Re: [hlds] Mandatory Team Fortress 2 update released

Discussion in 'HLDS / Valve Windows newsletter' started by E.Olsen, Mar 13, 2015.

  1. E.Olsen

    E.Olsen Guest

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    Is anyone else having an issue where the client is now attempting to
    download a bunch of .wav files in the sound/vo folder every time they join
    a payload map? Ive verified my files client-side, and it only seems to
    happen on our payload maps for some reason (windows server 2008R2).

    On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for TF2. The notes for the update are
    > below. The new version number is 2669464.
    >
    > -Eric
    >
    > ----------------------------------------------------
    >
    > - Announcing the Taunt Workshop!
    > - Steam Workshop taunt submissions can now be Certified
    > Compatible and are no longer tagged as Beta
    > - Added 3 new community-created taunts to the Mann Co. Store
    > - Scout taunt: The Boston Breakdance
    > - Sniper taunt: The Killer Solo
    > - Sniper taunt: Most Wanted
    > - Added Crate #92 to the drop list
    > - Updated sound vo files to use .mp3 files instead of .wav files to reduce
    > hard drive space
    > - Fixed a bug related to jiggle bones and cl_jiggle_bone_framerate_cutoff
    > - Fixed an exploit related to material .vmt files and playing on servers
    > using sv_pure
    > - Fixed the game not running for some dual GPU machines (Mac OS X)
    > - Fixed a dedicated server crash caused by a Soldier with Mantreads
    > landing on a player with the Warlock powerup equipped
    > - Fixed an exploit related to Highlander mode and changing teams with
    > instant respawn
    > - Fixed a bug with the vote system UI when sv_vote_ui_hide_disabled_issues
    > was set to 0
    > - Fixed an exploit where clients could bypass the name change timer
    > - Fixed a bug that caused some particles to not draw correctly
    > - Fixed shadows drawing on some wearables while in first person
    > - Fixed an exploit related to the Gunslinger and hitting teammates to
    > generate a guaranteed third hit that is critical
    > - Fixed the Killstreak icon not being positioned correctly in the HUD
    > targetID panel
    > - Fixed not being able to activate the Phlogistinators buff using
    > alt-fire when ammo was below the cost of an airblast
    > - Updated the Mann Co. Store and Armory to not display item levels
    > - Fixed the Phlogistinators bottle not getting the crit-boost material
    > effect
    > - Added a no helmet style for the Antlers
    > - Added the OSL.tf tournament medals
    > - Added the Florida LAN tournament medals
    > - Reduced the latency of voice audio
    > - Updated the equip_region for the Black Knights Bascinet
    > - Updated The Little Bear so it can get assists in Pyrovision
    > - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound
    > effects
    > - Updated Mann Co. Store prices for foreign currencies to current USD
    > equivalents
    > - Updated the description for The Gunslinger to include the three hit combo
    > - Updated the localization files
    > - Mannpower update
    > - Added new map ctf_thundermountain
    > - Added new powerup: Knockout
    > - Restricts the carrier to Melee and Grappling Hook only
    > - Max health increased by 150
    > - Immune to airblast and damage pushback
    > - Melee weapon always crits and forcibly shoves the victim
    > away
    > - Melee hit forces the victim to drop their powerup or the
    > flag if they have it
    > - 4X melee damage to buildings
    > - Grappling Hook changes
