Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

tf2.com

L13: Stunning Member
Jun 16, 2010
1,186
712
Updates to Team Fortress 2, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Source Engine Changes (TF2, DoD:S, HL2:DM)
  • Added a new command "kickall" which kicks all connected clients except for replay, HLTV, and the listenserver host if applicableUpdated Steam binaries; fixes Linux crash on shutdown or restart
Team Fortress 2
  • Fixed a problem with items not displaying the correct styles
  • Added a new command "player_ready_toggle" for players to ready-up in MvM mode
    • Can be bound to any key in the Keyboard tab of the Options dialog
  • Fixed the Metal Regen upgrade displaying a percentage instead of an incremental value
  • Fixed a few MvM sounds not being precached properly
  • Added Taskbar Window Flash and Drum Roll sound on successful match making for Windows users
    • Sound will play even if the game is minimized
  • Added difficulty text "Normal" and "Advanced" to the MvM scoreboard when playing official Valve missions
  • Fixed UI Bugs related to the MvM splash screens (Wave Loss and Victory)
  • Fixed a UI Bug that would display previous MvM loot on the victory screen for subsequent MvM games
  • Server browser will now show MvM mission name in the "map" column. (E.g. "mvm_mannworks_advanced")
  • Community requests
    • Fixed a crash when spawning the tank in non-MvM games. Added SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank entity
    • The tf_bot_add command can now create a bot with a custom name and can create a bot that isn't managed by the value of tf_bot_quota by adding the custom name and "noquota" arguments respectively

Source: TF2.com
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
  • Community requests
    • Fixed a crash when spawning the tank in non-MvM games. Added SetHealth, SetMaxHealth, AddHealth, and RemoveHealth inputs to the tank entity
    • The tf_bot_add command can now create a bot with a custom name and can create a bot that isn't managed by the value of tf_bot_quota by adding the custom name and "noquota" arguments respectively

I am pleased. Can anyone go into further detail about what the tf_bot_quota actually does?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Well a quota implies a max bot count. I imagine this lets you add bots outside/on top of this quota. For what reason though, who knows. It sounds like a pretty specific request from the community, someone must have wanted it for some reason. I'm wondering whether it has something to do with MvM.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Well a quota implies a max bot count. I imagine this lets you add bots outside/on top of this quota. For what reason though, who knows. It sounds like a pretty specific request from the community, someone must have wanted it for some reason. I'm wondering whether it has something to do with MvM.

Ah, makes sense. I wonder if Valve would ever consider putting in more user-controlled bot AI functions, it's certainly help instead of using models + path_tracks to say, make a walking guard.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,101
6,597
Added Taskbar Window Flash and Drum Roll sound on successful match making for Windows users
Sound will play even if the game is minimized

tumblrli68gttram1qzl7y6.gif
 
Last edited: