• TF2 update for 10/15/14
    82 replies, posted
Via HLDS: [quote=Valve]- Fixed an exploit related to clients uploading files to servers - Fixed a problem that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt - TF2 will not run if a bad items_game.txt file is found - If your items_game.txt file is reported as being corrupt, delete any items_game.txt files you have added and verify your TF2 installation - Fixed a timing problem with the Rancho Relaxo taunt animation - Removed the Limited Late Summer Crate from the crate drop list - Limited Late Summer Crates can no longer be opened - Removed the Limited Late Summer Crate Key from the Mann Co. Store - Limited Late Summer Crate Keys have been converted to Mann Co. Supply Crate Keys - Fixed Linux dedicated servers not showing up in the LAN serverbrowser tab when using sv_lan 1 - Fixed the Duels leaderboard not displaying current counts - Added the explosion particles to the list of files that we always enforce consistency on - Added ConVar tf_classlimit - When set, limit each class to the specified value - Works in any game mode, but overridden in Tournament mode and Highlander mode - Updated the model/materials for the Runner's Warm-Up to fix a lighting issue - Updated the equip_regions for the Couvre Corner and the Pocket Heavy - Updated rd_asteroid - Continued art-pass process - Updated the vote system - Fixed team-specific vote sounds/notifications playing/showing for the ineligible team - sv_vote_issue_restart_game_allowed default changed to off - Added sv_vote_issue_restart_game_allowed_mvm (on by default) - Added "Enable/Disable Class Limits" vote - Controlled by sv_vote_issue_classlimits_allowed (off by default) - Limit controlled by sv_vote_issue_classlimits_max (default 4) - Controlled by sv_vote_issue_classlimits_allowed_mvm in Mann vs. Machine (off by default) - Limit controlled by sv_vote_issue_classlimits_max_mvm in Mann vs. Machine (default 2)[/quote] Rumor has it: - Size is ~50 MB
aw items_game.txt :(
Still no Isaac promo?
[IMG]http://media.steampowered.com/apps/440/icons/florida_lan_medal.4815f7cb42559caabdbc08c79df3db770fe79d8b.png[/IMG] x-post from MUS, found this thing on trade.tf. Florida LAN medal?
the fact that valve has gone out of the way to prevent the item equip glitch greatly bothers me.
built in class limits now? nice
[quote]- Added the explosion particles to the list of files that we always enforce consistency on[/quote] I'm assuming this means no more custom explosion effects on valve servers
tf_classlimit? YES! no more 15 snipers and spies on teams
[QUOTE=kibbleknight;46242813]the fact that valve has gone out of the way to prevent the item equip glitch greatly bothers me.[/QUOTE] That's not why. You could modify some weapons to have client-side stats. You could make every spy jingle by giving the watches the booty-time effect. You could give every medic melee the "See enemy hp" attribute from the solemn vow and it would work. You could even [I]give yourself wallhacks that were undetectable[/I] using items_game! I am extremely glad they patched it.
[QUOTE=Ermac20;46242950]tf_classlimit? YES! no more 15 snipers and spies on teams[/QUOTE] This is actually really bad. You're going to end up with a 2 sniper max and then random F2Ps will take the spots, and when the enemy team gets a good sniper you won't be able to countersniper because your slots are taken. Class slots are a stupid way to try and appeal because it brings as much bad as it does good.
i dont get it, we always had class limit commands.
[QUOTE=5/3/4/3;46242817]built in class limits now? nice[/QUOTE] Not sure if we can change the limit value on valve servers though, just toggle. Even then, we'd still see instances of 4 snipers/spies. [editline].[/editline] guys help there isn't a class limit vote and I think valve fiddled with their sv_pure (IVHud's custom HP bar got defaulted) [t]http://puu.sh/cdKxi/75e89c382a.jpg[/t]
[QUOTE=wickedplayer494;46242702] TF2 will not run if a bad items_game.txt file is found [/QUOTE] Lie, hey fixed this a few days ago, not today. This was mainly to prevent the wallhack client mods, and enabling the "see enemy health" and "full turning charge control" attributes.
[QUOTE=Arthamus;46242992]Not sure if we can change the limit value on valve servers though, just toggle. Even then, we'd still see instances of 4 snipers/spies.[/QUOTE] that command being added is a start at the very least
class limits was the only thing the console versions of tf2 had that we didn't.
[QUOTE]- Fixed a problem that allowed clients to have an out-of-date, corrupt, or modified version of items_game.txt[/QUOTE] Well, so long, equip region exploit. You were fun while you lasted.
