Engineer update is live

Posted: July 9th, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Engineer update is live

Our servers are up and the payload server has got the new maps on rotation.

Updates to Team Fortress 2, Counter-Strike: Source and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine

  • Fixed client crash related flashlight usage.
  • Fixed several issues related to alt-tabbing (invisible players, etc).

Team Fortress 2

  • Added The Frontier Justice.
  • Added The Wrangler.
  • Added The Gunslinger.
  • Added The Southern Hospitality.
  • Added 35 Engineer achievements.
  • Engineers can now pickup & move their buildings.
  • Added Engineer main menu music.
  • Added 4 new maps:
    • Thunder Mountain, a 3 stage Payload map.
    • Hightower, a Payload Race map.
    • Upward, a Payload map.
    • ColdFront, a community built Capture Point map.
  • Item tuning:
    • The Sandvich now uses a cooldown timer, instead of the health pack recharge mechanic.
    • The Gunboats now reduce self-damage by 60% (was 75%)
    • The Tribalman’s Shiv bleed duration reduced to 6 second (was 8), and its damage penalty increased to 50% (was 35%).
  • Added better feedback sound for Pyros on when their flamethrower is doing damage.
  • Fixed blood effect on bleeding player.
  • Added a glow effect to Payload carts.
  • Added Romanian language support.
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Left 4 Dead and Left 4 Dead 2 updates

Posted: February 24th, 2010 | Author: | Filed under: Left 4 Dead, Left 4 Dead 2, updates | Tags: , , | Comments Off on Left 4 Dead and Left 4 Dead 2 updates

Updates to Left 4 Dead and Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Left 4 Dead

  • Fixed an issue where servers wouldn’t relist after the master server was bounced

Left 4 Dead 2

  • Fixed a Linux dedicated server crash
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Team Fortress 2 update

Posted: February 23rd, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Team Fortress 2 update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine

  • Fixed servers being inappropriately delisted from the master server

Team Fortress 2

  • Updated CTF_Doublecross
  • Improved clipping to prevent players from getting to unintended places
  • Updated CTF_2Fort
  • Fixed Blue players being able to block the Blue spawn room doors to lock in teammates
  • Moved the Blue team Sniper wall down to match the Red team Sniper wall
  • Updated Russian localization strings
  • Fixed the Pyro not being able to deflect enemy flares
  • Fixed pipebombs not being removed if they explode in a func_nogrenades zone
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HLStatsX CE 1.6.7 released

Posted: February 21st, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , , | Comments Off on HLStatsX CE 1.6.7 released

HLStatsX CE 1.6.7 has been released.

The server has been updated.

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Team Fortress 2 update

Posted: February 3rd, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Team Fortress 2 update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Engine

  • Enabled Steam Cloud support for key bindings and custom spraypaint images
    • Added Options->Multiplayer->Advanced option to toggle off/on: default is on

Team Fortress 2

  • Added new Highlander mode
    • 9 players allowed per team
    • Restricts each team to 1 of each class
    • Use mp_highlander (0/1) to toggle off/on: default is 0
  • Added “bots” to the server’s sv_tags convar if the server is running bots
  • Fixed a weapon name localization issue
  • Fixed the “tf_teamtalk” server convar not controlling text chat between living/dead teammates
  • Updated the map CTF_DoubleCross
    • Fixed the map not ending correctly when using mp_timelimit
    • Changed to prevent Engineers from building on top of the shack in each base
  • Updated the map Arena_WatchTower
    • Fixed a case where players could open and get stuck on the starting gates before the round start
    • Improved clipping to prevent people from getting out of the map
    • Optimized the map for better performance
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Team Fortress 2 update

Posted: January 28th, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Team Fortress 2 update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2

  • Added 3 new hats that can be worn by any class
    • Towering Pillar of Hats”
    • Noble Amassment of Hats”
    • Modest Pile of Hat”
  • Added Propaganda contest winners’ hats for First Place, First Runner-up, and Second Runner-up
  • Added “Edit Loadout” button to the class menu
  • Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images
  • Fixed Snipers being able to shoot enemies through gates
  • Fixed Linux servers not properly reconnecting to Steam when they lose their connection
  • Fixed stickies being destructible before they’re stuck to something
  • Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds
  • Fixed the CTF HUD not properly handling flags being disabled/enabled during the round
  • Fixed player health panels sometimes using the wrong animations for buffed or low health values
  • Updated the net_showevents convar to be marked as a cheat
  • Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog
  • Updated Italian localization strings
  • Updated the custom TF2 fonts with Polish characters
  • Updated CP_Gorge
    • Added more cover outside of the initial BLU spawn area
    • Added a forward spawn for the BLU team after Cap1 is captured
    • Added another access point to the upper level from the front of the RED base
    • Added more cover in the room just before Cap2
    • Decreased RED team’s respawn time while they own Cap1
    • Fixed a few areas where players would sometimes become stuck

