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W@$P




Posts: 102

PostPosted: Tue, 8th Mar 2005 12:23    Post subject:
Thanks for showing that...
..



..


AMD64 3800+, Leadtek 6800 Ultra, 1GB Kingston HyperX RAM, SB Audigy 2Zs.
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razor1394
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Posts: 3571
Location: Sweden
PostPosted: Tue, 8th Mar 2005 20:41    Post subject:
A classic, haha!
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razor1394
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Posts: 3571
Location: Sweden
PostPosted: Thu, 10th Mar 2005 09:35    Post subject:
Updates

* Counter-Strike: Source, Source Engine, and Source SDK Updates Available

Quote:

Valve has released an update tonight. As always, restart steam to recieve the update automatically:

* CS:S Fixed an issue which was affecting player movement prediction
* Stopped players on de_dust2 being able to hide inside of rocks
* Added clipbrushes to de_train to prevent players from reaching certain areas
* Enabled bots to navigate their way out of the carts in cs_compound

* Source Engine (game server changes) Added "stats" command to print the current cpu usage, players and net bandwidth in use
* Fixed rcon responses to properly reflect request id's
* Added rate-limiting to connectionless queries to prevent flooding (as in HL1, the rate-limiting is controlled via the cvars: sv_max_queries_sec, sv_max_queries_sec_global, and sv_max_queries_window)
* Removed sv_allowlocalquery cvar

* Source SDK Added Snow and rain materials
* Added qc_eyes.exe
* Made various improvements and fixes to .FGD files
* Fixed an issue in Vrad which was causing visible artifacts when lighting very large objects/areas
* Fixed an issue in Studiomdl which was allowing bad $modelnames to be used
* Fixed the "cordon" texture used by Hammer


Last edited by razor1394 on Thu, 10th Mar 2005 10:24; edited 1 time in total
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AnimalMother




Posts: 12390
Location: England
PostPosted: Thu, 10th Mar 2005 09:52    Post subject:
Midget85--^ wrote:

When some updates come out (especially big updates) the steam network gets screwed, and when trying to launch any games (even offline aka hl2) you get a message telling you the steam network is too busy atm try again later.

"Hey, f*ck you buddy, I paid for this game I can play it whenever the hell I want."


You can play HL2 in offline mode any time you want, the steam servers have nothing to do with it. Just start steam in offline mode,


"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D

"Faith without logic is the same as knowledge without understanding; meaningless"
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razor1394
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Posts: 3571
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PostPosted: Fri, 11th Mar 2005 16:29    Post subject: Weekly Steam News (10/03/2005)
Updates

  • Weekly Steam News (10/03/2005)

Quote:

Valve have released yet another weekly news update over Steam today, in which they talk about the Game Developer's Conference as well as new Counter-Strike updates.

Yesterday, a minor update was released for Counter-Strike: Source, the Source engine, and the Source Software Developer's Kit. Launching (or restarting) Steam will automatically get the updates.

Also this week, many of us at Valve are attending the Game Developer's Conference in San Francisco. It's always nice to be able to compare notes with people in the industry, but this year we've been very honored to receive several of the Game Developer's Choice Awards for Half-Life 2. These awards are especially meaningful to us, so we're feeling very grateful.

We hope everyone playing Counter-Strike: Source is enjoying the new maps cs_compound and de_train. Coming soon, there will be another new map for CS:S called "de_port". As a teaser, here's a sketch of the layout.
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razor1394
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Posts: 3571
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PostPosted: Mon, 21st Mar 2005 09:57    Post subject: Updates
Updates

  • Weekly Steam News (18/03/2005)
    Quote:

    This weeks Steam news finally reveal the winners of the Half-Life 2 Deathmatch Mapping Contest by Valve:

    "This week we're proud to announce the winners of the Half-Life 2: Deathmatch mapping contest. We were blown away by the quality of the levels that were entered; we think the community will be as well when the winning maps are released on Steam."

    "One reason to have a contest like this is to highlight the quality of work that the community is capable of producing. Over the next few weeks it will be just as exciting to see the community playing full games that MOD developers are currently working on."



