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Warp2Search.net » News » February 2005 » Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch Update

Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch Update

Posted by: Newsfactory on: 02/25/2005 02:28 PM [ Print | 1 comment(s) ] · 2234 views

Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch updates are available and will be applied automatically when Steam is restarted. The changes include:



Counter-Strike: Source

New hostage rescue map cs_compound Added Source version of de_train Upgraded version of the CT player model Location names are shown in radio/team chat, and under the radar Server tickrate can be specified with -tickrate Added radio command aliases Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team - useful for humans vs bots) Added new "match" mode for bot_quota -- If bot_quota_mode = "match", bot count = (human count) * bot_quota Bots no longer automatically follow humans (bot_auto_follow now defaults to 0) Bots are balanced before humans with mp_autoteambalance Bots can open simple +use doors Bots change their names to match the prefix when bot_prefix changes Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana Bots won't throw grenades if something is blocking their throw Bots are better at only breaking objects that are in their way Fixed bug where a bot occasionally "dithered" rapidly between two or more targets without firing bot_kick and bot_kill console commands use the bot's base name without the bot_prefix de_piranesi - bots avoid the breakable crates better. A bomb exploding just as the round restarts no longer kills players at the start of the next round Grenades being thrown when the player dies no longer disappear Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality Players' arms and hands can be hit by bullets now Target ID font is proportional, and it doesn't resize incorrectly after a resolution change Overviews don't show player locations when mp_fadetoblack is on Players with spaces in their names can be selected in the spectator GUI Observers can change their name at round restart Throwing a grenade right at round restart no longer results in holding a "ghost" grenade viewmodel at respawn

Source Engine

Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community

Master Server Query Protocol

Added a challenge number to A2S_PLAYER and A2S_RULES server queries * setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet.

Half_life 2: Deathmatch

Fixed model exploit that would allow players to select an invalid player model Added weapon type to server log

STEAM


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Comment

thomas997



Posts: 11
Joined: 2003-04-21

#59644 Posted on: 02/26/2005 02:13 AM
Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware

Anyone else using nforce 2 and surround speakers, enable this, it sounds WAY better (proper directional sounds).

:)

Warp2Search.net » News » February 2005 » Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch Update

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