phantom
2010-09-30 23:10:21
Updated to run on the Orange Box engine with CS:S, DoD:S, and TF2
hmmm?
phantom
2010-09-30 23:10:21
s0iz
2010-09-30 23:12:13
phantom
2010-09-30 23:23:21
svN
2010-09-30 23:32:42
0nti
2010-09-30 23:41:52
koncentrate
2010-09-30 23:54:17
Uncle Rico
2010-09-30 23:54:56
Sub Zero had the same problem with his port initially. I think he fixed it in his version though.0nti wrote:-sprint is impossible to do until you fully stand up, so you can bhop as usual but you can't "redo it" fast when you need to turn or you are slowing down, because you aren't allowed to sprint fast enough.
CellarDweller
2010-09-30 23:56:48
buttsecks
2010-10-01 00:01:16
[EYE] Valar
2010-10-01 00:07:07
The Argumentalizer
2010-10-01 00:41:55
Ghost Dog_TSGK
2010-10-01 01:09:27
Neolinkster
2010-10-01 01:51:58
Here you go better worded explanation on the sprint delay I'm using it in the console command bug which I believe all of us should do to send steam a message there as wellGhost Dog_TSGK wrote:Burton J still reads our forums, keep the support topics active because chances are we will get at least a couple follow up patches.
http://forums.steampowered.com/forums/s ... ?t=1448867
Not to mention I don't need the thread packed with coop players bitching about bhop.
Va|iums
2010-10-01 01:54:56
Jelly Fox
2010-10-01 02:21:30
Neolinkster
2010-10-01 02:36:04
gHOST ripstar
2010-10-01 02:39:30
chickenmobile
2010-10-01 02:52:14
{Rx}Crowbar Ninja DJ Z3R0
2010-10-01 03:08:57
Barelychickenmobile wrote:
P.S. Don't complain, at least they kept the bhop.
[EYE] Valar
2010-10-01 03:09:44
gHOST ripstar wrote:join pls...the more the better for em to take notice
http://steamcommunity.com/groups/5teamandValv3sux
Paradox
2010-10-01 03:39:18
keefy
2010-10-01 03:43:46
Where was the beta? At least CS had a beta before they butchered it.Paradox wrote:Seriously, I agree with Valar. We have begged and begged and begged for years for them to update this game. Now they finally do and all you can do is bitch an moan?
OF COURSE there is going to be bugs, ITS VALVE, There are always bugs. They will work them out in time, maybe 6 months to a year but they will get to them eventually after TF2 and CSS which both have a much bigger audience.
chickenmobile
2010-10-01 04:19:47
Code: Select all
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keefy
2010-10-01 04:38:21
chickenmobile
2010-10-01 04:44:03
Freetux
2010-10-01 05:38:05
Freetux wrote:Am I the only one who wants Valve to leave dm the fuck alone, given their update history with this game, their update history with half life dm, their update history with tf2, them updating this game can only be a bad thing for people who don't play the game casually.
keefy
2010-10-01 06:00:47
Ko-Tao
2010-10-01 06:09:55
Ko-Tao wrote:Calling it now, the movement will be lost in translation yet the rest of the game will remain just as broken and ignored as ever.
Da1
2010-10-01 09:16:20
Viperbird
2010-10-01 11:43:07
pOwah
2010-10-01 13:03:47
Neolinkster
2010-10-01 13:25:08
theres another release thats much more recent and many of the bugs have been discussed with sub zero alreadypOwah wrote:I'll be updating/taking a look at what's broken on our 2-slot test-server later.
