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Thread: MAJOR VALVE UPDATE Sept 15th

  1. Exclamation MAJOR VALVE UPDATE Sept 15th

    We have mandatory updates coming tomorrow for TF2, CS:S, DoD:S, and HL2M.

    The update for CS:S is a major one. Lots of the changes from the CS:S Beta are being shipped.

    More details tomorrow.
    This will be a close to game breaking update be prepared for MASSIVE DOWN TIME.



  2. Default

    Quote Originally Posted by ZERO View Post
    This will be a close to game breaking update be prepared for MASSIVE DOWN TIME.
    lame..............
    Quote Originally Posted by inthebutt View Post
    you all are a bunch oh whiny little bitches..
    Quote Originally Posted by Hitman
    0.o.....dem sum fightin wurdz LOL

    I am really scared.....You sending Fiona after me? LOL

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    From my understanding the accuracy of most weapons is going to change



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    Here is what to expect:
    Cumulative weapon updates
    • All weapons now have a new accuracy model which fixes many bugs and provides more intuitive weapon behavior
    • Weapons now have separate accuracy penalties for jumping, landing, and standing on ladders
    • All weapons are now more accurate while crouching
    • Accuracy penalties for movement no longer have a discrete threshold, but scale between crouch move and run speed
    • All rifles are less accurate while running
    • Fixed bug that caused the glock to fire burst rounds on three consecutive tick frames. It now fires burst rounds with a 0.05 cycle time
    • Fixed a bug that cause the famas to fire burst rounds on uneven intervals (0.1 and 0.05). It now fires burst rounds with a fixed interval of 0.075.
    • Fixed bug for the bolt action sniper rifles that caused their zoom state to incorrectly toggle when holding down fire.
    • Fixed bug that would cause the suppressor state on the USP and M4A1 to not be accounted for correctly when the weapons were dropped with the suppressor attached and then picked up.
    • Fixed fast suppressor switch exploit
    • Decreased range of shotguns, while slightly increasing damage
    • Slightly increased damage of m249
    • Sniper rifles now zoom faster
    • AWP fire animation changed to match 1.5 second cycle time
    • Fixed burst fire prediction of FAMAS
    • Fixed animation issue with elite dry fire
    • Fixed timing of sounds on Glock burst fire
    • Weapon spread patterns are no longer square
    • Dynamic crosshair now uses actual weapon accuracy, rather than a separate simulation
    • Increased run speed for Galil and FAMAS
    • Fixed firing of "stale" burst mode bullets on glock and famas.
    • Fixed reload animation issue with shotguns under high latency

    Other bug fixes

    • Re-enabled the ability for max grenades to be set from server convars
    • Allow observing other players when mp_fadetoblack is enabled and mp_forcecamera is something other than OBS_ALLOW_NONE
    • Pistols no longer continuously spam weapon_fire event when the +attack key is pressed. This has the side effect of no longer allowing the glock to continuously auto-fire in burst mode).
    • Weapons no longer continuous cycle the weapon_reload event when the reload key is pressed
    • Weapons no longer continuously cycle the empty fire event (and click) when out of ammo and the attack button is held
    • Scoreboard is now more robust with user modified layout changes
    • Added defuser icons to CTs on the scoreboard; these are analagous to the bomb icons for Ts, in that they only are visible for team members and spectators.
    • Defuser, bomb, and VIP icons are now colored by team color convar.
    • Bomb/defuser icons are no longer shown for members of the opposing team when you are not allowed to spectate them.
    • Updated player max speed cap so that it no longer limits players to 240 movement speed
    • Allow player max speed to be changed by mods
    • Killing friendly players no longer increments the player stat for kills with enemy weapons
    • Round no longer ends when timer runs out and mp_ignore_round_win_conditions is set
    • Players no longer get weapon donation credit for buying, dropping, and picking up the same weapon
    • Fixed crash related to planting C4
    • HUD elements for health, armor, timer, and money now have a transparent background for better visibility.

