Team Fortress 2/Dedicated Server Update (10/25/2007)

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K2
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Team Fortress 2/Dedicated Server Update (10/25/2007)

Postby K2 » Oct 25th, 2007 at 11:06 pm

From the HLDS server admin list:

Jason Ruymen
Thu, 25 Oct 2007 18:39:08 -0700

Required updates for Team Fortress 2 and it's dedicated servers are now
available. Please run hldsupdatetool to update. The specific changes
include:

- Improved compatibility for direct sound
- Deathcam screenshots now move the player id panel to the lower right,
and hide other hud elements until the freezecam fades
- Improved autobalance calculation code when determining who to switch
- Improved networking compatibility for some routers
- Fixed a crash during level init related to model loading
- Fixed issues on Dustbowl and Hydro that could occur when a server
emptied in the middle of a round
- Fixed a bug in the clientside player avoidance code, and smoothed it a
little more
- Further crash fixes related to paged pool memory usage
- Fixed scoreboard team scores label getting cut off
- Engineer buildings now explode when the Engineer dies during sudden
death
- Fixed a spy backstab exploit where you could stab a player who was not
facing away from you
- Fixed flailing at the low end of the cloak meter when the player gets
uncloaked automatically
- Fixed texture detail level setting "Very high" not being preserved
- Improved various error messages, and added links to steampowered
support pages
- Fixed scoring problem where destroying a buildable added a phantom
point, not attributed to any scoring bucket but still included in total
score
- Fixed honeypot server problems
- Fixed a rare crash caused by a medigun losing its owner
- Fixed an exploit that allowed disconnected medics to continue
ubercharging their target until they timed out
- TeamMenu now disables the spectate button if mp_allowspectators is
zero
- Added a missing "cannot_be_spectator" localization string
- Re-added class count numbers above class buttons for non-zero classes,
in addition to the class images
- Removed prefixes (tc_, ctf_, etc.) from map names in various places
where they're printed
- Fixed some edge cases where grenades could go through player or
buildings
- Fixed rocket/grenade explosions being able to impart damage through
thin ceilings
- The Engineer's "build X" commands will now behave properly when bound
directly to keys


This is less than 3 hrs old - I'll uodate the servers later tonight as they empty, as both are full as of this posting.

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Oreo
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Postby Oreo » Oct 26th, 2007 at 1:22 am

No more sourcemod! For now

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K2
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Joined: Sep 14th, 2002 at 6:33 am

Postby K2 » Oct 26th, 2007 at 4:37 am

SM works - when Suck (thank you Grant :P ) updated the servers, he forgot to take into account that the update will overwrite the gameinfo.txt file. There's one line you have to add to that file for Metamod to work, which in turn loads Sourcemod (see http://wiki.alliedmods.net/index.php/In ... mod:Source ). I've since fixed the error - SM is back up and running fine on both servers.


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