Cheap plug, I know, but if I forget to update here - i'll update on our [forum]
Feel free to add me on Steam too --> liquidborn
Pernicious
2010-10-01 14:57:27
koncentrate
2010-10-01 15:06:50
[EYE] Valar wrote:gHOST ripstar wrote:join pls...the more the better for em to take notice
http://steamcommunity.com/groups/5teamandValv3sux
i saw your invite and declined. nothing comes from badmouthing ppl. if you make a group and give it the right name and be cool about it ppl might join. this is the wrong way to go about it.
email Valve. this is not a Steam problem. Steam is an online store / community and is made by Valve. you need to email Valve.
chickenmobile
2010-10-01 16:02:56
Pernicious
2010-10-01 16:05:28
dbanimal
2010-10-01 18:28:47
DIE_bastards
2010-10-01 19:16:00
+100500koncentrate wrote:couldnt agree more[EYE] Valar wrote:i saw your invite and declined. nothing comes from badmouthing ppl. if you make a group and give it the right name and be cool about it ppl might join. this is the wrong way to go about it.gHOST ripstar wrote:join pls...the more the better for em to take notice
http://steamcommunity.com/groups/5teamandValv3sux
email Valve. this is not a Steam problem. Steam is an online store / community and is made by Valve. you need to email Valve.
CellarDweller
2010-10-01 20:14:51
gawd dammit. that referenced steamforum thread is in the steam for macs section? wtf??? grrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!i'll just throw these out there for people to agree with or debunk as the usual bug unfixed...
in addition to no speed crawl and crippled bhob coming out of crouch mentioned above...
scroll jump no longer works adequately. this has been attributed to linux servers only... i dont know how to verify that. but if you attempt to bhop with scroll wheel jump you will "stick" to the floor about 50% of the time. you can stay in one place, stationary, and just scroll jump w/o moving (standing and crouched both) and see the effect.
strafing up inclines gets you a lot more air, seems much easier to glide/slide up inclines. i could nearly make it from caverns above rpg (strafe over grate area) up to the open area behind supercharger... w/o using jump at all. and my movement is ♥♥♥♥e. so im sure other people will be able to do that and more on other maps.
fast orbs seem faster and more difficult to catch (more testing needed).
frag nades seems to explode quicker than the 5 secs, frag nades more difficult to catch, frag nades splash damage seems more powerful (more testing needed on all).
i initially thought the shotty had become less powerful and more consistant. then i killed holy on caverns with a double shotty from sewer to ramp double-health corner. he was afk, so i guess he could have had 1 health while standing on top of the unspawned healthpacks. still a stupid kill for that distance imho.
yo-yo-ing anything is more difficult. frag nades and orbs are easier than props.
glitch prop/jumping/flying seems to be gone. grav/prop jumping seems to work easier.
mag seemed overpowered, but i suspect its actually due to better hit registry.
more blood graphics? but a strange difference i noticed with shotty. close combat produced more blood, but farther away showed no blood... just puffs of smoke instead... even though it registered as hits. i think i was mostly on pure=0 servers and i do have hd effects... so that may just be my issue.
previous demos no workie... this is devastating to those with works in progress.
Jelly Fox
2010-10-01 21:07:41
+1{Rx}Crowbar Ninja DJ Z3R0 wrote:Barelychickenmobile wrote:
P.S. Don't complain, at least they kept the bhop.
Has the update fixed any of the bugs in the original version? Nope.Paradox wrote:OF COURSE there is going to be bugs, ITS VALVE, There are always bugs. They will work them out in time, maybe 6 months to a year but they will get to them eventually after TF2 and CSS which both have a much bigger audience.
DIE_bastards
2010-10-01 21:29:53
phixtCellarDweller wrote: gawd dammit. that referenced steamforum thread is in the steam for macs section? wtf??? grrrrrrrrrrrrrrrrrrrrrrrrrrrrrr!
Sacrifist
2010-10-01 22:13:27
REJECTED
2010-10-01 22:38:09
Sacrifist
2010-10-01 23:22:06
Indeed. And doing it here will be better then doing it over on the steamer forums.REJECTED wrote:I think we need a nice formal list of all issues we need fixed, and you can fire him off an email. He can give it to one of his developers and they can go through the list, fixing them one by one. Seems like a good approach.
SND
2010-10-01 23:29:25
Sacrifist
2010-10-02 02:20:38
Im not sure they made any "changes". From what I've seen, all the changes that are being noticed are because of the new engine code.SND wrote:I would love to see a list from valve on the changes they have made.
[EYE] Valar
2010-10-02 03:04:56
yeah sounds like a plan wootREJECTED wrote:I think we need a nice formal list of all issues we need fixed, and you can fire him off an email. He can give it to one of his developers and they can go through the list, fixing them one by one. Seems like a good approach.
The Argumentalizer
2010-10-02 03:07:50
chickenmobile
2010-10-02 11:51:38
[EYE] Valar
2010-10-02 12:33:18
pOwah
2010-10-02 12:52:22
Panic
2010-10-02 17:33:40
The Argumentalizer
2010-10-02 19:37:29
Mr. Nervous
2010-10-02 20:08:09
the hell are you talking about? pubs are in better shape than we are. hit reg is now spot on, and they've hindered that pesky bunnyhop thing that most pubbers didn't want us doing anyways.The Argumentalizer wrote: The Pub side is a wasteland.
the_big_cheese
2010-10-02 21:47:00
[EYE] Valar
2010-10-02 21:58:56
Charles
2010-10-02 22:30:36
keefy
2010-10-02 22:37:42
Buff the stuff that dont need a buff, nice.Charles wrote:You guys forgot: trimping/ramp jumping doesn't work anymore.
But zoom is 1000x better. It's much faster and the black fog around your screen comes a bit slower, making tunnel vision not as bad. With toggle_zoom, the Magnum is an even better sniper.
So they basically buffed Magnum, AR2, and Orbs pretty well.
[EYE] Valar
2010-10-02 23:05:55
Pernicious
2010-10-02 23:25:34
keefy
2010-10-02 23:26:50
Ko-Tao
2010-10-03 01:47:28
The Argumentalizer
2010-10-03 03:48:12
keefy
2010-10-03 04:16:52
SND
2010-10-03 04:46:22
[EYE] Valar
2010-10-03 09:58:43
It's already proven a revival as you see so many new players coming in so that's a fact.SND wrote:So may be this could be the revival we need but these bugs need fixing quick so we can capitalise on it.
'Half-Life dedicated Linux server mailing list' Date: Sat, 2 Oct 2010 20:06:11
HL2 Master Servers moved to other IPs due to a re-organisation of physical location and hardware in datacenter. Steam upgraded it's network and server backend over the past few months. A lot of things to make HL2 support even better.
keefy
2010-10-03 19:12:25
Sacrifist
2010-10-04 02:14:18
Isnt this a good thing?keefy wrote:Also I often clip though other players much like TF2 when on same team i.e FFA
keefy
2010-10-04 02:17:59
chickenmobile
2010-10-04 04:08:14
{Rx}Crowbar Ninja DJ Z3R0
2010-10-04 04:35:23
Actually I was scrimming last night and saw two players get stuck together in caverns.chickenmobile wrote:Does that mean that the bug where you randomly got stuck in other players by strafe jumping at same time is fixed?
badinfluence
2010-10-04 04:49:38
lead
2010-10-04 04:56:30
yesbadinfluence wrote:I don't know how true this is for anyone else, but when I yo-yo'd, I'd throw it out, switch etc, then catch it. It was like it right clicked for me and dropped whatever was in my grav gun.
Neolinkster
2010-10-04 05:36:59
Sacrifist
2010-10-04 07:33:48
[EYE] Valar
2010-10-07 02:09:31
Pernicious
2010-10-07 02:36:55
Kingpin
2010-10-07 03:19:57
This is just due to the grav gun bug where pressing the grav gun bind while holding an object will cause the object to glitch out and freeze where it was. In the case with grenades it doesn't seem to act like any regular object, it just falls to the ground as if you dropped it. I'm pretty sure you must be hitting the grav bind one too many times or something because this hasn't happened to me at all, and I have tested it a lot. It's either that or you got the order of switchings/shoot/grab mixed up, try it a bunch of times and check if it works at all.badinfluence wrote:I don't know how true this is for anyone else, but when I yo-yo'd, I'd throw it out, switch etc, then catch it. It was like it right clicked for me and dropped whatever was in my grav gun.
[EYE] Valar
2010-10-07 03:27:30
yes there one was for steam but there was also another one that said Steam has finished downloading HL2DM..Pernicious wrote:I think it was engine wide.
Da1
2010-10-07 04:35:06
Pernicious
2010-10-07 05:21:47
pOwah
2010-10-07 05:42:12
Required updates for Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch are now available. The specific changes include:
Shared changes (CS:S, DoD:S, HL2:DM, and TF2)
* ServerBrowser now sorts by ping by default once again.