    Replay will also be coming which will be enabled after I do this:
    Replay Overview for Server Operators

    Intro

    For a non-technical overview of the replay feature, you can view the press release here.

    At its core, Replay is an extension of SourceTV. The feature must be enabled on the server side, and the "demo" files that are ultimately generated include the full PVS, meaning everyone's perspective is recorded. Regular demos, on the other hand, only record the local player's perspective.

    At the beginning of the "setup" phase for a round of gameplay, the Replay system will begin recording if enabled (via the replay_enable ConVar). The round, also known as a recording session, is given a unique name based on the date and time of the recording. As the round/recording session progresses, small blocks of data are periodically published to a fileserver where they can be downloaded by clients.

    Replay File Types

    There are two types of files that are published:
    1. Recording Session Blocks - These files are essentially compressed chunks of a demo file. When a client saves a Replay, the system figures out how many blocks it needs to download in order to play back the corresponding life. When the client goes to play back a particular Replay, the blocks are decompressed, validated, and written to one monolithic demo file for the game to play.
    2. Session Info Files - Each round/recording session has one session info file, which maintain the state of all recording session blocks. The files use the extension .dmx, and are updated every time a block's status changes. Clients download the session info file for a particular replay multiple times if all blocks are not available (e.g. if they're still being published or not enough time has passed). Session info files also maintain a flag, indicating whether the session is currently recording or not.
    There is no client-specific data in recording session blocks or session info files, since any resultant demo file contains everyone's perspective. Each client records its own player slot information, so that watching the replay can start from the correct first-person perspective.

    When a client requests to save a replay, they must download all blocks, starting from the beginning of the round. For the curious, the reason for this is that the demo files are "delta compressed" - which means that every "frame" in the demo is dependent on the previous frame. While this is not ideal, it should be noted that clients are smart about which blocks need to be downloaded, meaning that for any particular round, each block will only be downloaded once.

    Publishing

    There are two ways a Replay server can publish files for clients to download:
    1. Local Web server - This method requires the installation of a Web server on the same machine as the game server. To publish a given file, the server will write it to a temporary location on disk, and then move (rename) it to a local path that the Web server sees. If the rename operation fails, the system will explicitly copy to the destination and delete the source file.

    The advantage of this approach is that some may find it more secure, and it requires less work to configure.

    There are several disadvantages to consider here. The main issue is that clients downloading from the Web server may be using bandwidth and CPU needed to run the game server smoothly. This approach is also particularly costly for the game server in terms of bandwidth, since the cost is multiplied by however many clients are downloading the files. Lastly, this approach may open your server up to potential "Denial of Service" attacks if proper security measures are not taken. For faster machines with faster connections, this approach may be preferred.
    2. Remote Web server/FTP Offloading - The alternative approach requires access to a second machine, which must be running both an FTP server and a Web server. The Replay system will asynchronously offload Replay files from the game server to this second machine via FTP. The Web server must point to the same location on disk so that it can serve the uploaded files to clients.

    The main advantage to this approach is that the burden of serving the Replay data is lifted off of the game server machine and put onto another machine. The bandwidth cost is minimized, since each replay block file is only streamed (uploaded) once, vs the Local Web server approach, where, for example, every single client who saves a replay for a particular round is going to download the first block file.

    FTP is not a secure protocol, so caution should be taken to make sure login credentials do not become vulnerable to exposure.
    Configuring Replay

    The HLDS Update Tool will install three .cfg files with detailed comments in each. You will only need to worry about two of the files.

    replay_local_http.cfg - Edit this file if you plan on using the "Local Web server" method described above.
    replay_ftp.cfg - Edit this file if you plan on using the "FTP Offloading" method described above.
    replay.cfg - Edit the bottom of this file to execute either replay_local_http.cfg or replay_ftp.cfg. This is the main configuration file for Replay and should be executed on server launch (i.e. "+exec replay.cfg").

