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Author Topic: Team Fortress 2 Server Update  (Read 1447 times)
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Schlup
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« on: January 06, 2010, 10:17:28 PM »

There was a good beefy update today for TF2 servers, it has been downloaded and installed on our TF2 server...also, due to the update I spawned about 12-13 bots on there that can be used to gain unlocks in the game as well as achievements!  I played for just a couple minutes and got some cool stuff, finally was getting kills too!  Below is what the update included...

Server Browser (for TF2 and DoD:S)
  - Added a client-side server blacklist:
       - Supports blacklisting of specific servers, all servers on an IP, and all servers on a class C range.
       - Saves the server list to a file, and has an Import button to
 allow easy sharing (cfg\server_blacklist.txt)

 Balance changes:
  - Reduced the health penalty on The Sandman.
  - The Force-A-Nature knockback on target now:
       - Only applies to hits that deal more than 30 damage and are in close range.
       - Factors in the firer's angle of attack when determining the knockback direction.
       - Has less of an effect on grounded targets.
  - The Dead Ringer now:
       - Reduces cloak to 40% when uncloaking early.
       - Has a 35% cap on the amount of cloak it can gain from an ammo pack.
       - Has a quieter de-cloak sound.

 Changes / Fixes:
  - Fixed a performance & stability issue with AMD processors.
  - Improved the stability of the game server -> item backend connection.
  - Fixed a rare server crash related to dispensers.
  - Added min/max values to viewmodel_fov convar to match the settings in the slider.
  - Reduced the number of moons in ctf_doublecross, sadly.
  - Demo playback now ignores sv_pure settings, allowing demos to easily contain custom content.
  - Fixed a crash related to sv_pure and the wireframe_dx6 shader.
  - Players can no longer shoot while stunned.
  - Fixed a bug that caused movement speed reductions to not work on stunned players.
  - Soldier Rage bar no longer resets when touching a resupply cabinet.

 Achievement fixes:
  - Fixed the "Second Eye" Demoman achievement.
  - Fixed a bug in the "Play Doctor" Medic achievement.
  - Changed the requirements for the "Medals of Honor" Soldier achievement.
  - Updated description for the "Blind Fire" Demoman achievement to better explain the requirements.
  - Fixed an issue that affected several achievements requiring the use of the Equalizer.

 Community requests:
  - Added "skip_next_map" server ConCommand to skip the next map in the map cycle.
  - Added "Play a hit sound whenever you injure an enemy" option to the Multiplayer->Advanced options menu.
  - Added server "tf_use_fixedshotgunspreads" convar. When set, shotgun & scattergun pellet spreads will use a non-random distribution.
  - Added a "show_htmlpage" command to allow server operators to display custom web pages to clients.

 Changes to the TF Bots:
  - In KOTH mode, Bots are now:
       - More likely to roam around and hunt enemies if there is lots of time left.
       - Become more likely to push for the point as time runs down, or their teammates start to capture it.
  - Medic bots now:
       - Opportunistically "overheal" nearby friends when they can.
       - Prioritize healing of injured nearby friends more.
       - Don't focus on Heavies quite so exclusively.
       - Don't spam their Medigun continuously at round start.
       - Won't choose cover far below their heal target so much (koth_nucleus).
       - Fight back with their syringe-gun appropriately.
  - Various improvements to combat behaviors.
  - General bot improvements:
       - They no longer stand still on the point when capturing or defending it.
       - They choose more varied routes now.
       - They choose better defensive spots around captured points.
       - They fall back to another weapon when they entirely run out of ammo.
       - They adjust their FOV when using zoomed in sniper scope.
       - They treat in-range Sentries as the most dangerous threat.
       - They fire their weapons is more realistic bursts.
       - Engineers use their shotgun properly.
  - Added a "virtual mousepad" concept to rework how bots track enemy players:
       - They now periodically estimate the position and velocity of the enemy they are tracking, instead of "locking on".
       - After rotating beyond a maximum angle, they will pause for a fraction of a second to re-center their "virtual mouse".
       - Allows for over/undershoot "slop" in aiming. Looks more natural, and allows skilled players to dodge.
       - Addresses the "180 spin around and fire", "Heavy bot is OP", "Sniper is OP", and "I can't fight a Heavy bot as a Scout" issues.
  - Tuned Sniper spot finding algorithm to generate more diverse locations, partially addressing the "Predictable Sniper camping spots" issue.
  - Soldier bots are more careful to not fire rockets that will explode
 on nearby geometry and kill them
  - Fixed a bug where bots tried to heal from a Dispenser being carried by an Engineers
  - Tuned scoreboard logic to guard against malicious server operators spoofing bot pings to hide the "BOT" tag.
  - Added more bot names as suggested by the TF community.

FALLEN
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« Reply #1 on: January 07, 2010, 01:54:48 AM »

PLZ MAKE IT A MAP ROTO LIKE A MOSH PIT SERVER PLZ I DONT CARE WHAT MAPS BUT MIX IT UP

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Schlup
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« Reply #2 on: January 07, 2010, 01:59:47 AM »

I need some suggestions on the maps...

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« Reply #3 on: January 07, 2010, 09:59:03 PM »

well i dont know just pick a few iv never realy played the game but would like to

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Katarn79
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« Reply #4 on: January 07, 2010, 10:34:42 PM »

I think 2Fort is ok but pl_goldrush, cp_dustbowl, or cp_badlands might be good.

http://tf2wiki.net/wiki/Maps


I played on our server with the bots for a bit ...and they suck! The bots can't play ctf, they seem to just end up running around in the other teams base trying to spawn camp. If we had people on the server the bots could fill a few slots. But if we want to fill the server with bots maybe we should use the maps that support them."koth_viaduct, koth_sawmill, and koth_nucleus."
Quote
Since this is a beta test, the TFBots are only functional on these King of the Hill maps: koth_viaduct, koth_sawmill, and koth_nucleus. They don't understand the rules of multiple point capturing, cart pushing, or flag getting... yet. There's also no interface in the game to accessing them yet (we'll add one in an update shortly), so you'll need to access them manually.

http://www.teamfortress.com/
« Last Edit: January 07, 2010, 10:36:50 PM by Katarn79 »
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« Reply #5 on: January 08, 2010, 01:26:32 AM »

Thanks for pointing that out, between that and the request for more maps I have changed the config to run King of the Hill 24/7 on (5) different maps...

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« Reply #6 on: January 09, 2010, 11:09:20 AM »

The bots don't work on koth_harvest or koth_harvest_event, they just stay in the spawn and don't move. Huh?
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« Reply #7 on: January 09, 2010, 02:55:04 PM »

Ok, I'll pull those two out of the rotation.

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