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Al Fire 101
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Post subject: 4/14/2011 Update....Just a small 503MB update Posted: Thu Apr 14, 2011 7:06 pm |
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Renegade Heroes |
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Joined: Sat May 23, 2009 11:43 pm Posts: 803 Location: Waukesha, WI
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Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)- Fixed a packet injection exploit in the client/server streams
- Fixed UDP logging exploit
- Added a new server convar "sv_logsecret" which emits a new S2A_LOGSTRING2 UDP packet to any UDP log targets with the secret value pre-pended
Team Fortress 2- Added new map Koth_Badlands
- Updated CP_Well
- Spawn room by second cap for each time is now a one-way door
- Updated Training
- Added 3 new training courses for the Demoman, Engineer, and Spy
- Added the Ready for Duty achievement for completing all of the training courses
- Added a new system to associate dedicated servers with Steam accounts
- Use the ConCommand "cl_gameserver_create_identity" in the Team Fortress 2 client console to create a server account using the currently logged in Steam account. This will generate values for "tf_server_identity_account_id" and "tf_server_identity_token"
- Put the values for "tf_server_identity_account_id" and "tf_server_identity_token" into your server.cfg
- Use the ConCommand "cl_gameserver_list" in the Team Fortress 2 client console to list all of the game server accounts owned by the currently logged in Steam account
- Added a new system for coaching players
- Added a new vote system
- Server convars to control the vote system
- sv_allow_votes : Allow voting?
- sv_vote_failure_timer : A vote that fails cannot be voted on again during this period.
- sv_vote_allow_specators : Allow spectators to vote?
- sv_vote_issue_changelevel_allowed : Allow votes to change levels?
- sv_vote_issue_kick_allowed : Allow votes to kick players from the server?
- sv_vote_issue_nextlevel_allowed : Allow votes to set the next level?
- sv_vote_issue_nextlevel_allowextend : Allow votes to extend the current map?
- sv_vote_issue_restart_game_allowed : Allow votes to restart the game?
- sv_vote_issue_scramble_teams_allowed : Allow votes to scramble the teams?
- sv_vote_issue_nextlevel_choicesmode : Present players with a list of maps with the lowest playtimes to choose from?
- sv_vote_kick_ban_duration : How long should a kick vote ban someone from the server? (in minutes)
- dynamic model loading to improve performance
- Combat Text changes
- Added a new convar "hud_combattext_healing" to display the amount of healing done per second
- Added bonus points to the items displayed using Combat Text
- Starting position of values is now affected by range to target, making it easier to see numbers when next to targets
- Updated voice to use the Steam voice codec to improve quality
- Servers can toggle between the old codec and the new codec with the convar "sv_use_steam_voice", which defaults to 1.
- Fixed not being able to see the correct colors for painted hats when running with DX8
- Fixed not being able to see the | character in custom names and descriptions
- Fixed a couple cases where custom sprays would not import correctly
- Duel changes
- The duel dialog has been extended to include class-specific duels in addition to the default duels
- Duel badges now only show the number of wins a player has
- Added Payload maps to Offline Practice
- Fixed taunt kills made with a Katana not counting towards honorbound kills
- Fixed a bug where killing a Katana wielder with a Katana was incorrectly causing an increased crit chance
- Fixed infinite noisemakers exploit where noisemakers could continue to be used after their charges had run out
- Improved the Medic overheal effect so it's more noticeable
- Fixed func_build entities to respect the team value and prevent the associated team from building in the area
- Items changes:
- Added new "Sort by Rarity" option for sorting backpack items
- Improved the backpack sorting algorithms
- Added "styles" for the Ghastlier Gibus, Scotsman's Stove Pipe, Treasure Hat, Hat of Undeniable Wealth And Respect, and the Googly Gazer
- Added paint preview to the preview section when shopping for hats
- Updated the Googly Gazer to be paintable
- Added new paint styles to the Pyromancer's Mask
- Items in the action slot won't be swapped until returning to a supply cabinet
- Replaced the no-crit attribute with -25% damage on the following:
