A fecha de 24 febrero de 2005 nuestros chicos de Valve sacan una nueva actualizacion con bastantes e importantes cambios ( hay uno que cabrea muchisimo relacionado con las heŽs ).
Aqui os dejo los susodichos cambios:
-Counter-Strike: Source
Nuevo mapa cs_compound
Añadida la version de Source del mapa de_train
Actualizado el modelo de judador CT
Localizacion de nombres y visionado en radio/team chat y debajo del radar
Server tickrate puede ser especificado con -tickrate
Añadidos comandos alias de la radio
Añadido mp_humanteam cvar [any | ct | t] ( personas jugadores iran especificados en el total del equipo para personas contra bots)
PUFFFFFF VOY MUY FUMAO NO SE SI VOY A PODER SEGUIR ESCRIBIENDO
Added new “match” mode for bot_quota -- If bot_quota_mode = “match”, bot count = (human count) * bot_quota ( esto ni puta idea que es )
Bots no longer automatically follow humans (bot_auto_follow now defaults to 0) ( esto tampoco )
3 MIN MAS TARDE......
........NI DE COÑA YA NO PUEDOS MAS.... UNNNNNN FUMADONNNNNNNNNNNNNN PUFFFFF
Bots are balanced before humans with mp_autoteambalance
Bots pueden abrir puertas de simple uso.
Bots change their names to match the prefix when bot_prefix changes ( Bot cambian sus nombre nooo se queee xddd )
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
PO ESO QUESSSSSTA ATUALISANDOOOOOO ERRRRR STIIIMMMMMM