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Valve Software vient de sortir un patch pour Day of Defeat : Source et surtout Team Fortress 2. Cette rustine corrige de nombreux petits soucis au niveau du moteur du jeu mais surtout se permet de modifier quelque peu les règles du jeu à Team Fortress 2. En effet, par le biais de ce correctif, le développeur est revenu sur les algorithmes de propagation des armes dans certaines circonstances particulières.

Comme d'habitude avec Steam, le patch sera effectif au prochain lancement du client.

La liste complète des changements se trouve dans la suite de la nouvelle.
Orange Box Engine

* Fixed an exploit that allowed files to be uploaded to the server at arbitrary locations in the file system
* Fixed a server crash caused by a client packet claiming to be an HLTV client when HLTV is disabled on the server
* Fixed a server crash caused by spoofing a client disconnect message
* Fixed a server crash caused by sending malformed reliable subchannel data
* Fixed a server crash related to unbounded settings on some convars


Team Fortress 2

* Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
o The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
o The first bullet of a non-spread weapon if it's been >1.25 seconds since firing
* Added a "Disable HTML MOTDs" option to the multiplayer->advanced dialog
o Added "motdfile_text" convar to servers, which allows them to specify a text file that’s shown instead of the HTML MOTD to clients who've turned on this option
* Fixed radius damage not tracing out of enemies when the explosion occurs within them
o Fixes rockets & grenades doing no splash damage when fired point blank into enemies
* Added missing snowpuff particles for DX8 players (honest)
* Restored LOD for the Demoman player model
* Fixed being able to alt-fire with the fists while stunned as a Heavy
* Fixed CTF_Sawmill not ending the map when mp_timelimit hits during the middle of a round
* Fixed the "The Big Hurt" achievement not being awarded for players who already have the required count
* Fixed sv_pure not reloading the map's custom particle file
o Custom particle effects contained within maps must now be placed in the \particles directory
* Fixed another case where items weren't being validated properly in class loadout slots


Community requests

* Removed centerprint texts for TF_FLAGTYPE_INVADE CTF game mode
* Changed TF_FLAGTYPE_INVADE CTF game mode capture reward from 10 kills to 1 capture
* Added OnCapTeam1 and OnCapTeam2 outputs to the item_teamflag and func_capturezone entities
* Fixed HUD "carried" image for the TF_FLAGTYPE_ATTACK_DEFEND and TF_FLAGTYPE_INVADE CTF game modes using the wrong team color
* Fixed dropped flag for the TF_FLAGTYPE_INVADE CTF game mode using the wrong skin
par utr_dragon 2 commentaires, dernier par utr_dragon
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Zhao

L'Oréal
Nb msg : 469
(#1) 23 août 2009 à 16h59
Super merci ^^

"le développeur est revenu sur les algorithmes de propagation des armes dans certaines circonstances particulières"

c-à-d ?
La paix par la force. La liberté par les armes. L’obéissance par la peur.
utr_dragon

Rédacteur en Chef/Dieu
Nb msg : 2503
(#2) 23 août 2009 à 20h53
* Bullet spread algorithm changed to fire a bullet right down the crosshair under these circumstances:
o The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
o The first bullet of a non-spread weapon if it's been >1.25 seconds since firing
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