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Valve Steam Update Vom 04.08.2005 Update zu Valve Games


#1 Mitglied ist offline   UserXYZ 

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  geschrieben 05. August 2005 - 18:21

Zitat

Counter-Strike: Source and Source Engine Updates Available
August 4, 2005, 11:30 am · Alfred Reynolds

Updates to Counter-Strike: Source and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Source Engine

Fixed prediction errors on the client when navigating

Fixed bug where server sent updates slower than specified in cl_updaterate

Fixed prediction errors when cl_updaterate is a large number
People who turned off cl_smooth should re-enable it after this release.

Fixed a rare crash in physics

Option -heapsize now works correctly on machines with more than 4GB of memory


Counter-Strike: Source

Fixed exploit with demo recording clearing flashbang and smoke effects

Fixed minor exploit allowing thirdperson even if cheats were disabled on the server

Fixed bug allowing movement at run speeds while ducked


Quelle:
http://www.steampowe...x.php?area=news

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#2 Mitglied ist offline   linksta 

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geschrieben 09. August 2005 - 11:35

update vom 09.08.05

Zitat

Half-Life 1: Engine

* Servers will default to starting up using VAC2
* Added "sv_uploadmax" cvar to limit the max size (in MB) a client can use for a custom resource (i.e spray decals)
* Added "-sport" command line option to allow you to specify the VAC2 port the server should use
* Don´t allow servers to execute "alias" commands on clients (prevents an infinite loop exploit using alias commands from servers)
* Fixed S2C_CONNREJECT packet exploit causing the game to quit from any currently connected game server (found by Gavin Cotter)
* Fixed crash exploit caused by specially crafted packet triggering a crash in the resource upload code (found by Gavin Cotter)
* Fixed infinite loop in richtext/textentry control caused by large sets of spaces between words wrapping around line ends (found by Kristian Hermansen)
* Fixed possible lockup when refreshing a login ticket
* Disabled old style server queries by default.


Counter-Strike
* Fixed menu exploit on join that spawned you into the server but moved you around as you were in spectator mode

Dieser Beitrag wurde von linksta bearbeitet: 09. August 2005 - 11:35

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#3 Mitglied ist offline   linksta 

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geschrieben 10. August 2005 - 07:19

Steam updae vom 10.08.05

Zitat

* We´re refreshing the survey data again. The results will be tallied over at http://www.steampowe...om/status/surve...
* Fixed favorites list not refreshing on startup
* Fixed Counter-Strike: Source servers showing up in Counter-Strike list on startup

Dieser Beitrag wurde von linksta bearbeitet: 10. August 2005 - 07:20

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#4 Mitglied ist offline   linksta 

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geschrieben 11. August 2005 - 13:18

Steam update vom 11.08.05

Zitat

Updates to Counter-Strike: Source, Half-Life: Source and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Counter-Strike: Source

    * Added validation of custom player model and weapon materials. Custom materials must be VertexLitGeneric with only $baseTexture and $bumpmap variables defined


Source Engine

    * Fixed "not logged in" error not displaying properly
    * Fixed not being able to run internet game servers for Source Mods in a debugger


Half-Life: Source

    * Enabled low violence content for low violence users

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#5 Mitglied ist offline   linksta 

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geschrieben 12. August 2005 - 12:58

update vom 12.08.05

Zitat

Updates to the Steam Client and the Half-Life 1: Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Steam Client

* Fixed client failing to login to the Steam Authentication servers on machines with multiple network interfaces


Half-Life 1: Engine

* Fixed game servers failing to connect to VAC servers on machines with multiple network interfaces
* Fixed "-sport" parameter being ignored
* Implemented a client cvar value querying API (to replace the alias method various 3rd party tools were using). Servers can call enginefuncs_t::pfnQueryClientCvarValue() and will get a callback for that cvar value via NEW_DLL_FUNCTIONS::pfnCvarValue().
* Fixed RCON failing when you were not connected to the server itself8

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