DOD: Source, Source Engine, and SourceTV Steam Client Build Update Released plus a new Steam Weekly Update
by Wester | 0 comments
On 19 Aug 2006
Here's the changelog, as per usual:
Day of Defeat: Source
Improved hitbox detection for player body parts that extend outside of the bounding box
Fixed players being able to capture areas from farther away than intended
Fixed an exploit where player could plant the bomb and switch teams, causing the bomb to explode and give the point ownership to the wrong team
Fixed bell sound playing on knife impacts
Fixed players switching to the tnt view model if they picked it up while a smoke grenade was deployed
Fixed several map exploits
Fixed minimap cap areas showing the number of players present even if those players were on the owning team
Fixed a case where user could crash the server with a client command
Fixed a case where dod_Jagd would not respond to mp_timelimit changelevels
Fixed an exploit that could be used to throw grenades farther than intended
Fixed logging events kill_planter and kill_defuser showing incorrect data
Fixed several cvars not being saved in the config ( death effects options, hud_centerid )
Fixed animation issue where player would not have an animation if they expended all ammo
Fixed issue where a player would be stuck on spawn if they were defusing when the round restarted
Fixed jittery animations while recording a demo file
Added a convar "tv_transmitall" to transmit all entities (like HLTV)
Fixed console messages forwarding for rcon
Fixed spectator client crash during round restart
Fixed flicking decal and smoke effects
Fixed connection retry command
Fixed recording and broadcasting player voices. "tv_relayvoice 0" turns it off now
Fixed missing entities due to wrong PVS culling
As for the weekly update:
Friday, August 18 2006
Today we released an update for Day of Defeat: Source that addresses a number of issues people were having with the game. Details of this release are available here. Next week we'll have another Counter-Strike: Source release, where we'll be unveiling the new radar that was first mentioned here. We're looking forward to seeing how people like it, along with how it will change gameplay. Looking beyond this release, we'll be taking a look at the economy of Counter-Strike and how we're pricing weapons. Around Valve these days, the Leipzig Games Convention is the focus of everyone working on Episode Two, Team Fortress 2, and Portal. Coming out of next week we'll be releasing some of the new footage for everyone to see.
Yet another Source Engine SDK Update ungarmented and yet another new Steam Weekly Update
by Wester | 0 comments
On 11 Aug 2006
Changelog to pander:
Fixed compilation issues for Linux dedicated server in SDK
Removed 3D Lighting Preview menu choice from Hammer
Fixed SDK Launcher bugs when performing outdated MOD check
SDK Wizard now creates 'maps' directory underneath the new mod directory. This prevents a map compilation error
The 'cs_milita.vmf' distributed with was loading in a bad state if the grid is set to be displayed at startup. New version has grid off
As for the update:
Friday, August 11 2006
Soon, we'll be releasing the first in a series of updates to Counter-Strike: Source which will be focused on moving the core Counter-Strike gameplay forward.
The first update will include an updated version of the map Train, which will feature an HDR lighting pass, some minor layout changes, and a number of small bugfixes.
The second facet of this release will be a completely reworked radar system. There will be a significant change to the aesthetics of the radar, but there are also some fairly significant gameplay ramifications to the new system. One example: when you look directly at an enemy for a long enough time for their name to appear on your screen, everyone on your team will be able to see that enemy in the radar. We're planning on releasing this first update in about two weeks.
With the 5-day Red Orchestra free trial now in full swing, we hope everyone will get a chance to get in and see what this game is all about over the weekend. It is completely free to try out until this coming Monday, so give it a try and see if it is the kind of game for you.
Here at Valve we're all working around the clock to get all of the pieces of Episode Two ready to show at the Leipzig Games Convention. We're looking forward to showing off Episode Two, Team Fortress 2, and Portal to everyone at the show. If you're planning on being near Leipzig, Germany in late August, feel free to drop by our area and take a look.
We're also allowing people to get an early look at the beta version of the Steam store, which we'll be releasing to everyone very soon now. If you'd like to be part of the beta, you can opt in here.
And as for the Source SDK's update changelog:
Major New Features
* Half-Life 2: Episode One enhancements * NPC behavior enhancements * New Tool application called 'Source SDK Base' o Uses the latest shipping version of the Source Engine (HL2: Episode One) o This content will be updated whenever a new version of the Source Engine ships o Mod makers should always use its SteamAppId (215) in their single player and multi-player mods * Many other improvements and bug fixes
IGN have whiffed up their new 2-page interview with Kim Swift of VALVe Software regarding Portal, of course. Here's a slice:
"IGN: The demonstration at EA's Studio Highlight was excellent. Some things that we wanted to clear up, however, stem from Portal's separation or integration into HL2: Episode 2. Is it a standalone game or it is part of Episode 2? Also, we gather from the demo Portal is a single-player game, is this correct? If so, will Valve develop it into a multiplayer game in the future?
Kim Swift: Portal is a first-person, single-player game set in the Half Life universe. It is a stand-alone game that will provide an extra three hours of gameplay to the HL2: Episode 2 game package. The initial release is to be single-player only, but we have lots of ideas for multiplayer with Portal for future projects."
Yep, that's right, the old poll has finally been done away with. Not too galling results, either:
Do you think Half-Life 2: Episode One will be ported to Xbox 1?
Yes. Xbox 1's lifespan hasn't succumbed into the conglomeration of legacy consoles *just* yet! - 19%
Perhaps. - 15%
Nah, probably not, it should be ported onto Xbox 360 instead! Or both systems, maybe? Heh? - 67%
As for the new poll... with the recent promulgation of Team Fortress 2 by VALVe Software, and all the bustle regarding that very thing... I thought it was duly to start a new poll about that. As always, feel free to vote.
* Fixed high CPU use during gameplay on some Hyperthreaded systems * Fixed 100% CPU load at login screen * Fixed the wrong dialog being shown when an error occured changing the contact email address * Fixed the Half-Life 2: Demo preloader stopping at 20% * Fixed a silent crash on exit when preloader is running
Weighing about 103MB and embellishing upon Half-Life 2's next expansion pack, in WMV9 video/audio 720p 1280x720 128 Kbps transfer rate/44 kHz output rate HD format, be sure to download it at FileFront.
VALVe Software, altruistically keeping to their word, have finally released the Episode Two WMV9 1280x760 HD (weighing approximately 50MB) trailer that flaunts the Portal game/map technology that the Episode Two version build release will make the inclusion of (and lucidly leverage, for that matter).