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

Discussion in 'Team Fortress 2 Talk' started by tf2.com, Aug 23, 2012.

  1. tf2.com

    tf2.com L11: Posh Member

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    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
     
  2. Micnax

    aa Micnax I maek map

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

    aa grazr Old Man Mutant Ninja Turtle

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    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.
     
  4. Micnax

    aa Micnax I maek map

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    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.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    [​IMG]
     
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    Last edited: Aug 24, 2012