* Fixed Mac crash on launch when running Mac OSX 10.5.8.
* Fixed spectator bug where spectating a Sniper looking through scope didn't zoom fov.
Team Fortress 2
General Fixes
* Fixed an issue that caused some old demos to crash.
* The server browser now sorts by ping by default.
* The Trading dialog now starts with the chat window having focus.
* Fixed a bug that caused overheal to not work properly.
* Fixed the Sandvich cooldown not occurring when the Heavy is hurt.
* Fixed the Heavy's hands being invisible.
* Soldiers no longer maintain their rage level when changing loadout.
* Alerts now sort on top of achievement status.
* Prevented a bad state occurring when someone tried to trade with themselves.
* Fixed a dueling related crash caused by custom scoreboard UIs.
* Fixed players not being able to set their default FOV correctly.
* Fixed being unable to equip customized shotguns & pistols on some classes.
* Improved the explanation of the item set bonus in set item descriptions.
* Fixed a bug where items with particle systems would show up at the player's feet or pelvis.
* Fixed the wrench number for the Golden Wrench not displaying properly.
* Fixed the medal number for the Gentle Manne's Service Medal not displaying properly.
* Fixed client seeing incorrect message when changing team while participating in a duel.
Economy Changes
* Added Remove Name and Remove Paint features.
* Achievement items and store promotion items are now usable in crafting.
* Gifted items are now craftable and tradable.
* Attempting to craft a non tradable item will result in a warning that the items produced by the craft will also be marked as non tradable.
* Community, Self-Made, and Valve items are not tradable or usable in crafting.
* Changed "Not Craftable" description to "Not Usable in Crafting" to increase clarity.
Item Changes
* The TF badge on the Glengarry Bonnet is no longer team colored.
* Restored the missing PDA2 Slot Token.
* Restored the appearance of the Tippler's Tricorne to the version prior to the Mannconomy Update. This item is now paintable.
* Added a new paintable hat, the 'Rimmed Raincatcher' that has a new Tricorne style appearance.
* The Earbuds are now nameable.
* Duel fixes:
* Fixed Dueling badges using the wrong texture.
* Fixed an issue where dueling stats did not show up on dueling badges above Bronze.
* During a duel, the Dueling mini-game item used to initiate the duel cannot be deleted, traded or crafted.
* The following hats now allow the paint to affect their color more (colors should not be washed out):
* The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock
* Dueling Mini-Game now drops with 5 uses.
Weapon Changes
* The Battalion's Backup no longer gives rage for falling damage.
* The Shortstop is now affected by tf_use_fixed_weaponspreads.
* The Gloves of Running Urgently now using the boxing taunt and boxing glove weapons are now of the type "Boxing Gloves" instead of "Fists."
* Your Eternal Reward no longer disguises the Spy if the victim survives the backstabbing attempt (because of Ubercharge, The Razorback, etc)
* Your Eternal Reward no longer disguises the Spy if they are carrying the flag.
* The Holy Mackerel no longer displays a fish hit message when a Spy disguised as the attacker's team is hit.
* The Holy Mackerel no longer triggers other death events (like achievements or stats mods) improperly.
* The Sydney Sleeper no longer penetrates targets.
* The Sydney Sleeper no longer randomly crits.
* Milk will no longer spray from the barrels of other Scout weapons when switching from the Mad Milk.
Counter-Strike: Source
* Fixed a bug where the player crouching/standing animations were delayed until after (from the player's local viewpoint).
* Changed the way that scope zooming works so that it is no longer affected by client-server latency, and zooming begins immediately for the local player. This fixes an issue that would give an advantage to lower ping players and penalize higher ping players.
* Fixed animation problem caused by aborting bomb plant by switching weapons ("crab walk").
* Crosshairs now have customizable size, thickness, and color:
* cl_crosshairsize specifies the size of the crosshair in pixels at 640x480 resolution
* cl_crosshairthickness specifies the thickness of the crosshair in pixels at 640x480 resolution
* The crosshair now scales proportionately for all screen resolutions. This replaces the old scaling behavior, and the cvar cl_crosshairscale is no longer used. Players can revert to old crosshair behavior by setting cl_legacy_crosshair_scale to 1.
* Setting cl_crosshaircolor to 5 enables the use of custom crosshair colors, specified by cvars cl_crosshaircolor_r, cl_crosshaircolor_g, and cl_crosshaircolor_b.
* The default of cl_crosshairuseapha has been changed to 1. Alpha blending makes the crosshair much more visible on new HDR maps, and it is recommended that existing players enable this setting manually or through the options interface (Multiplayer-Crosshair appearance-Translucent).
* Cvar cl_legacy_crosshair has been renamed to cl_legacy_crosshair_recoil for consistency.
* Fixed inverted translucency preview on crosshair configuration panel.
* Removed the ability for players to temporarily stand on and jump from thrown grenades and jumping players. Legacy behavior can be enabled by setting sv_enableboost to 1.
* Fixed issue with players "stacking" on ladders. Players are no longer prevented from moving off a ladder when they are in contact with a player beneath them.
* Fixed UI issue causing Steam dialog boxes to be unreadable over certain backgrounds.
* Fixed a bug which allowed players to move the bomb with +use when sv_turbophysics was enabled.
* Fixed a bug that caused crosshair to expand when attempting to fire an empty gun or when holding trigger on pistols.
* Players are no longer kicked for team killing during mp_spawnprotectiontime if mp_autokick is not enabled.
* Fixed a bug which caused incorrect FoV on zoomed sniper rifles after reload.
* Fixed FoV on wide-screen display modes.
* Fixed a bug which caused incorrect zoom for a spectator watching a player with a sniper rifle.
* Fixed a crash that could occur if a player disconnected shortly after attacking a bot.
* Bomb icon now has priority over dominated/dominating icon on scoreboard.
* Deathcam now allows a short period of camera movement (matching pre-OB behavior) when a player dies.
* Bots now use distinct Terrorist and Counter-Terrorist icons on the scoreboard, voice indicators, end of match, and freeze panel.
* The round clock on the spectator UI is now replaced with a bomb icon after the C4 has been planted.
* Fixed a bug which caused models to occasionally appear non-animating when cl_minmodels and low violence mode were both enabled.
* Fixed the Buy Menu not taking into account the discounted price for Kevlar + Helmet if you already have Kevlar (not damaged) or a Helmet.
* Fixed cases where flashbang was not visible but still blinded the player.
* Reduced blindness amount when looking away from a flashbang.
* Added a checkbox to the Options-Audio dialog to control muting the audio when the game window is in the background.
* Fixed crash in custom maps using the trigger_camera entity.
Deathwish
2010-10-08 06:01:17
Pernicious
2010-10-08 06:55:46
keefy
2010-10-08 12:53:36
Deathwish wrote:I swear it's smoother now from todays update?
DIE_bastards
2010-10-08 17:05:48
there was a known bug in old HL2DM when on Win7 (Vista too mb) having an fps cap was making the game more laggy, so a couple months ago I set fps_max 0 in my cfg to get rid of lagskeefy wrote:Deathwish wrote:I swear it's smoother now from todays update?
Opposite for me its all gone titsup, unsmooth and jittery even though I have constant 200FPS on most maps (capped)
[EYE] Valar
2010-10-08 18:43:00
that's true. that FPS cap was a legend.DIE_bastards wrote:there was a known bug in old HL2DM when on Win7 (Vista too mb) having an fps cap was making the game more laggy, so a couple months ago I set fps_max 0 in my cfg to get rid of lagskeefy wrote:Deathwish wrote:I swear it's smoother now from todays update?
Opposite for me its all gone titsup, unsmooth and jittery even though I have constant 200FPS on most maps (capped)
Pernicious
2010-10-09 00:36:20
keefy
2010-10-09 03:58:32
{EE}chEmicalbuRn
2010-10-10 16:18:37
SOOOOO true. what is with that? makes it a bitch to test maps.Pernicious wrote:I cap mine to 120 on win7, is fine.
Though wen i hit create server its jerky as hell.
[EYE] Valar
2010-10-10 22:34:00