Servers are now updated Options
WDF?
#1 Posted: : Thursday, February 14, 2008 4:38:56 PM
Rank: The Illuminist



Groups: Administration

Joined: 5/8/2006
Posts: 8,410
Points: 2,875
Location: Seattle
New map!

Gogogogogogo!Required updates for Team Fortress 2 and it's dedicated servers have
finally been released.  Please run hldsupdatetool to receive these
updates.  The specific changes include:

Source Engine:
- Refactored how lightmaps are downloaded to the graphics card at level
load. On some hardware configurations this can lower level load times
significantly
- Optimized some particle systems to improve performance on some
hardware configurations
- Player stats are now sent up as they change, rather than when the
player dies
- Improved playback of sub-frame sounds
- Fixed a crash caused by alt-tabs during map load
- Eliminated unnecessary temporary memory allocation in scenefilecache

Team Fortress 2:
- Badlands released
- Changes to Dustbowl
- Added a new access point to the stage2 attacker gates
(drop-down left from spawn), allowing attackers a way to reach the left
route without being subjected to the spam and sentry gun fire
- Fixed a gap in stage 3, cap 1 that allowed a player with to
wiggle above the "ceiling" clip
- Fixed a gap behind stage 1, cap 1 house
- Fixed a high perch on stage1 cap1 house roof
- Fixed a perch offering view of nodraw textures and the skybox
(stage1 cap2 rock barrier)
- Fixed a few places where rockets/demoman pipes could pass
through non-solid models
- Sealed up a gap over stage1 lower startgate
- Clipped off tall windows in stage 3 to prevent sentry guns
from behind built behind them
- Changes to Capture the Flag Well
- Fixed trains not starting on map spawn
- Removed cap association from red spawns that were
spamming console
- Changes to Granary
- Removed spawn timing advantage from the middle (from
-3 to 0)
- Fixed several model perch exploits (red, blue cp1 gate
and blue cp2 gate pipe)
- Fixed a few places where players could get stuck
between containers and silos
- Adjusted playerclips on red container that made it
appear like players were floating
- Added a small delay (200 ms) before a zoomed sniper shot can
get a critical hit
- Added server side convar mp_fadetoblack. Same functionality as
Counter-Strike, used mainly during in-person tournaments and LAN events
- Added flamethrower "sizzle" sound when the Pyro is hitting a
target
- Updated explosion debris to be a bit darker
- Fixed idle players not being kicked from the server if
mp_allowspectators was set to 0
- Added ctf_well to the default mapcycle.txt file
- Added ctf_well to the default motd.txt file
- Fixed floor tile material type
- Fixed some weapon damage info missing from TF2 game stats
- Made some small changes to the Demoman viewmodel that were
causing performance problems
- Added a new timer to the HUD to show the value of
mp_timelimit. This is useful if you're playing a timed match on 2Fort,
where you only set a timelimit on the server and no other win
conditions.
- Added server log entry for buildings destroyed by their owner
- Fixed sentry gun shadows being clipped
- Updated glass material

SourceTV:
- SourceTV now uses a hidden slot on the game server. This allows for 24
player servers to also have a SourceTV proxy connected to it
- Fixed Pyro's flamethrower flames not showing up in SourceTV

We fixed the problem with SourceTV taking up a real slot on the server,
but there is a bug with this if you set tv_enable from a .cfg or script
file. To be able to run with SourceTV and have it not take up a player
slot, you need to have  +tv_enable 1 on your command line rather than
setting it with a .cfg after the server has started.

Murdy
#2 Posted: : Thursday, February 14, 2008 5:21:51 PM
Rank: Polio Power!


Groups: {pDs} Member, Registered User, WDFNews.com Official Mapper

Joined: 5/10/2006
Posts: 666
Points: 54
Location: Mapping hell
plan on running 24/7 badlands for a bit?
Yes its time again to Play WTF did Murdy Just type
Robot Hell is real and i cant spell

yes im dyslexic
WDF? wrote:
lol fuck you, Murdy.

BadHorsie wrote:
I love it!
llenta
#3 Posted: : Thursday, February 14, 2008 8:38:27 PM
Rank: Not Cool Enough for a Rank :(



Groups: {pDs} Member, Server Admin, WDFNews.com Official Mapper

Joined: 5/9/2006
Posts: 2,540
Points: 12
Location: ?
played it a bit earlier tonight and i found myself lost for a bit.  i think i'm going to have to load this one up myself and just run around some to get a feel for this new map.
Ciao Time
#4 Posted: : Friday, February 15, 2008 3:57:22 PM
Rank: Fuckstick



Groups: Registered User, Server Admin

Joined: 1/25/2008
Posts: 901
Points: 528
Location: Vancouver, BC
Readding the trains to ctf_well was a great touch, but Badlands... love that map.
Win Cookies Awarded: 7 (bawwwwww)
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