Posted: November 14th, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead 2 | Tags: l4d2, updates | Comments Off
The people over at Valve have release this little overview of when the game will be released:
http://www.l4d.com/blog/post.php?id=3115
It’s going to be an early tuesday morning for me. 06:00. yikes. I hope they let the dedicated server files loose a bit before that so that we can prepare the servers.
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Posted: November 10th, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead | Tags: l4d, updates | Comments Off
Just a small update, but the servers have been patched.
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Left 4 Dead
- Fixed a crash related to a Crash Course achievement
- Fixed an issue were bots and computer controlled special infected were being reported via “View Game Info”
- Added Team Versus 4 on 4 competitive matchmaking
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Posted: October 15th, 2009 | Author: =MUPP= oGre | Filed under: Team Fortress 2 | Tags: tf2, updates | Comments Off
A few cvar changes are present.
Team Fortress 2:
- Added “+quickswitch” command, which brings up a small panel allowing you to rapidly change the loadout of your current class & active weapon slot
- Added server ConVar “tf_teamtalk” to allow alive/dead teammates to talk with each other during a match (default is 0)
- Added 1/2 Bonus Point for healing a teammate with a dropped sandvich
- Updated the class menu to show the local player’s current class
- Updated server ConVar “tf_playergib” to have 3 settings for player gibs: 0: never, 1: normal, 2: always (default is 1)
- Updated “player_hurt” game event to include “damageamount” and “crit” values
- Fixed a rare crash in particle system
- Fixed being able to eat your sandvich (via taunt) and drop it in the same frame
- Fixed not correctly remembering the last weapon if you’re using “remember active weapon” and the last weapon was the weapon in slot 0
- Fixed Medic not being able to release his ÜberCharge if his team won the previous round and the Medigun was his last active weapon (while using “remember last active weapon”)
- Fixed not remembering the last active weapon correctly if the player didn’t die before the next round restart
- Prevented servers from using steam:// commands in their MOTD text
- Fixed using the regen cabinets to get more health than you should when you switch between weapons with/without max health reduction attributes
- Fixed friendly-fire/spectator exploit using projectiles
- Fixed disguised spies not getting ammo from enemy dispensers
- Fixed thrown sandvich traveling through players before being activated
- Fixed sandviches sometimes spawning inside walls, or being thrown through thin walls
- Fixed fire overlay drawing on hats in DX80
- Fixed an exploit that allowed servers to corrupt client’s item database
- Fixed full packet updates showing cloaked Spies for an instant
- Fixed a prediction error resulting in mis-predictions of crits
Community requests:
- Added new “func_flag_alert” entity that fires an alert when a player carrying a flag starts touching the entity
- Added server ConVar “bot_crouch” to make bots crouch
- Added model override for item_teamflag entity
- Added ability to turn off particle trail for players carrying the item_teamflag entity
- Updated team_train_watcher to support 8 cp/track links (was previously 4)
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Posted: October 12th, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead | Tags: l4d, updates | Comments Off
Another bugfix update:
A strongly recommened update for Left 4 Dead is now available. Please run hldsupdatetool to receive the update. The specific changes include:
- Fixed campaign image not updating correctly when creating a lobby
- Increased the reliabilty of the Steam Group server display
- Made mm_dedicated_search_maxping available to allow users to set the maximum acceptable ping for a dedicated server. The default has also been lowered 150ms, down from 300ms
- Fixed an issue where rescue closet doors could be opened in Crash Course in Versus mode
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Posted: October 1st, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead | Tags: l4d, updates | Comments Off
Hopefully they’ve finally fixed mp_gamemode being an invalid command (way to go..). The servers still segfault a lot upon startup, but hopefully they’re playable.
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Left 4 Dead (PC)
- Item density calculation corrected for Versus games
- Fixed weapon density in Crash Course
- mp_gamemode now a valid command
- New localized audio for Crash Course now available
- Fixed achievement issues in Crash Course
- Fixed dedicated servers not updating correctly to master server
- Increased the timeout to fallback to listen server when searching for a dedicated server to 45 seconds
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Posted: September 30th, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead | Tags: l4d, updates | Comments Off
As usual with Valve the patch was broken and an update has been released. However our servers still hasn’t been updated since the update process hangs in different stages of the download process. Way to go Valve..
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Left 4 Dead
- Made the variable “mp_gamemode” available again. Note that you can also load maps directly with different game modes by specifying it in the map command. For example, “map l4d_garage01_alleys versus” will set mp_gamemode versus for you automatically and load the first map of Crash Course
- Added “mm_dedicated_force_servers” to allow specification of a list of dedicated server addresses manually used for searching (ms_force_dedicated_server is depreciated)
- Updated shared libraries and DLLs preventing dedicated servers listing correctly, appearing on Steam groups, and being found via sv_search_key
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Posted: September 29th, 2009 | Author: =MUPP= oGre | Filed under: Left 4 Dead | Tags: l4d, updates | Comments Off
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Left 4 Dead
- A new campaign, “Crash Course”, is now available for play in Campaign, Versus and Survival modes
- In Versus mode, all weapons, pills, health packs, molotovs, pipe bombs and other items will now be identical for the second round of a chapter
- Matchmaking has had several improvements to make finding and joining games even faster
- Ten all new “Crash Course” achievements have been added
The Valve update servers seem a bit cramped at the moment, but I’m trying to get our servers updated.