    > - Added hook jump- hit the jump key while being pulled-in
    > to detach and jump extra distance (jump velocity convar
    > tf_grapplinghook_jump_up_speed)
    > - Added support for hooking into enemy players
    > - Release the fire button once the hook has hit an
    > enemy player to draw yourself to them
    > - Hooked victims will bleed for 2 health per second
    > - Unhook at any time by switching back to the
    > grapple, or firing it again away from your victim
    > - Force detach if the hook is not in line of sight
    > of hooked in enemy for more than 1 second
    > - Sound cue added when hooked by an enemys grapple
    > - Added new Grapple weapon sounds and grapple projectile
    > - Reduced max firing distance to 4000 units (convar
    > tf_grapplinghook_max_distance)
    > - Increased hook re-fire delay from 0.2 seconds to 0.5
    > seconds
    > - Re-enabled fall damage for the grappling hook (convar
    > tf_grapplinghook_prevent_fall_damage)
    > - Fixed grappling hook rope drawing as the wrong color for
    > friendly disguised Spy
    > - Added Revenge temporary powerup
    > - Activates and spawns when a significant game imbalance
    > is detected
    > - Temporarily grants crits, increased fire rate and
    > increased clip size
    > - Added unique powerup pickup sounds
    > - Random Melee critical hits are now enabled in Mannpower (ConVar
    > tf_weapon_criticals_melee 2)
    > - Strength: Fixed sentries inheriting the double damage multiplier
    > - Reduced the time it takes a dropped powerup to become available
    > for pickup by 0.5 seconds
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>Is anyone else having an issue where the client is now attempting to download a bunch of .wav files in the sound/vo folder every time they join a payload map? I&#39;ve verified my files client-side, and it only seems to happen on our payload maps for some reason (windows server 2008R2).</div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for TF2. The notes for the update are below. The new version  number is 2669464.<br>
    <br>
    -Eric<br>
    <br>
    ----------------------------------------------------<br>
    <br>
    - Announcing the Taunt Workshop!<br>
            - Steam Workshop taunt submissions can now be &quot;Certified Compatible&quot; and are no longer tagged as Beta<br>
    - Added 3 new community-created taunts to the Mann Co. Store<br>
            - Scout taunt: The Boston Breakdance<br>
            - Sniper taunt: The Killer Solo<br>
            - Sniper taunt: Most Wanted<br>
    - Added Crate #92 to the drop list<br>
    - Updated sound vo files to use .mp3 files instead of .wav files to reduce hard drive space<br>
    - Fixed a bug related to jiggle bones and cl_jiggle_bone_framerate_cutoff<br>
    - Fixed an exploit related to material .vmt files and playing on servers using sv_pure<br>
    - Fixed the game not running for some dual GPU machines (Mac OS X)<br>
    - Fixed a dedicated server crash caused by a Soldier with Mantreads landing on a player with the Warlock powerup equipped<br>
    - Fixed an exploit related to Highlander mode and changing teams with instant respawn<br>
    - Fixed a bug with the vote system UI when sv_vote_ui_hide_disabled_issues was set to 0<br>
    - Fixed an exploit where clients could bypass the name change timer<br>
    - Fixed a bug that caused some particles to not draw correctly<br>
    - Fixed shadows drawing on some wearables while in first person<br>
    - Fixed an exploit related to the Gunslinger and hitting teammates to generate a guaranteed third hit that is critical<br>
