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Steam Update (12/02/05)
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James
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PostPosted: Sun Feb 13, 2005 5:30 pm    Post subject: Reply with quote

Michaelz wrote:
and when u cheated when we were doing one on one in de_warehouse Razz


Yeah but that wasn't a real game. It was getting boring so you turned cheats on Razz



The cheats that VAC are trying to ban and that people don't like are the wallhacks and aimbots that people mod into CSS. If a server has sv_cheats 1 it is alright to cheat Wink
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Pacific
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PostPosted: Sun Feb 13, 2005 7:07 pm    Post subject: Reply with quote

i have played in to servers with speed hackers and killed the speed hacker in one of thm Cheers and in this really wierd server it made evryone be able to fly and go fast and go through walls it was wierd
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James
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PostPosted: Thu Feb 24, 2005 3:36 pm    Post subject: Reply with quote

24/02/05

Quote:
We're still on track for releasing an update to Counter-Strike: Source tomorrow.

While we've been talking for a number of weeks about the new hostage rescue map we've been working on (cs_compound), Turtle Rock Studios has also been working on getting de_train converted over to Counter-Strike: Source. Along with cs_compound, we'll be including the new version of de_train in tomorrow's release.

Along with the two new maps, there are a number of fixes to the bots in Counter-Strike, an enhancement to the radar to display your current location in the map, and a fix for Half-Life 2: Deathmatch where players are disguising themselves as headcrabs, filing cabinets, and other invalid models.

Here's a preview of de_train:




And i noticed something - check out the CTs. They're wearing goggles - it looks like a new player model. Possibly it's just an improvement on the old one or maybe it's one of the new player models they promised.
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Michaelz
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PostPosted: Thu Feb 24, 2005 5:56 pm    Post subject: Reply with quote

r they? iots not very clear but hope it works...
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James
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PostPosted: Thu Feb 24, 2005 8:08 pm    Post subject: Reply with quote

Haha it was really silly that they said they were going to fix the bug where you can be whatever model you want, because now people know about it Smile. You can go around as any model (e.g. filing cabinet, headcrab, oildrum, or even invisible), and people don't notice you. It's really funny.
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James
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PostPosted: Fri Feb 25, 2005 7:09 am    Post subject: Reply with quote

Quote:
Counter-Strike: Source, Source Engine, and Half-Life 2: Deathmatch Update Available
February 24, 2005, 5:21 pm · cliffe
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

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Michaelz
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PostPosted: Fri Feb 25, 2005 4:24 pm    Post subject: Reply with quote

WOAH finally some good updates Cheers
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Pacific
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PostPosted: Fri Feb 25, 2005 5:07 pm    Post subject: Reply with quote

downloading them now, but i swear i have already played train depot thing???
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Michaelz
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PostPosted: Fri Feb 25, 2005 6:05 pm    Post subject: Reply with quote

I not too sure about the model for the cts but I jus dont like them as much as the old one, dont get me wrong they look very good but it jus looks too higfh tech and they look as though they have lots of body armour meh i dunno maybe ill get use to them sooner or later.
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James
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PostPosted: Fri Feb 25, 2005 10:25 pm    Post subject: Reply with quote

gtdwozere wrote:
downloading them now, but i swear i have already played train depot thing???


It will be a custom map, because de_train was a popular map for CS 1.5, so a lot of people will have ported it over to source.
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Pacific
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PostPosted: Sat Feb 26, 2005 9:02 am    Post subject: Reply with quote

i dont really like the depot one ilike the compound 1 though
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Michaelz
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PostPosted: Sat Feb 26, 2005 3:50 pm    Post subject: Reply with quote

compound is quite gd but i havent played train yet but apparently loads of ppl think that train is better overall
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Pacific
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PostPosted: Mon Feb 28, 2005 6:15 pm    Post subject: Reply with quote

i think the updates r kinda dimb now the CT's were rugby gear going into battle Exclamation Question Exclamation
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Michaelz
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PostPosted: Tue Mar 01, 2005 4:43 pm    Post subject: Reply with quote

im use to the cts skin now but their face looks scary....
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James
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PostPosted: Tue Mar 01, 2005 4:45 pm    Post subject: Reply with quote

The old CT models were slightly cartoony. I think they look a lot better and more realistic now.
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