- The Eyelander, The Gunslinger, The Southern Hospitality, The Powerjack (also added +20% melee vulnerability)
- The Horseless Headless Horseman's Headtaker, The Ullapool Caber, The Claidheamohmor
- Vitasaw
- Added the ability to see enemy health
- Dalokohs Bar
- Removed item cool down meter and ammo count when using the Dalokohs Bar
- Fists of Steel
- Increase deploy times 20%
- Ranged damage reduced 40% (down from 60%)
- Loch-n-Load
Damage increased by 10% - Equalizer
- Tuned high-end damage range so it's no longer possible to one-shot certain classes
- Suppress the medic call effect while active
- Battalion’s Backup
- Reduced rage generation rate by 50%
- Concheror
- Damage-to-health conversion increased to 35% (from 20%)
- Mad Milk
- Heal 60% of damage done (down from 75%)
- Sun-on-a-Stick
- Base damage lowered slightly but guarantees crits against burning players instead of mini-crits
- Fan O’ War
- Marking someone for death now lasts 15 seconds (from 10 seconds)
- Flaregun
- Flares always crit burning targets, regardless of range
- Backburner
- Removed the restriction on airblast
- Ammo cost increased 150% (4 blasts at full ammo)
- Damage bonus reduced to 10% (from 15%)
- Sydney Sleeper:
- Charge rate increased 25%
- Bot changes:
- Added Spy TFBots. Spy bots have basic cloaking, diguising, sapping, and backstabbing behaviors now, and are ready to join the fight
- TFBots understand the basics of the Payload scenario now, and will push the cart on offense, and try to stop the cart on defense
- Added navigation meshes for pl_goldrush, pl_badwater, pl_upward, pl_thundermountain, and pl_hoodoo_final
- Improved TFBot reactions to cloaked and/or disguised enemy Spies
- Improved Demoman bot behaviors for planting sticky bomb traps
- Demoman bots will now try to move to a safe spot and lob stickybombs onto enemy sentry nests to destroy them
- Soldier bots switch to their shotgun after emptying their rocket launcher at close/medium range
- TFBots will no longer hide from sapped or carried sentryguns
- Engineer bots are better at moving their sentry gun nest as the scenario changes
- Improved Sniper bot algorithm for finding good sniping spots for both Capture Point and Payload scenarios
- Sniper bots will take opportunistic shots at targets while they move to their desired sniping spot
- Fixed bug where Sniper bots would sometimes stand around in their spawn room doing nothing.
- Improved TFBot ability to find a safe vantage spot to attack enemy sentry guns
- TFBots will no longer try to use a teleporter entrance they can't actually reach
- Added tf_bot_melee_only cvar. If set to 1, all TFBots will be restricted to only using their melee weapon
You can read more about the update here
Last edited by Al Fire 101 on Thu Apr 14, 2011 7:42 pm, edited 3 times in total.
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Carl Weathers
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Thu Apr 14, 2011 7:23 pm |
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Joined: Mon Mar 13, 2006 9:31 pm Posts: 3993
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Jinxter
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Thu Apr 14, 2011 8:28 pm |
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Joined: Fri Mar 24, 2006 8:26 pm Posts: 6640 Location: Silverdale, WA
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mukor
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 1:19 am |
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Hatchling |
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Joined: Fri Apr 08, 2011 9:41 pm Posts: 6
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I gotta say, I don't like a lot of the weapon changes.
And seriously, Backburner gets airblast? Are you kidding me?
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gel
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 2:19 am |
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Joined: Sun Jun 21, 2009 5:02 pm Posts: 841
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The strange thing is that these changes were all in beta for over a month. A lot of players posted feedback in the beta forum, with what I saw as a majority of arguments being against the melee nerfs (random crits and -25% damage). Backburner was not fought against, however. The airblast means backburner users have no excuse (aside from having no ammo) to not use that airblast sometimes to put out a teammate, or push back an uber. Fists of Steel were rightfully nerfed. I was one of many against the equalizer medic call thing (understandable why it was added, but ultimately an unnecessary change).