    - Fixed the Killstreak icon not being positioned correctly in the HUD targetID panel<br>
    - Fixed not being able to activate the Phlogistinator&#39;s buff using alt-fire when ammo was below the cost of an airblast<br>
    - Updated the Mann Co. Store and Armory to not display item levels<br>
    - Fixed the Phlogistinator&#39;s bottle not getting the crit-boost material effect<br>
    - Added a &quot;no helmet&quot; style for the Antlers<br>
    - Added the OSL.tf tournament medals<br>
    - Added the Florida LAN tournament medals<br>
    - Reduced the latency of voice audio<br>
    - Updated the equip_region for the Black Knight&#39;s Bascinet<br>
    - Updated The Little Bear so it can get assists in Pyrovision<br>
    - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit sound effects<br>
    - Updated Mann Co. Store prices for foreign currencies to current USD equivalents<br>
    - Updated the description for The Gunslinger to include the three hit combo<br>
    - Updated the localization files<br>
    - Mannpower update<br>
            - Added new map ctf_thundermountain<br>
            - Added new powerup: Knockout<br>
                    - Restricts the carrier to Melee and Grappling Hook only<br>
                    - Max health increased by 150<br>
                    - Immune to airblast and damage pushback<br>
                    - Melee weapon always crits and forcibly shoves the victim away<br>
                    - Melee hit forces the victim to drop their powerup or the flag if they have it<br>
                    - 4X melee damage to buildings<br>
            - Grappling Hook changes<br>
                    - Added hook jump- hit the jump key while being pulled-in to detach and jump extra distance (jump velocity convar &quot;tf_grapplinghook_jump_up_speed&quot;)<br>
                    - Added support for hooking into enemy players<br>
                            - Release the fire button once the hook has hit an enemy player to draw yourself to them<br>
                            - Hooked victims will bleed for 2 health per second<br>
                            - Unhook at any time by switching back to the grapple, or firing it again away from your victim<br>
                            - Force detach if the hook is not in line of sight of hooked in enemy for more than 1 second<br>
                            - Sound cue added when hooked by an enemy&#39;s grapple<br>
                    - Added new Grapple weapon sounds and grapple projectile<br>
                    - Reduced max firing distance to 4000 units (convar &quot;tf_grapplinghook_max_distance&quot;)<br>
                    - Increased hook re-fire delay from 0.2 seconds to 0.5 seconds<br>
                    - Re-enabled fall damage for the grappling hook (convar &quot;tf_grapplinghook_prevent_fall_damage&quot;)<br>
                    - Fixed grappling hook rope drawing as the wrong color for friendly disguised Spy<br>
            - Added Revenge temporary powerup<br>
                    - Activates and spawns when a significant game imbalance is detected<br>
                    - Temporarily grants crits, increased fire rate and increased clip size<br>
            - Added unique powerup pickup sounds<br>
            - Random Melee critical hits are now enabled in Mannpower (ConVar &quot;tf_weapon_criticals_melee 2&quot;)<br>
            - Strength: Fixed sentries inheriting the double damage multiplier<br>
            - Reduced the time it takes a dropped powerup to become available for pickup by 0.5 seconds<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>

