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Author Topic: cs source update  (Read 2722 times)
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Oddbodge
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« on: May 13, 2005, 04:36:40 PM »

another huge update




Counter-Strike: Source, Half-Life 2 and Source Engine Updates Available
May 13, 2005, 12:00 am · Alfred Reynolds
 
An update is available for Counter-Strike: Source, Half-Life 2 and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:

CS:S

New map: de_inferno

New map: de_port

Updated Counter-Terrorists player model with new headgear and color scheme

C4 red flash displays properly if the bomb is planted under water now

C4 explosion damage is no longer affected by water

When a map is loaded, an associated .cfg file is automatically evaluated. This cfg file must be located in the cstrike/maps/cfg folder and be named <mapname>.cfg. For instance, the file cstrike/maps/cfg/de_dust.cfg will be evaluated when the map de_dust is loaded. This is useful for per-map rules, bot rosters, etc.

Added new route to roof of hostage shack in cs_compound, and improved bot navigation in the map

Players must now target another player for at least a half second before the player ID text hint shows up

Grates/chain link fences no longer affect bullets

Counter-Strike player ragdolls are now affected by ragdoll magnets

Fixed a bot crash caused by finding too many hiding spots in a region

Bots no longer attack enemies that are very far away unless they have a sniper rifle, or the enemies are shooting at them. Instead, they track the enemy and move to a better attack position

Bots understand +use doors now and will pause to open a door before continuing through it on their way to whatever they were doing

Bots use less CPU now, especially when in combat with far away enemies

Extended the syntax of the bot_add, bot_kick, and bot_kill commands to also accept "t" or "ct" arguments.

Fixed bug where bots would stop and become unresponsive if they wanted to hide in an area with no hiding spots

Improved bot navigation on the windows and ledges of cs_italy

Fixed recording value of cl_interp in demo files and restore value during playback


Source Engine

HTTP downloads from the game server system support downloading .bz2-compressed files

Disable old style (non-challenged) server queries by default (use the sv_enableoldqueries cvar to change this behavior)

Added cvar tv_delaymapchange to delay map changes caused by frag/time limit until the whole game is broadcasted via SourceTV

Fixed lag compensation invalidating bone cache for players moved back in time.

Fixed lag compensation interpolation error between 2 ticks


Half-Life 2

Fixed some NPC actions not being properly randomized


SourceTV (part of the Source Dedicated Server)


Fixed memory leak in relay servers by releasing receive tables correctly

Bandwidth output in tv_status in kB/sec rather than bytes/sec

Running a new map command (spawning a server) shuts down TV relay in same process

Fixed SourceTV chase cam following ragdolls of dead secondary targets
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Oddbodge
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« Reply #1 on: May 24, 2005, 02:01:30 PM »

minor release of about 10 mins

May 23, 2005, 4:33 pm · Alfred Reynolds
 
Updates to Steam, Counter-Strike: Source, and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Counter-Strike: Source

Fixed hang bug when shooting grates

Re-released changes from Thursday's update

Source Engine

Fixed an intermittent crash ("failed to open models\gman_high.vvd") in Half-Life 2

Steam

Added an indicator in settings UI displaying current authentication status for multiplayer games

Fixed a game crash which occurred when trying to write to special filenames reserved by Windows
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jason
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« Reply #2 on: May 24, 2005, 02:14:07 PM »

just out of interest - is someone playing about with bots on the server?

They are a right PITA to get rid of
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xmerlin
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« Reply #3 on: May 24, 2005, 02:18:13 PM »

i put 3 bots on when the server was empty, they do a good job of bringing ppl in.

someone must've added a load more tho...

agreed, they are a pain to get rid of... i tend to kick one as soemone joins tha game
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planbgaming
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« Reply #4 on: May 24, 2005, 02:36:08 PM »

Its quite easy to set up a minimum player level with bots.

For example a minimum of 5 bots, then everytime a play joins a bot is automatically removed.  When the player leaves the bot rejoins meaning the server is never empty but also not full of bots when people want to get in.
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jason
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« Reply #5 on: May 24, 2005, 02:45:19 PM »

I think they changed it in the last patch so that a server would not idle with bots if there were no REAL players
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Oddbodge
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« Reply #6 on: May 24, 2005, 02:55:37 PM »

i play with 5 bots (allows 3 vs 3) and get rid off them when teams are 8 or more.

they are easy to kick though.

the server setting atm seems to be set up to have 0 bots when 0 humans in the server, then when one human joins the bots are added and removed when the last human dissconnects.

what ever number of bots are in the system when the last human leaves is the number of bots that get created when the next human connects.

there is a setting on steam forum to allow a bots to join up to a maximum number of bots, but not to be added if there are enough human players. ie max of 5 bots and 1 human, or 1 bot and 5 humans , or 6 or more humans and 0 bots.
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jason
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« Reply #7 on: May 24, 2005, 03:14:28 PM »

dig it out and i'll stick it in
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xmerlin
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« Reply #8 on: May 24, 2005, 03:23:05 PM »

u do know thats called necrophilia dont u jase Wink Tongue
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jason
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« Reply #9 on: May 24, 2005, 03:30:00 PM »

yes, but it's dead boring
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Oddbodge
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« Reply #10 on: May 24, 2005, 03:44:26 PM »

er back on topic

well not really ...  but bots

bot_quota

max number of bots on the server
(helpful to kick those extra ones you want rid of and cant
be bothered writing their names


"bot_add_t" To add a terrorist

"bot_add_ct" To add a CT

"bot_kick all" To remove all bots

"bot_kill all" To kill all your bots to end the round.


also look at http://forums.steampowered.com/forums/showthread.php?s=f9a5776e4601ae11dee0df01afe732ac&threadid=237231&highlight=bots+and+rcon

pertenant bits are

//bot_join_after_player: 0/1
//Bots wait for a human to join before joining. Set to 0 to allow bots to play without humans.
bot_join_after_player 0

//bot_quota
//Set to # of bots allowed on server
bot_quota 6

//bot_quota_mode normal / fill
//Determines the type of quota. Allowed values: 'normal' and 'fill'. If 'fill', the server will adjust bots to keep N players in the game, where N is bot_quota.
bot_quota_mode normal

//bot_auto_vacate
//If nonzero, bots will automatically leave to make room for human players.
bot_auto_vacate 1
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jason
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« Reply #11 on: May 24, 2005, 03:55:52 PM »

done
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