    Following are the winners of the contest:

    Contest Winner: dm_underpass by Scott M Jordan, USA

    First Runner-Up: dm_resistance by Jonathan Linker, Germany

    Second Runner-Up: dm_powerhouse by Michael Schulz, Germany

    Honorable Mention: dm_avalon by Michael Visser, Netherlands

    Congratulations!

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Sublime




Posts: 8615

PostPosted: Mon, 21st Mar 2005 10:08    Post subject:
http://steampowered.com/Steam/Marketing/Mar18.2005/img/dm_underpass.jpg
http://steampowered.com/Steam/Marketing/Mar18.2005/img/dm_resistance.jpg
http://steampowered.com/Steam/Marketing/Mar18.2005/img/dm_powerhouse.jpg
http://steampowered.com/Steam/Marketing/Mar18.2005/img/dm_avalon.jpg

None of these look that good tbh :/ I was expecting amazing things. I suppose from 1 shot you can’t judge a whole map but I don’t see much in terms of architecture


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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razor1394
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Posts: 3571
Location: Sweden
PostPosted: Thu, 24th Mar 2005 09:51    Post subject: Updates
Updates

Counter-Strike: Source and Engine Update

Quote:

Valve have released an update over Steam today, concerning certain issues within Counter-Strike: Source and the Source Engine itself. The full changelog is as follows:

Counter-Strike: Source

* Added buy favorite system
* Added location names to voice chat
* Soundscape files will be loaded properly for custom maps
* Fixed tinnitus effect for HE grenades playing twice
* Fixed the Five-Seven's price not matching the value in the buy menu
* Fixed case where money and chat HUD icons sometimes being the wrong color at round start
* Target IDs will no longer show when mp_fadetoblack is active
* When mp_humanteam is active human teams will be allowed to spectate
* The "hostage" field of the "hostage_rescued" event is filled in correctly
* Equipping the silencer is canceled if the player switches weapons
* Fixed problems with the hostage shack door in cs_compound
* Fixed "Hostage Rescue Zone" not showing up properly in chat and under the radar
* Players can only change their names once every 10 seconds, with a max of 5 times every 10 minutes
* "Enemy Spotted" hint text doesn't show for players behind smoke clouds
* Flashbang effect can't be reduced by hitting escape or turning off the HUD



Source Engine

* Fixed registry handle leak in VCR mode
* Added explicit engine error when trying to render too many decals in a frame
* Sound files will work properly when in a packfile now.

As per usual, to recieve the update, simply restart your Steam client.
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Sublime




Posts: 8615

PostPosted: Sat, 26th Mar 2005 03:31    Post subject:
Quote:

Friday, March 25 2005

Next week we'll begin beta testing the new Valve Anti-Cheat system. For people playing multiplayer games, there will not be any visible difference while we're conducting the beta, but we will be logging cheating violations into our database to make sure it's ready for general release. This will be the last public notice before the system is released and active for everyone.

If you have any cheats for multiplayer games installed on your computer, now would be a good time to uninstall and stop using them. When a cheat infraction is detected, the offender will be permanently banned from playing on secure servers.

In lighter news, work is progressing on Lost Coast, that is the level we've built to showcase a new piece of rendering technology coming to Source called High Dynamic Range lighting, first mentioned here. Valve's Doug Lombardi will be showing the level on G4 TV next Wednesday, March 30th. More information on the broadcast is available here.


edited by moderator RaZoR1394

edit: i added the urls and ty for paying attention


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

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Sublime




Posts: 8615

PostPosted: Fri, 15th Apr 2005 00:09    Post subject:
since no1's doin this (again Rolling Eyes)

Quote:
Winning Maps and Source Games Update Available Now
April 13, 2005, 6:12 pm · Alfred Reynolds
Three Half-Life 2: Deathmatch maps are now available via Steam. These maps were created by the three players who won our recent HL2:DM mapping contest. If you have HL2:DM installed in your Steam games list, you will receive the new maps automatically.

The new maps are:

* Winner: dm_underpass by Scott M Jordan, USA
* 1st Runner Up: dm_resistance* by Jonathan Linker, Germany
* 2nd Runner Up: dm_powerhouse by Michael Schulz, Germany


This release also includes a Counter-Strike: Source update which fixes incorrect player names appearing in the scoreboard.