    --f46d04138cdf83bf9205112bc143--


     
  2. ics

    ics Guest

    Havent seen this yet but it may be possible that the map uses sounds
    that it wants to download to the user and they are now missing, even if
    they were official sounds. It depends how they are setup within the map.
    Is it a custom map that you are referring to or default map?

    -ics

    E. Olsen kirjoitti:
    > Is anyone else having an issue where the client is now attempting to
    > download a bunch of .wav files in the sound/vo folder every time they
    > join a payload map? Ive verified my files client-side, and it only
    > seems to happen on our payload maps for some reason (windows server
    > 2008R2).
    >
    > On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <erics@valvesoftware.com
    > <mailto:erics@valvesoftware.com>> wrote:
    >
    > Weve released a mandatory update for TF2. The notes for the
    > update are below. The new version number is 2669464.
    >
    > -Eric
    >
    > ----------------------------------------------------
    >
    > - Announcing the Taunt Workshop!
    > - Steam Workshop taunt submissions can now be Certified
    > Compatible and are no longer tagged as Beta
    > - Added 3 new community-created taunts to the Mann Co. Store
    > - Scout taunt: The Boston Breakdance
    > - Sniper taunt: The Killer Solo
    > - Sniper taunt: Most Wanted
    > - Added Crate #92 to the drop list
    > - Updated sound vo files to use .mp3 files instead of .wav files
    > to reduce hard drive space
    > - Fixed a bug related to jiggle bones and
    > cl_jiggle_bone_framerate_cutoff
    > - Fixed an exploit related to material .vmt files and playing on
    > servers using sv_pure
    > - Fixed the game not running for some dual GPU machines (Mac OS X)
    > - Fixed a dedicated server crash caused by a Soldier with
    > Mantreads landing on a player with the Warlock powerup equipped
    > - Fixed an exploit related to Highlander mode and changing teams
    > with instant respawn
    > - Fixed a bug with the vote system UI when
    > sv_vote_ui_hide_disabled_issues was set to 0
    > - Fixed an exploit where clients could bypass the name change timer
    > - Fixed a bug that caused some particles to not draw correctly
    > - Fixed shadows drawing on some wearables while in first person
    > - Fixed an exploit related to the Gunslinger and hitting teammates
    > to generate a guaranteed third hit that is critical
    > - Fixed the Killstreak icon not being positioned correctly in the
    > HUD targetID panel
    > - Fixed not being able to activate the Phlogistinators buff using
    > alt-fire when ammo was below the cost of an airblast
    > - Updated the Mann Co. Store and Armory to not display item levels
    > - Fixed the Phlogistinators bottle not getting the crit-boost
    > material effect
    > - Added a no helmet style for the Antlers
    > - Added the OSL.tf tournament medals
    > - Added the Florida LAN tournament medals
    > - Reduced the latency of voice audio
    > - Updated the equip_region for the Black Knights Bascinet
    > - Updated The Little Bear so it can get assists in Pyrovision
    > - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit
    > sound effects
    > - Updated Mann Co. Store prices for foreign currencies to current
    > USD equivalents
    > - Updated the description for The Gunslinger to include the three
    > hit combo
    > - Updated the localization files
    > - Mannpower update
    > - Added new map ctf_thundermountain
    > - Added new powerup: Knockout
    > - Restricts the carrier to Melee and Grappling
    > Hook only
    > - Max health increased by 150
    > - Immune to airblast and damage pushback
    > - Melee weapon always crits and forcibly shoves
    > the victim away
    > - Melee hit forces the victim to drop their
    > powerup or the flag if they have it
    > - 4X melee damage to buildings
    > - Grappling Hook changes
    > - Added hook jump- hit the jump key while being
    > pulled-in to detach and jump extra distance (jump velocity convar
    > tf_grapplinghook_jump_up_speed)
    > - Added support for hooking into enemy players
    > - Release the fire button once the hook
    > has hit an enemy player to draw yourself to them
    > - Hooked victims will bleed for 2 health
    > per second
    > - Unhook at any time by switching back to
    > the grapple, or firing it again away from your victim
    > - Force detach if the hook is not in line
    > of sight of hooked in enemy for more than 1 second
    > - Sound cue added when hooked by an
    > enemys grapple
    > - Added new Grapple weapon sounds and grapple
    > projectile
    > - Reduced max firing distance to 4000 units
    > (convar tf_grapplinghook_max_distance)
    > - Increased hook re-fire delay from 0.2 seconds to
    > 0.5 seconds
    > - Re-enabled fall damage for the grappling hook
    > (convar tf_grapplinghook_prevent_fall_damage)
    > - Fixed grappling hook rope drawing as the wrong
    > color for friendly disguised Spy
    > - Added Revenge temporary powerup
    > - Activates and spawns when a significant game
    > imbalance is detected
    > - Temporarily grants crits, increased fire rate
    > and increased clip size
    > - Added unique powerup pickup sounds
    > - Random Melee critical hits are now enabled in Mannpower
    > (ConVar tf_weapon_criticals_melee 2)
    > - Strength: Fixed sentries inheriting the double damage
    > multiplier
    > - Reduced the time it takes a dropped powerup to become
    > available for pickup by 0.5 seconds
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


    _______________________________________________

    https://i3d.net
     
  3. E.Olsen

    E.Olsen Guest

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    Im seeing it on both stock & custom maps - but only on payload maps for
    some reason.

    On Fri, Mar 13, 2015 at 10:02 AM, ics <ics@ics-base.net> wrote:

