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'Counter-Strike: Source' and 'HL2: Deathmatch' Get Steamy Update #10

by Rainier on Feb. 24, 2005 @ 5:53 p.m. PST

As promised yesterday Valve's SteamPowered website has been updated with details regarding yet another update for CS:S, HL 2: Deathmatch, and Source Engine. The update mainly focuses on CS: Source and includes new maps, addresses bot issues and other gameplay fixes. The update also includes some adjustments to the Source engine, Half_life 2: Deathmatch and Master Server Query Protocol. Restart Steam for the updates ...

Counter-Strike: Source

  • New hostage resuce map cs_compound
  • Added Source version of de_train
  • Upgraded version of the CT player model
  • Location names are shown in radio/team chat, and under the radar
  • Server tickrate can be specified with -tickrate
  • Added radio command aliases
  • Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team – useful for humans vs bots)
  • Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota
  • Bots no longer automatically follow humans (bot_auto_follow now defaults to 0)
  • Bots are balanced before humans with mp_autoteambalance
  • Bots can open simple +use doors
  • Bots change their names to match the prefix when bot_prefix changes
  • Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana
  • Bots won’t throw grenades if something is blocking their throw
  • Bots are better at only breaking objects that are in their way
  • Fixed bug where a bot occasionally “dithered” rapidly between two or more targets without firing
    bot_kick and bot_kill console commands use the bot's base name without the bot_prefix
    de_piranesi - bots avoid the breakable crates better.
  • A bomb exploding just as the round restarts no longer kills players at the start of the next round
  • Grenades being thrown when the player dies no longer disappear
  • Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality
  • Players’ arms and hands can be hit by bullets now
  • Target ID font is proportional, and it doesn't resize incorrectly after a resolution change
  • Overviews don't show player locations when mp_fadetoblack is on
  • Players with spaces in their names can be selected in the spectator GUI
  • Observers can change their name at round restart
  • Throwing a grenade right at round restart no longer results in holding a “ghost” grenade viewmodel at respawn

Source Engine

  • Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate
  • Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware
  • Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community

Master Server Query Protocol

Added a challenge number to A2S_PLAYER and A2S_RULES server queries
* setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality

Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.

Half_life 2: Deathmatch

  • Fixed model exploit that would allow players to select an invalid player model
  • Added weapon type to server log

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