*Based upon "Bodies" from Blood.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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Heskel




Posts: 21
Location: Sweden
PostPosted: Fri, 15th Apr 2005 10:18    Post subject:
Steam Blows - No.

It's a great idea for updating games. And it works to.. I can't understand why people say it sucks.. Cs players cant seem to understand that STEAM ISNT CS! Its only a way to keep games up to date.. Which means they can release small fixes everyday.. Instead of big patches every halfyear or so.. I love it! And why shouldnt you do ?


Hush, hush
Thought I heard her calling my name now.
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hahe




Posts: 1685
Location: US
PostPosted: Fri, 15th Apr 2005 22:18    Post subject:
Cause he thinks Valve owns his comp now.
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Dunge




Posts: 1201
Location: Québec
PostPosted: Sat, 16th Apr 2005 00:47    Post subject:
about time these map get released,... they talk about this contest since hl2 release
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Sublime




Posts: 8615

PostPosted: Sat, 16th Apr 2005 08:41    Post subject:
No they didn't and these maps aren't that good :/ the makers of the kzmod made well better maps. ok hthey were custom textures etc. but they were still better.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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Sublime




Posts: 8615

PostPosted: Sat, 23rd Apr 2005 00:02    Post subject:
Quote:
This week we'd like to give everyone some information on our new Counter-Strike: Source map that we've been working on, as well as a new Half-Life 2: Deathmatch map we'll be releasing next week.

It is a bit daunting to learn a new Counter-Strike map right as it's released, so we've gone through de_port and tried to give people an idea of what our design intentions were. Click here to get to a page that outlines six different strategies to try once the map is available. We're still shooting for release of de_port (along with a redone de_inferno) in a couple of weeks. Next week's Steam news will include some pictures showing off what de_inferno looked like as it was being built from scratch.

We'll be releasing a new Half-Life 2: Deathmatch map this coming Monday the 25th. This new Valve created map is called dm_runoff and was inspired by a Half-Life 1 favorite, Crossfire.


de_port pre-release strategy guide


good news Very Happy


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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Sublime




Posts: 8615

PostPosted: Tue, 26th Apr 2005 10:40    Post subject:
Quote:
Half-Life 2: Deathmatch and Source Engine Updates Available
April 25, 2005, 5:56 pm · Alfred Reynolds
An update is available for Half-Life 2: Deathmatch and the Source Engine. The update will be applied automatically when your Steam client is restarted. The specific changes include:

Half-Life 2: Deathmatch

* Added new map, dm_runoff


Source Engine

* Moved default Steam port to 27009 (UDP) from 27030. Use -steamport <port> to override this setting


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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poullou




Posts: 1746
Location: Internet Express
PostPosted: Tue, 26th Apr 2005 14:48    Post subject:
Sublime wrote:
Quote:

* Moved default Steam port to 27009 (UDP) from 27030. Use -steamport <port> to override this setting


What's that UDP port change for? Not an average user friendly "Use -steamport <port> to override this setting" ....
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Sublime




Posts: 8615

PostPosted: Tue, 26th Apr 2005 15:27    Post subject:
well i'd say it is more userfriendly because quite a few games do use 27030 as the default UDP anyway. with the override it just allows servers to keep everything the same.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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Sublime




Posts: 8615

PostPosted: Wed, 27th Apr 2005 02:56    Post subject:
Quote:
Half-Life 2: Deathmatch Update Available
April 26, 2005, 4:27 pm · Alfred Reynolds
An update is available for Half-Life 2: Deathmatch. The update will be applied automatically the next time you launch Half-Life 2: Deathmatch.

Half-Life 2: Deathmatch

* Fixed an exploit in dm_runnoff where players could repeatedly call in airstrikes


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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NeoXed2k




Posts: 54
Location: Germany
PostPosted: Wed, 27th Apr 2005 12:33    Post subject:
Found an really sexy skin for HL2 Very Happy It will replace Alex

http://www.fileplanet.com/152735/150000/fileinfo/Half-Life-2---Korin-Bikini



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poullou




Posts: 1746
Location: Internet Express
PostPosted: Wed, 27th Apr 2005 13:10    Post subject:
Sublime wrote:
well i'd say it is more userfriendly because quite a few games do use 27030 as the default UDP anyway. with the override it just allows servers to keep everything the same.


