Page 4 of 17

Posted: November 1st, 2007, 6:14
by HereComesPete
Anti bunny hopping code? wtf? Surely jumping around is a rather large part of his game, for scouts at least. And I can honestly say I've not seen anyone hopping around to be a cock like I've seen in beef, the gameplay is too frantic!

Posted: November 1st, 2007, 6:17
by Dr. kitteny berk
it might be that there's hopping around like a cock, and hopping around like a cock to get an advantage.

Haven't tested properly yet, but scout seemed fine.

Posted: November 1st, 2007, 8:00
by Gunslinger42
There might have been a bunny hopping advantage before the update, it did seem that you could move slightly faster by jumping repeatedly as a soldier

Posted: November 1st, 2007, 13:48
by buzzmong
It'll be a physics tweak.

Every class moved slighty faster and faster when you kept jumping, this'll be some sort of anti-stacking code for repeated jumpers.

Posted: November 8th, 2007, 9:56
by Dr. kitteny berk

Code: Select all

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

Posted: November 8th, 2007, 19:01
by HereComesPete
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

Posted: November 8th, 2007, 19:08
by Dr. kitteny berk
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
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.

Posted: November 8th, 2007, 19:28
by ProfHawking
Dr. kitteny berk wrote: BEEF is pretty much bug-free now
I've never played BEEF so don't feel qualified to comment.

Posted: November 8th, 2007, 19:49
by deject
Yeah BF2 is pretty much bug-free, although the server browser is still mega broken for me.

BF2142 however, really needs the supposed "v1.40" patch released.

Posted: November 8th, 2007, 20:04
by buzzmong
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.
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.

Posted: November 8th, 2007, 20:13
by Dr. kitteny berk
buzzmong wrote: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.
This is true, but it's mostly functional, mostly. (apart from in the random cases where the server browser completely dies)

Posted: November 8th, 2007, 20:26
by deject
Dr. kitteny berk wrote:(apart from in the random cases where the server browser completely dies)
random being any time I try to search or sort the list.

Posted: November 8th, 2007, 20:34
by Baliame
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
You know.. the more a patch fixes, the buggier game we got at release...

Posted: November 8th, 2007, 20:42
by Sol
Fire! Fire! Fire!

That is all.

Posted: November 8th, 2007, 22:36
by TezzRexx
deject wrote:BF2142 however, really needs the supposed "v1.40" patch released.
There's no patch that can fix BF2142 for me. Fucking shite game.

Posted: November 9th, 2007, 9:40
by spoodie
deject wrote:random being any time I try to search or sort the list.
That's what you're doing wrong, you're asking too much.

Posted: November 16th, 2007, 1:33
by Dr. kitteny berk

Code: Select all

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

Posted: November 21st, 2007, 3:23
by Dr. kitteny berk

Code: Select all

- 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

Posted: November 21st, 2007, 7:55
by Baliame
Dr. kitteny berk wrote:

Code: Select all

Team Fortress 2:
- Fixed exploit where spectators could spawn into the world without
actually joining a team
I'd like to see that. No, really.

Posted: November 21st, 2007, 10:05
by HereComesPete
:above: 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.