Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Added protection against possible memory corruption from oddly sized avatar images - Added handlers for two crash types that weren't getting picked up by our crash reporting system - Added dlc directories to whitelist for consistency checking - Flagged whitelist.cfg, motd.txt and host.txt to not clobber local versions on updates - Updated some translations
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 applicable
Updated 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")
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
[ Gameplay ] - Exposed a classic dynamic crosshair style in the options that represents the weapons spread accurately. - Implemented first person client flinching. Now a player gets aim punched a bit when shot. The amount is based on the damage. - Increased amount of tagging that results from hits.
[ Bugs ] - Fixed the scoreboard turning toggleable in the end match state. - fixed not being able to bring up the pause menu without dismissing the scoreboard in the end match state. - Parallelized matchmaking results analysis process and reduced time game takes to perform matchmaking. - Improved matchmaking algorithm giving more weight to dedicated servers ping during matchmaking results analysis.
[ Community ] - Removed the implicit dependency on round-limited matches so servers that want to use mp_timelimit instead can. Mp_timelimit is used only if mp_maxrounds is set to 0. - Exposed mp_forcecamera convar. - Exposed set of server hibernate convars. - Fixed code that was preventing mapper-placed weapons.
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
- Fixed a crash when attempting to play Single Player - Fixed a possible buffer overflow in localized strings - Fixed a networkID exploit that allowed players to avoid getting banned - Fixed some images not rendering correctly on the dedicated server welcome screen
An update to Counter-Strike: Source has been released. The update will be applied automatically when you restart Counter-Strike: Source. The major changes include:
Fixed a client crash on exit (after connecting to a server using sv_pure)
Added sv_namechange_cooldown_seconds, to throttle clients from changing their name too rapidly. (Defaults to 20 seconds)
Added sv_netspike_on_reliable_snapshot_overflow to selectively enable the automatic dumping of netspike file if a client drops due to "reliable snapshot overflow" (defaults to 0, which disables the debugging)
Added check to prevent player names from containing color codes
setinfo console command will now reject attempts to set / change convars with any unusual characters
Marked mem_force_flush as a cheat to prevent client exploits
Fixed %n console crash in the client
Updated client rate value to default to 30000 to improve network performance for most players
Rate was previously set by Steams Internet connection speed setting
Updated client rate value to be stored in the config.cfg file
- Addressed some stability issues. - Fixed perf issues when logging is enabled.
- Added a convar (cl_crosshairgap) to control the gap of the classic crosshair. - The smoke grenade smoke is now taller so it's now more useful to use it to block places like double-doors in dust2. - Players can no longer interrupt another player defusing the bomb by standing in between them and the bomb. - Disabled sv_pure on listen servers. - Fixed an sv_pure bug that resulted in false inconsistent MD5s - Increased search iterations and time delay for keeping sessions in the ignored pool. mm_ignored_sessions_reset can now reset the ignored pool. - Fixed a case where MOTD prevents input to the team select screen. - Fixed occasional "server is full" error when matchmaking into classic casual games. - Fixed an exploit where a vote could be called for an invalid map.
- added some sound mix settings suggested by pros - increased the volume of bullet impacts and ricochets - increased the volume of 3rd person footsteps - increased the volume of weapon foley sounds (reloads, etc.) -decreased the volume of ambient sounds
linux - Added steamcmd support to srcds_run. In order to have srcds_run auto-update when the CS:GO dedicated servers get patched, the srcds_run script must be run with the following options: -autoupdate -steam_dir STEAMDIR -steamcmd_script STEAMSCRIPT where STEAMDIR is the directory to the steamcmd dir ( example: ~/Steam/ ) where STEAMSCRIPT is the name of the script that steamcmd should execute ( example: ~/Steam/csgo.txt )
For information on how to create a script for steamcmd, see https://developer.valvesoftware.com/wiki/Counter- Strike:_Global_Offensive_Dedicated_Servers#Automating_SteamCmd
UI: • Voice notification can now show more players talking. • Updated the freeze panel to no longer show the heath for your killer in competitive mode. • Added an option in the menu to disable the game instructor messages. • Update to the player info panel to no longer show achievement alerts. • Update to the leaderboard screen to default to Friends filter. • Added the Total Games Played leaderboard category. • Updated the Play With Friends screen: -- Made the chat window bigger so text is no longer cut off. -- Adjusted the size of dimming when the focus changes between friends list and lobby list. It used to obscure the friends list and a little of the chat. Now it only obscures the friends list.
Bug Fixes: • Updated the radio command panel so that the radio panel doesn't end up at the top of the screen during a mode that doesn't have a money panel. • Set Classic Casual deadtalk to 0 to encourage fair play. • Fixed the freeze panel dynamic positioning that would allow it to go too high. • Fixed a missing text string displayed when player is not connected to Steam in leaderboards. • Fixed a bug where the Mag7 could be bought by Ts via console commands. • Fixed a bug where adding favorite server was not functional in the Community Server UI. • Fixed a bug in the Play With Friends lobby where using left and right on keyboard or gamepad made the screen unresponsive. • Fixed a bug in the Play With Friends lobby where typing in the Chat window would cause player names to flicker in the friends list. • Fix for voice/chat/radio messages. Better unified the handling of voice and chat messages. -- Chat messages now correctly use sv_allchat (instead of sv_alltalk), which should be more consistent with other source games. -- Team-only communications now are not affected by sv_allchat/sv_alltalk, which means that private communications to one's team stay private, regardless of game mode. -- Team-only communication is also not overridden by sv_full_alltalk, which allows teams to privately communicate strategy during warmup time and intermission. -- Radio commands are considered team-only, so these should still be usable for tactics during games with sv_alltalk enabled (e.g. casual). -- Spectators no longer hear team-only communications, except when sv_spec_hear is mode 2 (hear/see comms of the spectated teams).
Audio: • Increased the audible range of the c4 plant and disarm sounds. • Fixed audio randomly chirping/screeching on certain levels.
Matchmaking: • Tuned lobby distance computations when performing matchmaking. • Exposed a convar ("mm_csgo_community_search_players_min") for community quick match to look for community servers having at least specified number of human players already playing.
Community: • Shipped zombie model to support the Zombie Mod