Community requests

  • Added new options for the Invade CTF game mode flag. Default is 1
    • 0 : No neutral time
    • 1 : Flag goes neutral in 30 seconds (current behavior)
    • 2 : Flag goes neutral in 1/2 the return time

    Added scoring choice for the Invade CTF game mode. Default is 0

    • 0 : Increment score (current behavior)
    • 1 : Increment capture count

    Added new inputs to item_teamflag

    • ForceDrop : Force the flag to be dropped if it’s being carried by a player
    • ForceReset : Force the flag to be dropped if it’s being carried by a player, then reset the flag to its original location
    • SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base
  • Added new output to item_teamflag
    • OnTouchSameTeam : Sent when the flag is touched by a player on the same team
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Strange Left 4 Dead 2 update

Posted: January 19th, 2010 | Author: | Filed under: Left 4 Dead 2, Tech stuff, updates | Tags: , | Comments Off on Strange Left 4 Dead 2 update

Can it be that addon-support is finally tackling the left 4 dead props noclipping and stuff? Have to find out..

Edit: Nope 🙁 Inside doors in no Mercy 2 are still noclip.


No installation record found at ..
Checking/Installing 'left 4 dead 2 common' version 15

Checking/Installing 'left 4 dead 2 linux dedicated server' version 12

Checking/Installing 'Left 4 Dead 2 Add-on Support' version 5

0.01% ..\left4dead2\materials\cubemaps\urban_cube01.hdr.vtf
0.01% ..\left4dead2\models\extras\info_speech.sw.vtx
0.01% ..\left4dead2\models\props_doors\null.dx80.vtx
0.01% ..\left4dead2\models\props_doors\null.sw.vtx
0.01% ..\left4dead2\models\props_lighting\corner_light_180.dx80.vtx
0.02% ..\left4dead2\models\props_lighting\corner_light_180.sw.vtx
0.02% ..\left4dead2\models\props_unique\generator_switch_01.dx80.vtx
0.03% ..\left4dead2\models\props_unique\generator_switch_01.sw.vtx
24.62% ..\left4dead2\pak02_000.vpk
49.19% ..\left4dead2\pak02_001.vpk
73.80% ..\left4dead2\pak02_002.vpk
79.87% ..\left4dead2\pak02_003.vpk
97.67% ..\left4dead2\pak02_004.vpk
97.77% ..\left4dead2\pak02_005.vpk
99.10% ..\left4dead2\pak02_006.vpk
99.59% ..\left4dead2\pak02_007.vpk
99.94% ..\left4dead2\pak02_008.vpk
100.00% ..\left4dead2\pak02_dir.vpk

Connection Reset

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Left 4 Dead 2 update

Posted: January 13th, 2010 | Author: | Filed under: Left 4 Dead 2, updates | Tags: , | Comments Off on Left 4 Dead 2 update

Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Gameplay

  • Fixed where last round of upgraded ammo didn’t have upgrade effect
  • Jockeyed survivor now glows for infected team in all cases
  • Fixed exploit that allowed Jockey players to get instant recharge of their ability
  • Fixed Charger ability timer not resetting when killing a survivor with low health on their third strike
  • Charger now applies a small amount of damage when charging through physic props

Match Making

  • Changed how requests are made to master server for group servers
  • Fixed sorting on group servers UI
  • Reduced update work on group servers UI

Miscellaneous

  • Made the water shader support splitscreen on the PC
  • Miscellaneous fixes in the subtitles
  • Updated system tray icon
  • Fixed Survival timer issue caused when voting for round restart

SDK/L4D2-LD/Hammer changes

  • When browsing for a func_instance filename, the proper path relative to the current bsp will be returned. This allows level designers to use instances from the base game in dlc maps without having to manually fix up the filename
  • Changed base.fgd default skybox to one that exists in L4D2
  • Added env_instructor_hint to fgd, as well as content/game icon images
  • Deadline URL fix
  • Added missing vmt for env_instructor_hint
  • L4D Addon Support – restored missing delivery van modified VMT
  • L4D Addon Support – restored missing shelves metal 3
  • L4D Addon Support – restored floodlight generator switch
  • L4D Addon Support – restored missing airliner content
  • Updated vbsp to correctly handle instances within instances
  • Fixed the fullscreen engine changing the Hammer views, requiring a restart of Hammer
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Team Fortress 2 update

