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Posted: November 21st, 2007, 10:45
by FatherJack
HereComesPete wrote: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.
I hope he was reported to Valve, hard.
Posted: November 21st, 2007, 11:29
by HereComesPete
I grassed him up good, I also encouraged the randoms/other 5punkers to do the same.
Posted: November 21st, 2007, 12:10
by spoodie
Dr. kitteny berk wrote:Code: Select all
- Fixed terrain collision bug that allowed players to get under the terrain in some maps
I guess that means they've fixed that exploit on Gravelpit.
Posted: November 21st, 2007, 14:52
by Baliame
HereComesPete wrote: 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.
The model has a blue and a red skin basically, I don't know which one is the default though. I think it should look like a red scout in T pose flying around.
Posted: November 22nd, 2007, 3:51
by deject
Code: Select all
Updates to Team Fortress 2 and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Source Engine
* Took a more aggressive approach to solving the exploit that would allow players to get underneath terrain in Team Fortress 2
* Fixed a regression with walking on terrain in Half-Life 2: Episode Two
SourceTV
* Fixed building bone merge cache from dormant entities. Fixes weapons in SourceTV attached to wrong bones
* Pass over spectator UI and scoreboard in SourceTV mode, disabled/changed some VGUI elements
* ALT will switch to Auto-Director mode in SourceTV
Posted: December 20th, 2007, 23:20
by Dr. kitteny berk
Code: Select all
A required update to Team Fortress 2 and it's dedicated server have been
released. Please run hldsupdatetool to update. The specific changes
include:
Team Fortress 2:
- Sudden Death mode is now a server option (a convar) and defaults to
OFF
- Sapped buildings now take slightly less damage from the Spy who sapped
them
- The Medic's Medigun now charges at an increased rate during Setup
time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the "civilian" class
- Prevented players from hiding their name in the scoreboard
- Fixed exploit where the Medigun UberCharge wouldn't drain if you
switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed critical bullet tracers not being visible to players other than
the firer
- Fixed first person spectator view of the Spy watch not showing the
correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the flamethrower stuttering when firing directly into a building
- Fixed a rare crash that can happen when a player being healed leaves
the server suddenly
- Fixed rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to
other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're
occurring
- Fixed occasional misreporting of syringe gun & fireaxe damage
distances to the stats system
- Fixed an occasional crash caused by an achievement not being found
during a game announcement
Dustbowl:
- Now waits until either team wins fully before changing to another map
on server timelimit expiring
- Teams now score a point per captured control point, rather than per
sub round
- Prevented Demomen being able to launch grenades into the stage three
alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders
during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first
cap
- Limited line-of-sight at the first control point in stage 3 to remove
a griefable sniper spot
Source Engine:
- Fixed some audio buffer support issues with Fista
- WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex
alpha to blend the two textures
- Improved the console in the graphical UI version of the dedicated
server
SourceTV:
- Relay proxies can now record demos now with tv_autorecord 1
- Fixed an interpolation code bug during demo playback that was
resulting in view jitter
- Added several TF specific game events to SourceTV auto director logic
- Increased the average shot length by 2 seconds
Jason
Posted: December 20th, 2007, 23:31
by HereComesPete
- Added effects to players when they earn an achievement, visible to
other players nearby.
Booo! I got my achievements ages ago, and I'm guessing all the regulars have too, unlikely I'll ever see this happen.
Posted: December 21st, 2007, 0:20
by deject
HereComesPete wrote:- Added effects to players when they earn an achievement, visible to
other players nearby.
Booo! I got my achievements ages ago, and I'm guessing all the regulars have too, unlikely I'll ever see this happen.
Does the stats reset reset achievements as well? Either way, I don't much care.
Posted: December 21st, 2007, 1:48
by FatherJack
I thought they announced extra achievements, starting with the Medic. Looking forward to these.
Posted: December 21st, 2007, 1:55
by Dr. kitteny berk
FatherJack wrote:I thought they announced extra achievements, starting with the Medic. Looking forward to these.
I think they listed them as
Coming Soon
Posted: December 21st, 2007, 2:01
by HereComesPete
Posted: December 31st, 2007, 23:26
by Dr. kitteny berk
Code: Select all
- Fixed "CUtlLinkedList overflow!" crash
- Added player position data to server logging of events (player_death,
player_builtobject, teamplay_flag_event, object_destroyed,
teamplay_point_captured, teamplay_capture_blocked)
- Improved mapcycle handling to ensure it always loads new mapcycles
when the mapcyclefile convar is changed
- Fixed sniper quick-switch exploit allowing them to avoid zoom/unzoom
times
- Fixed an exploit allowing players to spawn into the enemy territory at
the start of a round
- Fixed syringegun projectiles sometimes pushing players high up into
the air, allowing them to reach bad map locations
- Removed an obscure rendering setting that would allow players to make
cloaked spies appear fully black
Posted: January 1st, 2008, 6:02
by Baliame
Dr. kitteny berk wrote:Code: Select all
- Fixed "CUtlLinkedList overflow!" crash
- Added player position data to server logging of events (player_death,
player_builtobject, teamplay_flag_event, object_destroyed,
teamplay_point_captured, teamplay_capture_blocked)
- Improved mapcycle handling to ensure it always loads new mapcycles
when the mapcyclefile convar is changed
- Surgically removed fun from the game
HereComesPete wrote:- Added effects to players when they earn an achievement, visible to other players nearby.
That was absolutely hilarious with "spies getting the healed by enemy medic achievement", blowing their cover. Got fixed
Posted: January 8th, 2008, 2:55
by Dr. kitteny berk
Code: Select all
Required updates to Team Fortress 2 have been released. Please run
hldsupdatetool to receieve the updates. The specific changes include:
- Added an option in the Options->Multiplayer dialog to felcher custom
game files being downloaded from servers
- Fixed cases where ragdolls were falling through the world
- Graphics optimizations for mid and low end hardware
- Fixed players blocking doors in Well
- Fixed engineer building in exploit areas on final caps in Well
- Increased starting round timer to 10 minutes in Well
Posted: January 8th, 2008, 8:11
by Dog Pants
Can't a week go by without me having to spend an hour updating this fucking game?
Posted: January 8th, 2008, 8:14
by Dr. kitteny berk
Dog Pants wrote:Can't a week go by without me having to spend an hour updating this fucking game?
Think yourself lucky, I've still not worked out the TF2 Update Tukkake going-wrong thing.
Posted: January 8th, 2008, 11:01
by spoodie
Dr. kitteny berk wrote:Code: Select all
- Added an option in the Options->Multiplayer dialog to felcher custom
game files being downloaded from servers
Does anyone know if this applies to maps or just those annoying sound files?
Posted: January 8th, 2008, 11:08
by Dr. kitteny berk
It's just a GUI element for the commands that have always existed, Options are to not download sounds. or to not download anything at all.
Posted: January 8th, 2008, 11:13
by Lateralus
Excellent. I'm rubbish at remembering anything that requires typing in commands.
Posted: January 8th, 2008, 11:14
by spoodie
Dr. kitteny berk wrote:It's just a GUI element for the commands that have always existed, Options are to not download sounds. or to not download anything at all.
Ah okay. I was aware of that option in the config files but only remember that I need to set it when joining a game that has sounds, then it's too late.