marxx
Rear Admiral
- Registriert
- Sep. 2004
- Beiträge
- 5.157
Moin, da ja anscheinend niemand mehr in den CS:S Sammelthread Thread guckt: Es wurden jetzt neue Maps veröffentlicht (cs_compound und de_train).
http://www.pcgames.de/?article_id=351600
Also zum Feierabend flugs den Server überlasten und loszocken.
Was das Steam-Update alles umfasst / heftig!
« List of Changes and Additions »
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
Diskussion kann dann hier weitergehen:
https://www.computerbase.de/forum/threads/counter-strike-source-sammel-thread.80978/
Liebe Grüße
marxx
http://www.pcgames.de/?article_id=351600
Also zum Feierabend flugs den Server überlasten und loszocken.
Was das Steam-Update alles umfasst / heftig!
« List of Changes and Additions »
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
Diskussion kann dann hier weitergehen:
https://www.computerbase.de/forum/threads/counter-strike-source-sammel-thread.80978/
Liebe Grüße
marxx
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