate from 5 to 8 KB/sec for spectator
clients
- Increased SourceTV demo buffer size for table class descriptions from
64 to 96KB. Team Fortress 2 was running over this
- Performance improvement for copying unreliable data buffers to
SourceTV clients
- Updated the list of events in TF2 tagged for the director to play
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- Morbo
- Posts: 19676
- Joined: December 10th, 2004, 21:53
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- Changed some networking code to help alleviate the lagouts some
clients are experiencing
- Added sv_pure to the server, currently defaults to off. Type "sv_pure"
in the console to get the full description
- Added DoAskConnect command to serverplugin sample
- Added server log entries for: Round_Start, Round_Setup_Begin,
Round_Setup_End, Round_Overtime, Round_SuddenDeath, Round_Stalemate,
Round_Win, Round_Length, Mini_Round_Selected, Mini_Round_Start,
Mini_Round_Win, and Mini_Round_Length
- Server log entries for Round_Win and level changes will now detail the
team scores and player counts
- Updated server log entries for flag captures to detail the number of
captures and the tf_flag_caps_per_round value
- Removed some legacy math convars for turning off SSE/MMX
- Fixed terrain collision bug that allowed players to get under the
terrain in some maps
- Fixed jump/taunt exploit
- Fixed Windows dedicated server running in -console mode moves its
window to the front instead of the back upon startup
- Fixed Windows dedicated server bug (in -console mode) where typing
anything in the console window was slow and tedious
- Fixed an error when updating name of 32nd player on server
- Fixed extra ascii 0x01 character at the beginning of "<username>
connected" console spew
- Fixed a bug that could cause a slight delay on engine startup
I'd like to see that. No, really.Dr. kitteny berk wrote:Code: Select all
Team Fortress 2: - Fixed exploit where spectators could spawn into the world without actually joining a team
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- Throbbing Cupcake
- Posts: 10249
- Joined: February 17th, 2007, 23:05
- Location: The maleboge
I don't recall ever seeing it, I too would like to witness precisely what they look like with no colour identification. I may googletube it for answers.
We only had one guy haxxing on our server, and he disappeared sharpish after using the switch teams/instant respawn with intelligence still on back hax, the cupcake.
We only had one guy haxxing on our server, and he disappeared sharpish after using the switch teams/instant respawn with intelligence still on back hax, the cupcake.