TF2 / L4D Update 22-08-09

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Left 4 Dead 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

Left 4 Dead:

– Novint Falcon support is now enabled by default

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:
– The first bullet of a spread weapon (except for rapid fire spread weapons like the minigun)
– 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
– 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
– 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
– 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

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