[QUOTE=Ellistron;46243139]class limits was the only thing the console versions of tf2 had that we didn't.[/QUOTE] Not quite, the console versions of tf2 have a ranked mode. To my knowledge, we still do not have an official ranked mode.
Seems like tf2 refuse to launch itself because items_game.txt is corrupt, even deleting it and verify the cache does not work, great.
Welp. If you liked having mods, folks, just take your mods folder, wipe your ass with it, and flush it. Valve made basically the servers completely pure so, yeah, get deleting. Hope you enjoyed them while you had them.
This means the death of full color decals too, doesn't it?
[QUOTE=WilhelmScreamer;46243545]This means the death of full color decals too, doesn't it?[/QUOTE] Only for non-Flair and non-Objector decalable items I think.
[QUOTE]Fixed a timing problem with the Rancho Relaxo taunt animation[/QUOTE] This seems to have also fixed the animation speed on resupply cabinets as well for me. I haven't played a game yet but hopefully it also fixed the speed of death animations.
[QUOTE=Magmacow358;46242889]I'm assuming this means no more custom explosion effects on valve servers[/QUOTE] Actually... The game only checks if the pcf file has been modified, and not the particles themselves. If you have particles of the same name in a file that's lower on the manifest, it'll still replace it. The only way they would be able to fix it is to have the game check the actual particles inside the files when they're loaded in. [QUOTE=ComodoreBluth;46243580]This seems to have also fixed the animation speed on resupply cabinets as well for me. I haven't played a game yet but hopefully it also fixed the speed of death animations.[/QUOTE] I think there was an issue with every non-player model animations. I was playing on a map that had model animations perfectly sinc'd up to some particles, and its animation was running slower than normal.
[QUOTE=Dat Lobo;46243440]Welp. If you liked having mods, folks, just take your mods folder, wipe your ass with it, and flush it. Valve made basically the servers completely pure so, yeah, get deleting. Hope you enjoyed them while you had them.[/QUOTE] Except, this is only something on Valve's servers. Community servers haven't been forced to use sv_pure 1. Sure, this sucks if you use mods and only play on Valve servers, but this sort of complaint is entirely unnecessary and just makes things seem worse than it is.
[QUOTE=Omolong;46243639]Except, this is only something on Valve's servers. Community servers haven't been forced to use sv_pure 1. Sure, this sucks if you use mods and only play on Valve servers, but this sort of complaint is entirely unnecessary and just makes things seem worse than it is.[/QUOTE] You must have that one server you play on constantly and play during peak hours. Sure, community's are fine, if don't like getting kicked/banned for voicing an opinion on how far the 3 medics that are on your team are up the admin heavies ass. Now, as someone who has problems sleeping and is up at all times, be it noon, 6pm, midnight, or 3 fucking am, valve servers will at least have a few nearly full servers to hop into, unlike community servers, cause valve basically shoved a metaphorical barbed wire dildo up community servers asses cause of the quick play system. And as someone who had their own server close because valve basically stole it cause of the shitty quick play system, all I have to say is fuck them.
why would you use sv_pure outside of, lets say, tournaments and other competitive stuff.
[QUOTE=Dat Lobo;46243705]You must have that one server you play on constantly and play during peak hours. Sure, community's are fine, if don't like getting kicked/banned for voicing an opinion on how far the 3 medics that are on your team are up the admin heavies ass. Now, as someone who has problems sleeping and is up at all times, be it noon, 6pm, midnight, or 3 fucking am, valve servers will at least have a few nearly full servers to hop into, unlike community servers, cause valve basically shoved a metaphorical barbed wire dildo up community servers asses cause of the quick play system. And as someone who had their own server close because valve basically stole it cause of the shitty quick play system, all I have to say is fuck them.[/QUOTE] No, actually, I've used Valve servers up until now. Additionally, most of the time I play really late in my timezone too, so finding a server with players on could be difficult for me too. I don't agree with this change either, but complaining about it such a degree makes it sound a lot worse than it actually is. You basically made it sound like Valve have forced sv_pure 1 on every single server in the game and disabled the use of mods entirely, which is completely untrue.
then again, why enabling sv_pure on valve servers? i sincerely hope its not a lazy patch to prevent people using the exploits pack that were relased a month ago.
[QUOTE=Dat Lobo;46243440]Welp. If you liked having mods, folks, just take your mods folder, wipe your ass with it, and flush it. Valve made basically the servers completely pure so, yeah, get deleting. Hope you enjoyed them while you had them.[/QUOTE] Really? Fuuuuck. Nobody plays on my favourite servers anymore, I just resorted to Valve ones. I use a lot of mods, too. This fucking blows
This sucks, my buff Pyro's back to being a pear.
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