Regardless of my opinions though, this was how the weapons entered beta, and with a lot of comments against some of the stuff, Valve still released everything without a SINGLE tweak. It's as if they put stuff in the "beta" to see if anyone goes bananas against any of it, and if so, then they won't add it to the game. But so far, they've just added everything, even when it seemed like public response was contrary to some of the weapon tweaks or designs.
I assume that if the Quick Fix medigun and the Detonator flare gun are ever released, there will not be a single change to how they work in beta now. They work pretty well, fortunately, although some would say the Quick Fix is OP, and others express their dislike of a pyro having super jumping abilities.
This update seems to have been mostly an optimization update, and for that I am happy. Some of the melee nerfs are unfortunate, and I have no idea why the powerjack was extremely nerfed (-25% damage and +20% melee vulnerability, really??), while things like the rake go untouched.
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Carl Weathers
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 1:00 pm |
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Joined: Mon Mar 13, 2006 9:31 pm Posts: 3993
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Blood_Red87
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 2:35 pm |
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Condor |
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Joined: Fri Jul 03, 2009 3:17 pm Posts: 177 Location: Oakdale, Ca
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Also, I'm one of the many players who still can't access their backpack and loadouts since last night's update. AGH! Typical VALVe update; update one thing, break another.
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Carl Weathers
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 3:57 pm |
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Joined: Mon Mar 13, 2006 9:31 pm Posts: 3993
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Blood_Red87
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 4:56 pm |
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Condor |
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Joined: Fri Jul 03, 2009 3:17 pm Posts: 177 Location: Oakdale, Ca
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Update just went out and my backpack and loadouts are back.
Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) Fixed a startup crash for some users who were unable to load client.dll Fixed a "status" command regression in the dedicated server console
Team Fortress 2 Added a missing material for the Scotsman's Stove Pipe Fixed a server crash caused by the server triggering a nextlevel vote Fixed the kicking of coaches for being idle as soon as they stop coaching Fixed a coaching exploit
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Blood_Red87
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 6:35 pm |
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Condor |
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Joined: Fri Jul 03, 2009 3:17 pm Posts: 177 Location: Oakdale, Ca
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Now I can't play on a server for more than a minute without HL2.exe crashing. I give up.
EDIT: nevermind. It fixed itself.
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Last edited by Blood_Red87 on Fri Apr 15, 2011 9:05 pm, edited 1 time in total.
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Swoop
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 9:01 pm |
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Joined: Mon Mar 13, 2006 12:27 pm Posts: 1275 Location: Sacramento, CA
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I got my load out back, but now I can't access our server.
brings up a error code saying our server is an older version and disconnects.
**EDIT: just IM'ed Earl. He thinks the server needs an update. He is in a highlander match, but should get to it soon.
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Courage is only found where there is the genuine possibility of loss -- loss of friends,
reputation, status, power, possessions or, at the extremes, freedom or life."
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Carl Weathers
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 9:12 pm |
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Joined: Mon Mar 13, 2006 9:31 pm Posts: 3993
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Earl
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 9:37 pm |
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Joined: Mon Mar 13, 2006 12:27 pm Posts: 2474 Location: San Francisco, CA
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Installing steam update now (you have to do it from the mods tab). Should be up in a few mins.
_________________ ============================================== "Jurisprudence Fetishist Gets off on a Technicality" -The Onion
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gel
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Post subject: Re: 4/14/2011 Update....Just a small 503MB update Posted: Fri Apr 15, 2011 10:12 pm |
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Joined: Sun Jun 21, 2009 5:02 pm Posts: 841
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Sorry Carl, but the beta had this issue for over a month (still does) and those people couldn't play the beta. Now that Valve has rolled out a lot of the beta updates, I think they also rolled out that bug that prevents a small handful of people from booting the game up at all.
I've been getting a crash when I change classes. It happens about half the time, so it's pretty annoying. I'm sure valve is on it since the forums are abuzz about it now.
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