    Regardless of which publishing method you choose for your server, you'll need to set the following three ConVars:
    replay_fileserver_host
    replay_fileserver_port
    replay_fileserver_path
    These ConVars are shared with clients and are used to construct the URL's for downloading recording session blocks and session info files.

    The URL is constructed using the following as a template:
    http://<replay_fileserver_host>:<replay_fileserver_port >< replay_fileserver_path>
    So, as an example, if you have a Web server running on my.domain.com on port 80, you would set replay_fileserver_host to "my.domain.com" and replay_fileserver_port to 80. replay_fileserver_path should be set to the relative path where replay files will be published, so this would be something like "/" or "/replay". Note that none of these ConVars should contain "http://". You also do not want to include any slashes in your replay_fileserver_host.

    If you cannot successfully point a Web browser to the URL constructed by replacing the template above with the values you have specified for the three fileserver ConVars, clients will not be able to download their Replays.

    Configuring replay_local_http.cfg

    You will only need to edit replay_local_fileserver_path, which is the full path for the Web server. For Apache on a Windows machine, using the replay_fileserver_* ConVars above, this path might be something like:
    C:\MyWebServer\htdocs\replay
    On Linux, this might be something like:
    /path/to/my/web/server/htdocs/replay
    Configuring replay_ftp.cfg

    You will need to edit the following ConVars, which are used to login and upload and clean up Replay files:
    replay_fileserver_offload_hostname - The host name of your FTP server.
    replay_fileserver_offload_port - The port needed to connected to your FTP server. This is usually 21.
    replay_fileserver_offload_login - Your FTP username.
    replay_fileserver_offload_password - Your FTP password.
    replay_fileserver_offload_remotepath - The path on the FTP server where Replay files should be uploaded. For example, "/users/myusername/replay"
    Testing Your Replay Configuration

    Once you've edited the config files, you can test everything by starting a dedicated server, making sure to include -replay to the command line parameters. This will execute replay.cfg automatically, and add 1 to the maximum number of allowed players. If you wish to execute a config file instead of replay.cfg, you may specify it as an argument to -replay. This is required if you are running more than one server off the same machine. For more info on this particular subject, see Running Multiple Servers on One Machine below.

    Once the game launches, the Replay system will run a series of self-tests using your configuration. Depending on the publishing method you chose, the system will either try to publish a temporary file to your local HTTP path or publish a file to your FTP server.

    A quick way to iterate on your configuration is to edit the pertinent replay*.cfg files and execute the replay.cfg file. The publish test will run any time replay_enable is set to 1, which is one thing that happens in replay.cfg.

    Note that if a publish test resulting from setting replay_enable to 1 fails, replay_enable will be automatically set to 0. The only way to actually enable replay is by passing the publish test. This is to keep misconfigured servers from listing in the server browser as replay-enabled.

    You can also force a publish test by executing the replay_dopublishtest command. This will run the test without affecting replay_enable.

    Running Multiple Servers On One Machine

    If this applies to you, be sure to take the following details into account:
    • You will need a different config file for each server.
    • If you are serving Replay data out of a local Web server, you will want to create a separate path for each server. You will need to point each corresponding config file to the appropriate path via replay_local_fileserver_path.
    • If you are serving Replay data out of a remote Web server (i.e. FTP offloading), you will want to create a directory on your FTP server for each game server. You will need to point each corresponding config file to the appropriate path via replay_fileserver_offload_remotepath.
    • You will need to start each instance of the server with a different -replay parameter.

    As an example, say you have three servers running on the same machine.

    Assuming you are running a local Web server out of /var/www, you will would want to create three dirs - for example, /var/www/1, /var/www/2, /var/www/3. You might have three config files: replay1.cfg, replay2.cfg and replay3.cfg.