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Posted: September 16th, 2009 | Author: =MUPP= oGre | Filed under: Team Fortress 2 | Tags: tf2, updates | Comments Off
Quite a few fixes:
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Engine
- If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won’t have this ConVar set
Additions / Changes
- Backpack improvement
- Added support for 100 slots in the backpack
- Backpack can now be sorted by type
- Multi-selection in the backpack is now done by holding down the Ctrl key
- Alt-fire on the Sandvich now drops sandviches
- A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy
- A Heavy can regain his sandvich by collecting a healthkit while already being at full health
- Eating a sandvich using the taunt method now heals a Heavy to full health
- Dropped sandviches heal 50% of the collector’s health
- Medic regen changes
- Base regen amount increased from 1/sec to 3/sec
- Regen amount increase since time of last damage decreased from 3x to 2x
- End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec
- Blutsauger
- Replaced “No critical hits” negative attribute with “-2 health drained per second on wearer”
- Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec
- Added “mp_windifference” server ConVar (default to 0)
- When set to X, matches will be considered won if a team gets X points ahead of the other team
- Added a “Remember the active weapon between lives” option to the Multiplayer->Advanced options dialog
- Added “Disable weather effects” option to the Multiplayer->Advanced options dialog
- Added “Show non-standard items on spectated player” option to the Multiplayer->Advanced options dialog
- If set (default), it’ll show non-standard items being carried by the player you’re spectating
- Tournament mode changes
- New item whitelist allowing tournaments to control what items can be used by players
- Added “item_whitelist_example.txt”
- Added “item_show_whitelistable_definitions” command to get a list of whitelistable items
- Added Tournament mode Spectator HUD
- Added “Use advanced spectator HUD in tournament mode” option to the Multiplayer->Advanced options dialog
- Shows all the members of your team (or both if you’re a spectator) at the top of the screen, along with class/health/respawn time/charge level
- Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them
- Changed idle player check to include spectators & players who haven’t chosen a team
Bug Fixes
- Fixed explosive radius detection using an axially aligned box instead of a sphere
- Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
- Grenades/Pipes radius change: 132->159
- Rocket radius change: 121->146
- End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant
- Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses
- Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as
- Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team
- Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted
- Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged
- Added check to prevent clients using the “firstperson” command to get out of thirdperson view while they’re phasing, taunting or control stunned
- Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies
- Fixed wearables not destroying their attached particles when they’re removed
- Fixed several player & viewmodel simulation issues that occurred when the game was paused
- Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2
Community Requests
- Added the entindex() of the object being built to the “player_builtobject” game event
- Added flag to allow CTF map authors to turn off the Overtime mode when timers expire
- Added IgnitePlayer input to TFPlayer
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Posted: September 1st, 2009 | Author: =MUPP= oGre | Filed under: Team Fortress 2 | Tags: tf2, updates | Comments Off
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2
- Added “tf_allow_player_use” server ConVar to control players executing +use while playing (defaults to 0)
- Fixed a bug where full backpacks resulted in an item being repeatedly found each time the game is started
- Fixed being able to burn players/buildings that are in the water while standing outside the water
- Fixed teleporting Spies getting stuck in enemy players standing on the exit
- Fixed server log not listing telefrag kills as weapon “telefrag”
- Fixed the Pyro’s airblast pushing Spectators in free-look mode
- Fixed Pyro’s Hadouken killing Scouts that have used Bonk! and are phasing
- Fixed freezecam screenshots sometimes being saved outside the Screenshots folder
- Fixed deathnotice and server log entries not using the unique item names/icons when buildings are destroyed
- Fixed a case where the weapon selection menu wasn’t drawing the images of non-standard items if the player was using hud_fastswitch 1 and using slot7-10 to view the panel
- Fixed CTF HUD not centering the flag panel if there is only one active flag
Community requests
- Added the ability to set a parent for the item_teamflag entity
- Added OnPickUpTeam1 and OnPickUpTeam2 outputs to the item_teamflag entity
- Added intro movie .mp3 files to the sound/misc folder
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Posted: August 26th, 2009 | Author: =MUPP= oGre | Filed under: Drivers | Tags: driver, nvidia, updates | 1 Comment »
It’s that time of the month again. This time I had to uninstall the current driver, reboot, accept the windows default driver, reboot, install the new one, reboot. Vista 64 is marvelous (not). As usual you can grab them here.
New in Release 190.62
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