Posted: January 8th, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Team Fortress 2 update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2

  • Fixed grounded players receiving falling damage from Force-A-Nature shots directly above them
  • Fixed the Force-A-Nature firing fewer pellets when tf_use_fixed_weaponspreads was 1
  • Updated the achievement icon for the “May I Cut In?” Spy achievement to match the achievement description
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Team Fortress 2 update released

Posted: January 6th, 2010 | Author: | Filed under: Team Fortress 2, updates | Tags: , | Comments Off on Team Fortress 2 update released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Server Browser (for TF2 and DoD:S)

  • Added a client-side server blacklist
    • Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range
    • Saves the server list to a file, and has an Import button to allow easy sharing (cfg\server_blacklist.txt)

Balance changes

  • Reduced the health penalty on The Sandman
  • The Force-A-Nature knockback on target now
    • Only applies to hits that deal more than 30 damage and are in close range
    • Factors in the firer’s angle of attack when determining the knockback direction
    • Has less of an effect on grounded targets
  • The Dead Ringer now
    • Reduces cloak to 40% when uncloaking early
    • Has a 35% cap on the amount of cloak it can gain from an ammo pack
    • Has a quieter de-cloak sound

Changes / Fixes

  • Fixed a performance & stability issue with AMD processors
  • Improved the stability of the game server -> item backend connection
  • Fixed a rare server crash related to dispensers
  • Added min/max values to viewmodel_fov convar to match the settings in the slider
  • Reduced the number of moons in ctf_doublecross, sadly
  • Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content
  • Fixed a crash related to sv_pure and the wireframe_dx6 shader
  • Players can no longer shoot while stunned
  • Fixed a bug that caused movement speed reductions to not work on stunned players
  • Soldier Rage bar no longer resets when touching a resupply cabinet

Achievement fixes

  • Fixed the “Second Eye” Demoman achievement
  • Fixed a bug in the “Play Doctor” Medic achievement
  • Changed the requirements for the “Medals of Honor” Soldier achievement
  • Updated description for the “Blind Fire” Demoman achievement to better explain the requirements
  • Fixed an issue that affected several achievements requiring the use of the Equalizer

Community requests

  • Added “skip_next_map” server ConCommand to skip the next map in the map cycle
  • Added “Play a hit sound whenever you injure an enemy” option to the Multiplayer->Advanced options menu
  • Added server “tf_use_fixedshotgunspreads” convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution
  • Added a “show_htmlpage” command to allow server operators to display custom web pages to clients

Changes to the TF Bots

  • In KOTH mode, Bots are now
    • More likely to roam around and hunt enemies if there is lots of time left
    • Become more likely to push for the point as time runs down, or their teammates start to capture it
  • Medic bots now
    • Opportunistically “overheal” nearby friends when they can
    • Prioritize healing of injured nearby friends more
    • Don’t focus on Heavies quite so exclusively
    • Don’t spam their Medigun continuously at round start
    • Won’t choose cover far below their heal target so much (koth_nucleus)
    • Fight back with their syringe-gun appropriately
  • Various improvements to combat behaviors
  • General bot improvements
    • They no longer stand still on the point when capturing or defending it
    • They choose more varied routes now
    • They choose better defensive spots around captured points
    • They fall back to another weapon when they entirely run out of ammo
    • They adjust their FOV when using zoomed in sniper scope
    • They treat in-range Sentries as the most dangerous threat
    • They fire their weapons is more realistic bursts
    • Engineers use their shotgun properly
  • Added a “virtual mousepad” concept to rework how bots track enemy players
    • They now periodically estimate the position and velocity of the enemy they are tracking, instead of “locking on”
    • After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their “virtual mouse”
    • Allows for over/undershoot “slop” in aiming. Looks more natural, and allows skilled players to dodge
    • Addresses the “180 spin around and fire”, “Heavy bot is OP”, “Sniper is OP”, and “I can’t fight a Heavy bot as a Scout” issues
  • Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the “Predictable Sniper camping spots” issue
  • Soldier bots are more careful to not fire rockets that will explode on nearby geometry and kill them
  • Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineer
  • Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the “BOT” tag
  • Added more bot names as suggested by the TF community
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