ya, i just saw it today when i opend steam. Is it real or fake? :blink: Im assuming fake since its not applied to my cs yet... :lookarounQuote:
Originally Posted by {I}{K}{E}
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ya, i just saw it today when i opend steam. Is it real or fake? :blink: Im assuming fake since its not applied to my cs yet... :lookarounQuote:
Originally Posted by {I}{K}{E}
Counter-Strike: Source and Source Engine Updates Available
Counter-Strike: Source
* Enabled support for SourceTV
* Fixed a rare bug that caused some bullet impacts to be counted twice
* Improved map overview support
* The message of the day file is now required to be in the main game directory
* Fixed an issue with player names being out of sync with the server
* Fixed "purple checkerboard" problem for Message of the Day scrollbars
* Fixed some localization issues related to player chat
* Death notices are no longer displayed while blind
* Death notices retain the correct team color even if the player quickly changes teams
* Bots immediately change their names to match the bot_prefix when it changes
* Bots join dedicated servers immediately if the bot_quota is nonzero
* Fixed bug where bots would repeatedly fail to join with an invalid Steam ID
* Added mp_logdetail at the request of server administrators
Source Engine
* Player sprays now persist through round restarts. The number of rounds a spray survives is determined by r_spray_lifetime
* Fixed a bug causing the first message from a plug-in message to be colored incorrectly
* Consistency checking is now skipped during demo playback
* Added sv_visiblemaxplayers
* Fixed timing precision error causing slower framerates on servers running continuously for more than a few days
VAC2 is out :D
WTF is sourceTV
The next big Counter-Strike release is set to include two maps. The first map will be de_port, previously mentioned here. This map is set in a resupply port for outgoing ships. The gameplay is designed for a balanced layout employing a mix of long sightlines with cover and close quarters fighting environments. The second map will be a completely redone de_inferno, a historical favorite at CS tournaments and competions. We'll be releasing some screenshots or other media from both of these maps in the next week or two.
From: http://www.steampowered.com/index.php?area=news&id=416Quote:
Counter-Strike: Source, Half-Life 2 and Source Engine Updates Available
May 13, 2005, 12:00 am · Alfred Reynolds
An update is available for Counter-Strike: Source, Half-Life 2 and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:
CS:S
* New map: de_inferno
* New map: de_port
* Updated Counter-Terrorists player model with new headgear and color scheme
* C4 red flash displays properly if the bomb is planted under water now
* C4 explosion damage is no longer affected by water
* When a map is loaded, an associated .cfg file is automatically evaluated. This cfg file must be located in the cstrike/maps/cfg folder and be named <mapname>.cfg. For instance, the file cstrike/maps/cfg/de_dust.cfg will be evaluated when the map de_dust is loaded. This is useful for per-map rules, bot rosters, etc.
* Added new route to roof of hostage shack in cs_compound, and improved bot navigation in the map
* Players must now target another player for at least a half second before the player ID text hint shows up
* Grates/chain link fences no longer affect bullets
* Counter-Strike player ragdolls are now affected by ragdoll magnets
* Fixed a bot crash caused by finding too many hiding spots in a region
* Bots no longer attack enemies that are very far away unless they have a sniper rifle, or the enemies are shooting at them. Instead, they track the enemy and move to a better attack position
* Bots understand +use doors now and will pause to open a door before continuing through it on their way to whatever they were doing
* Bots use less CPU now, especially when in combat with far away enemies
* Extended the syntax of the bot_add, bot_kick, and bot_kill commands to also accept "t" or "ct" arguments.
* Fixed bug where bots would stop and become unresponsive if they wanted to hide in an area with no hiding spots
* Improved bot navigation on the windows and ledges of cs_italy
* Fixed recording value of cl_interp in demo files and restore value during playback
Source Engine
* HTTP downloads from the game server system support downloading .bz2-compressed files
* Disable old style (non-challenged) server queries by default (use the sv_enableoldqueries cvar to change this behavior)
* Added cvar tv_delaymapchange to delay map changes caused by frag/time limit until the whole game is broadcasted via SourceTV
* Fixed lag compensation invalidating bone cache for players moved back in time.
* Fixed lag compensation interpolation error between 2 ticks
Half-Life 2
* Fixed some NPC actions not being properly randomized
SourceTV (part of the Source Dedicated Server)
* Fixed memory leak in relay servers by releasing receive tables correctly
* Bandwidth output in tv_status in kB/sec rather than bytes/sec
* Running a new map command (spawning a server) shuts down TV relay in same process
* Fixed SourceTV chase cam following ragdolls of dead secondary targets
me thinks the long awaited de_inferno is great for all those clan wars... and de_port looks like another map well worth to remeber also. as for seeing no updates in the hitboxes situation i am very dissapointed.
:w00t:
updating now :)
Looks like its time to buy
By rights you should have it by now. :frusty: Id like to see that de_port map, looks cool.Quote:
Originally Posted by Stanners
de_port is awesome, played today and must say its very well balanced and huge open spaces to coordinate attacks.
oh, and is VAC2 out yet? if it isnt, whats taking them so long?