    For simplicity, you might put everything in a single config per server, rather than exec'ing other config files. Here's an example of what replay1.cfg might look like:
    replay_enable "1"
    replay_block_dump_interval "15"
    replay_fileserver_protocol "http"

    replay_fileserver_offload_enable "0"
    replay_local_fileserver_path "/var/www/1"

    replay_fileserver_host "myserver.com"
    replay_fileserver_port "80"
    replay_fileserver_path "/1"
    You would want to start each instance of your server with a different -replayserverdir parameter. For example, your command-line arguments might be:
    -replayserverdir server_1 -replay replay1.cfg
    -replayserverdir server_2 -replay replay2.cfg
    -replayserverdir server_3 -replay replay3.cfg
    If you are running a remote Web server/offloading via FTP, you will want to create a new directory on the FTP server for each game server instance. For example, would like to upload replay data to your FTP server in the directory /home/misspauling, you might create /home/misspauling/1, /home/misspauling/2, /home/misspauling/3. You would then want to setup replay_fileserver_offload_remotepath in each config file. Your replay1.cfg file might look like this:
    replay_enable "1"
    replay_block_dump_interval "15"
    replay_fileserver_protocol "http"

    replay_fileserver_offload_enable "1"
    replay_fileserver_offload_protocol "ftp"
    replay_fileserver_offload_hostname "ftp.myserver.com"
    replay_fileserver_offload_port "21"
    replay_fileserver_offload_remotepath "/1"
    replay_fileserver_offload_login "misspauling"
    replay_fileserver_offload_password "secret"
    replay_fileserver_offload_maxuploads "16"

    replay_fileserver_host "myserver.com"
    replay_fileserver_port "80"
    replay_fileserver_path "/1"
    Cleanup of Stale Replay Data

    Replay files are considered "stale" if they were published more than replay_data_lifespan days ago. An asynchronous cleanup operation is launched in between every round, although it can be cleaned up explicitly using the replay_docleanup command.

    FAQ

    I want to run a Replay-enabled server. Where do I start? Read this document, from beginning to the end.

    I'm running multiple servers on the same machine. Is there a way to specify a different directory for each server? Yes. See the section above for details (Running Multiple Servers On One Machine).

    When a client presses the F6 key, what exactly does that do? On the client side, number of kills, spawn and death ticks, dominations, etc are maintained on a per-life basis. If a life goes by and the client does not press F6, the data is thrown away. If a client does press F6, however, this data gets flagged and is saved to disk. Once the player dies (if they weren't already dead when the pressed F6), the death tick is written and the system figures out the maximum recording session block needed to reconstruct a demo that will cover the entire life.

    If no one saves a Replay for a particular round, does the data get thrown away? Yes.

    Does Replay record on an empty server? No. Replay begins recording at the start of the "setup" phase and ends with each round.

    If clients disconnect from my server, will they still be able to download their Replay data? Yes. Since Replay data is served on a Web server (and not on the game server itself), clients can download replays after disconnecting.

    Will executing a changelevel command disrupt recording or publishing of Replay data? No.

    Will shutting down my server mess up Replays? If you shut down your server using the "exit" command, it should publish any data it needs to and shut down gracefully. The "quit" command should work fine, too.

    Is there a way to access the format for the recording session block files and/or session info files? See below.

    Is it OK to kick the replay bot? Kicking the replay bot will break Replay and is unsupported.

    I'm having issues port collisions. What's happening? You might try running the server with -replay_port 9000 or whatever port number you wish. Replay takes up a port which may collide with other games.



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    WHAT? changing the accuracy of weps...that we've gotten used to for 7 years? fuck that shit

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    ...............FUCK!

    Maynard - The WCS Guy

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    i am really...really not a fan of this. at all. i like cs for what it is...now i have to relearn all the weapons again? like seriously? now nobody's gonna think i'm hacking go dammit!

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    why can't they just leave the fucking game alone.. pisses me off...

    Maynard - The WCS Guy

  9. #9

    Default

    gayyyy

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    wow. tht was some bullshit news....

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