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Archive for the ‘Team Fortess 2 News’ Category

Game updates July

Saturday, July 24th, 2010

There are updates avaiable for the following games over the last 72 hours, Team Fortress 2 serversLeft 4 Dead 2 servers, CSS servers and CS 1.6 servers

21/07 – TF2

An optional update for Team Fortress 2 is now available.  Here are the specific changes:

Server Browser:

- Fixed the server browser not saving filter settings properly.

Team Fortress 2:

- Fixed a speed exploit related to benchmarks.

- Fixed Parasite hat not being posed correctly on class loadout panels.

- Fixed a level change crash.

Jason

21/07/2010 – L4D2

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:

Left 4 Dead 2

- Added additional protection for critical files

- All add-on files will be loaded when connecting to a Non-Official server regardless of game mode

- Only approved custom maps will be loaded when connecting to an Official server

- Player’s can print the contents of the consistency list with “cl_print_consistency_list”. If the server has sv_consistency disabled, the user will be notified when they attempt to print the list

- Improvement to Hammer load times

22/07/2010 – CS 1.6

A beta update to the Counter-Strike 1.6 dedicated server is now available.  To access the beta, run the update command with “-beta hl1beta”.  The specific changes include:

- Potential fix for svc_bad network errors (thanks to Sorin)

Jason

22/07/2010 – L4D2

The Linux dedicated server for Left 4 Dead 2 has been updated.  The specific changes are:

- Fixed Linux dedicated server crash when path to dedicated server installation included uppercase characters

Jason

23/07/2010 – Counter Strike Source

A required update for Counter-Strike: Source is now available.  The specific changes include:

- Added Steam Clan Tag support ( Set yours in Options->Multiplayer->Advanced )

- Added new achievement “CLAN WARFARE”: Win a match of at least 10 players where the entirety of each team is composed of a single clan.

- All weapon fire rates now tuned to match their pre-update, tickrate 100 equivalents. (http://forums.steampowered.com/forums/showthread.php?t=1368659)

- Added automatic server tagging for some server convars ( “mp_startmoney”, “mp_friendlyfire”, “bot_quota”, “sv_nostats”, “sv_allowminmodels” )

- Fixed some issues for players who were experiencing stat corruption.

- Fixed several server crash exploits.

- Fixed server commands “sv_disablefreezecam” and “sv_nowinpanel” not working on dedicated servers.

- Adjusted some DX9 shaders to look more like their DX8 counterparts, e.g. flashbang effect.

- Community Requests:

- Fixed entity I/O messages “OnPlayerPickup” and “OnPlayerUse”.

- Restored UTF-8 support in the console.

- Added env_hudhint entity, for use in custom maps (The allplayers flag must be set for the hint to work in Counter-Strike.)

- Added client convar “sv_hudhint_sound” to turn off emit sound for hud hints.

- Restored the “cl_minmodels” client convar.

- Added server convar “sv_allowminmodels” that allows them to prevent clients from using “cl_minmodels”.

- Added a button to Options->Multiplayer that allows players to reset their in-game stats.

- Note:  Due to the nature of stats corruption, it is not possible to automatically fix all types of stats (such as weapon statistics reflecting usage of the wrong weapon).  Players who suspect their stats are incorrect and wish to start fresh may want to use the new stat reset feature.

Jason

Team Fortress 2 Update Available 20/07/2010

Tuesday, July 20th, 2010

A required update for Team Fortress 2 is now available.  The specific changes include:

Team Fortress 2

- Added a Parasite hat to celebrate the release of Alien Swarm (http://www.alienswarm.com/)

- Fixed a client crash when opening the backpack while running in a language other than English.

- Fixed not being able to pick-up buildings in Arena mode.

- Fixed an exploit that allowed team kills with Wrangled sentries.

- Fixed a bug where teleporters could be given more than their normal amount of health.

- Fixed old demos with different data tables thinking the SourceTV player entity was burning.

- TF Bot Changes

- Improved performance of bot computations that are done when a point is captured, a round starts, or a checkpoint reached.

- Fixed Engineer bot infinite build-destroy behavior loop regression

- Fixed Medic bots losing their charge if they touch a resupply cabinet

- Fixed a crash due to having multiple types of bot systems running in-game simultaneously

- Fixed bot behavior issue resulting in bot pile-ups near level 3 teleporter entrances

- Bots no longer consider sapped sentries a dangerous threat

- Bots will not try to navigate through enemy spawn rooms (unless they have won the round)

- Bot Engineers will avoid building teleporters on steep slopes which can hinder teammate movement

- Added tf_bot_pyro_always_reflect cvar. Set to 1 to make Pyro bots always reflect projectiles, regardless of difficulty level.

Jason

Team Fortress 2 Updates Available – 06/05/2010 & 08/05/2010

Saturday, May 8th, 2010

An update for TF2 servers was released late last night.

Thursday the 6th of Mays update:

A required update for Team Fortress 2 is now available.  Please run hldsupdatetool to receive the update.  The specific changes include:

- Mann Co. badges updated

- Added new “Primeval Warrior” employee badge

- Moved badges start date to the official TF2 release date of October 10th, 2007

- Gave “Primeval Warrior” badge to anyone who played in the TF2 Beta prior to the official release

- Adjusted existing badges based on the new start date

- Fixed player avatars being squashed in the Arena win panel

- Fixed a client crash caused by players calling for a Medic

- Fixed a server crash caused by receiving invalid data in player commands

- Fixed wearables attached to ragdolls not setting their skins and bodygoups correctly

- Fixed deflected remote-detonate pipebombs becoming mini-crits when detonated

- Fixed deflected remote-detonate pipebombs becoming full crits if the Pyro is critboosted

- Prevented custom models from showing domination particles in PropHunt

Jason

Saturday the 8th of May update:

A required update for Team Fortress 2 is now available.  Please run hldsupdatetool to receive the update.  The specific changes include:

- Fixed players seeing cloaked Spies when they should be fully cloaked

- Updated the Homewrecker

- It now damages enemy sappers on friendly buildings

- Fixed items not displaying correctly while playing back a demo

- Badge hire dates now display the time in GMT

Jason

Team Fortress 2 Update Available – 01/05/2010

Saturday, May 1st, 2010

An update for TF2 servers was released late last night.

A required update to Team Fortress 2 is now available.  Please run hldsupdatetool to receive the update.  The specific changes include:

- Added further PropHunt mode support:

- Added a “SetCustomModelRotates” input, which will enable/disable whether the custom model should rotate yaw (enabled by default)

- Added a “SetCustomModelVisibletoSelf” input, which will set whether or not the local player should see his own custom model

- Fixed the Engineer being able to build more than 1 of each type of building

- Fixed old Engineer build keybinds not working with the new system

- Fixed a client crash on shutdown

- Fixed the Gunboats not properly applying the damage reduction when Spectators are nearby

- Fixed post-processing bug which could cause tone mapping to become stuck at highest setting

Jason

Team Fortress 2 Update Available – 30/04/2010

Friday, April 30th, 2010

A required update for Team Fortress 2 is now available.  Please run the update button from the control to receive the update for your server.  The specific changes include:

- Added new items to commemorate our 119th (or so) update.
- Fixed several issues with the Source SDK
- Scout’s “Retire the Runner” achievement updated to be:
- “Kill a Scout while they are under the effect of Crit-a-Cola.”
- Added a 20% damage bonus to The Backburner
- Fixed the Flare Gun’s afterburn duration being lowered by the Flamethrower’s duration reduction
- Fixed the teleporter exit using the wrong particle effect
- Fixed HUD damage indicators not appearing
- Fixed Teleporters not reverting to level 1 when their other side is destroyed
- Fixed receiving damage not causing view-kicks on players
- Fixed Engineers & Spies being able to circumvent build restrictions
- Fixed Server Browser not saving filter settings properly
- Fixed a client crash in the targetID on clients running custom HUDs

Jason

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Team Fortress 2 Update Available – 16/04/2010

Friday, April 16th, 2010

There has been an update for TF2 game servers been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Team Fortress 2

  • Added Sam & Max items
  • Fixed the Demoman’s Fro not cloaking properly when being used by a disguised Spy
  • Reduced the damage bonus the Equalizer receives as the player loses health
    • The speed boost was not changed
  • Community Request
    • Added a flag to info_particle_system to mark particle systems as “weather” effects

Want your own Team Fortress Server?

Team Fortress 2 game servers update 19/03/2010

Friday, March 19th, 2010

An update for Team Fortress 2 game servers was released last night:

A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include:

- Added items submitted to the Contribute! site by members of the community. Submit your own creations! http://www.teamfortress.com/contribute/

Jason

TF2 / DODS server update 03/02/10

Thursday, February 4th, 2010

As below, an update for TF2 servers & DODS servers has been released:

Required updates for Team Fortress 2 and Day of Defeat: Source are now available. Please run hldsupdatetool to receive them. The specific 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.

Jason

Team Fortress 2 update 07/01/10

Saturday, January 9th, 2010

An update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include:

- 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

Jason

Team Fortress 2 game servers update 06/01/10

Thursday, January 7th, 2010

This ran through last night- a pretty hefty update for Team Fortress 2 game servers.

A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific change 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.

Jason