I'm talking about posting it the news page like every 15 year old kid will know what to do in regard to router NAT/settings.
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Sublime




Posts: 8615

PostPosted: Wed, 27th Apr 2005 14:52    Post subject:
but it's just informing the general public, they may find probs with game clashes etc. and would be 1 of the last things people look at.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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poullou




Posts: 1746
Location: Internet Express
PostPosted: Wed, 27th Apr 2005 15:08    Post subject:
Got your point.

Some interesting info now is available when you click on a server. Logged in on some servers and they had the "not secure" logo on top. LOL...valve figured out a way to fool the cheaters and invite them on a vac protected server.


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Sublime




Posts: 8615

PostPosted: Wed, 27th Apr 2005 15:19    Post subject:
that thing was always there just it's there by default. if you right click on the servers window (not the servers the tabs along the top) more options come up. bots secure etc.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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poullou




Posts: 1746
Location: Internet Express
PostPosted: Wed, 27th Apr 2005 16:03    Post subject:
Its more obvious now and if I missed it before someone else might as well.

My point, the specific server is secured if VAC2 is already available...just my thoughts Wink


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Sublime




Posts: 8615

PostPosted: Wed, 27th Apr 2005 16:11    Post subject:
it's not though like i said they made it "default" probably for VAC but it's not been released yet. this option was already there though Wink


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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poullou




Posts: 1746
Location: Internet Express
PostPosted: Wed, 27th Apr 2005 16:14    Post subject:
Woot!! pump shotti/office its coming in a few hours. Finish work first Sad


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poullou




Posts: 1746
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PostPosted: Fri, 6th May 2005 07:48    Post subject:
*New Steam Update

Quote:
Steam Client and SourceTV Updates Available
May 5, 2005, 3:30 pm · Alfred Reynolds
An update for the Steam Client (and the HLDS Update Tool) has been released, along with some improvements to SourceTV. (SourceTV is for broadcasting Source games to large numbers of spectators.) The update will be applied automatically when your Steam client is restarted. The specific changes include:

Steam Client

* Fixed backup wizard creating invalid backup files for Source games
* Improved content server selection on WinXP SP2


HLDS Update Tool (Windows Version)

* Improved content server selection on WinXP SP2


SourceTV (part of the Source Dedicated Server)

* Added hostname to tv_status output
* Changed the behavior of "tv_relay" command to automatically stop any running map
* Added command "tv_clients" to list connected spectators/proxy
* Added -tvmasteronly command line parameter to restrict tvmaxclients to 1 - for use when feeding a single proxy server (not broadcasting)
* Fixed high CPU usage when running a non standard tick rate
* Fixed Linux build not correctly initializing, and then not running properly
* Fixed "tv_maxclients 0" working if SourceTV is used for recording demos only
* Fixed a couple other crashes




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Sublime




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PostPosted: Sat, 7th May 2005 10:49    Post subject:
Quote:
Friday, May 6 2005

We're planning on releasing de_port and de_inferno next week. Along with the two new maps, we'll be releasing an updated version of the current CT model. There is a screenshot below of the new CT in the Source version of Inferno.


http://www.steampowered.com/Steam/Marketing/May6.2005/img/de_inferno.jpg (larger image since i dont know how to make pics thumbnails Razz)

We'll also be showing off some products at this year's Electronic Entertainment Expo. Half-Life 2 Xbox will be shown in the Xbox area of Microsoft’s booth. Meanwhile Half-Life 2: Lost Coast, which is the new, single-player level created to introduce High-Dynamic Range (HDR) lighting to the Source engine, is slated to appear in the Games for Windows area at the show.


Sounds good to me Very Happy Still no mention of VAC2 though.


Stealth88 and Lod|_Dod| wrote:
"And the winner is.... Sublime!" That fucking kid is always right. Sublime FTW!

http://artpad.art.com/?irqy7s4162w <3 you too
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poullou




Posts: 1746
Location: Internet Express
PostPosted: Fri, 13th May 2005 10:11    Post subject:
wrote:
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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