    > Havent seen this yet but it may be possible that the map uses sounds that
    > it wants to download to the user and they are now missing, even if they
    > were official sounds. It depends how they are setup within the map. Is it a
    > custom map that you are referring to or default map?
    >
    > -ics
    >
    > E. Olsen kirjoitti:
    >
    >> Is anyone else having an issue where the client is now attempting to
    >> download a bunch of .wav files in the sound/vo folder every time they join
    >> a payload map? Ive verified my files client-side, and it only seems to
    >> happen on our payload maps for some reason (windows server 2008R2).
    >>
    >> On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <erics@valvesoftware.com
    >> <mailto:erics@valvesoftware.com>> wrote:
    >>
    >> Weve released a mandatory update for TF2. The notes for the
    >> update are below. The new version number is 2669464.
    >>
    >> -Eric
    >>
    >> ----------------------------------------------------
    >>
    >> - Announcing the Taunt Workshop!
    >> - Steam Workshop taunt submissions can now be Certified
    >> Compatible and are no longer tagged as Beta
    >> - Added 3 new community-created taunts to the Mann Co. Store
    >> - Scout taunt: The Boston Breakdance
    >> - Sniper taunt: The Killer Solo
    >> - Sniper taunt: Most Wanted
    >> - Added Crate #92 to the drop list
    >> - Updated sound vo files to use .mp3 files instead of .wav files
    >> to reduce hard drive space
    >> - Fixed a bug related to jiggle bones and
    >> cl_jiggle_bone_framerate_cutoff
    >> - Fixed an exploit related to material .vmt files and playing on
    >> servers using sv_pure
    >> - Fixed the game not running for some dual GPU machines (Mac OS X)
    >> - Fixed a dedicated server crash caused by a Soldier with
    >> Mantreads landing on a player with the Warlock powerup equipped
    >> - Fixed an exploit related to Highlander mode and changing teams
    >> with instant respawn
    >> - Fixed a bug with the vote system UI when
    >> sv_vote_ui_hide_disabled_issues was set to 0
    >> - Fixed an exploit where clients could bypass the name change timer
    >> - Fixed a bug that caused some particles to not draw correctly
    >> - Fixed shadows drawing on some wearables while in first person
    >> - Fixed an exploit related to the Gunslinger and hitting teammates
    >> to generate a guaranteed third hit that is critical
    >> - Fixed the Killstreak icon not being positioned correctly in the
    >> HUD targetID panel
    >> - Fixed not being able to activate the Phlogistinators buff using
    >> alt-fire when ammo was below the cost of an airblast
    >> - Updated the Mann Co. Store and Armory to not display item levels
    >> - Fixed the Phlogistinators bottle not getting the crit-boost
    >> material effect
    >> - Added a no helmet style for the Antlers
    >> - Added the OSL.tf tournament medals
    >> - Added the Florida LAN tournament medals
    >> - Reduced the latency of voice audio
    >> - Updated the equip_region for the Black Knights Bascinet
    >> - Updated The Little Bear so it can get assists in Pyrovision
    >> - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit
    >> sound effects
    >> - Updated Mann Co. Store prices for foreign currencies to current
    >> USD equivalents
    >> - Updated the description for The Gunslinger to include the three
    >> hit combo
    >> - Updated the localization files
    >> - Mannpower update
    >> - Added new map ctf_thundermountain
    >> - Added new powerup: Knockout
    >> - Restricts the carrier to Melee and Grappling
    >> Hook only
    >> - Max health increased by 150
    >> - Immune to airblast and damage pushback
    >> - Melee weapon always crits and forcibly shoves
    >> the victim away
    >> - Melee hit forces the victim to drop their
    >> powerup or the flag if they have it
    >> - 4X melee damage to buildings
    >> - Grappling Hook changes
    >> - Added hook jump- hit the jump key while being
    >> pulled-in to detach and jump extra distance (jump velocity convar
    >> tf_grapplinghook_jump_up_speed)
    >> - Added support for hooking into enemy players
    >> - Release the fire button once the hook
    >> has hit an enemy player to draw yourself to them
    >> - Hooked victims will bleed for 2 health
    >> per second
    >> - Unhook at any time by switching back to
    >> the grapple, or firing it again away from your victim
    >> - Force detach if the hook is not in line
    >> of sight of hooked in enemy for more than 1 second
    >> - Sound cue added when hooked by an
    >> enemys grapple
    >> - Added new Grapple weapon sounds and grapple
    >> projectile
    >> - Reduced max firing distance to 4000 units
    >> (convar tf_grapplinghook_max_distance)
    >> - Increased hook re-fire delay from 0.2 seconds to
    >> 0.5 seconds
    >> - Re-enabled fall damage for the grappling hook
    >> (convar tf_grapplinghook_prevent_fall_damage)
    >> - Fixed grappling hook rope drawing as the wrong
    >> color for friendly disguised Spy
    >> - Added Revenge temporary powerup
    >> - Activates and spawns when a significant game
    >> imbalance is detected
    >> - Temporarily grants crits, increased fire rate
    >> and increased clip size
    >> - Added unique powerup pickup sounds
    >> - Random Melee critical hits are now enabled in Mannpower
    >> (ConVar tf_weapon_criticals_melee 2)
    >> - Strength: Fixed sentries inheriting the double damage
    >> multiplier
    >> - Reduced the time it takes a dropped powerup to become
    >> available for pickup by 0.5 seconds
    >>
    >> _______________________________________________
    >> To unsubscribe, edit your list preferences, or view the list
    >> archives, please visit:
    >> https://i3d.net
    >>
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

    --047d7bfd027ac549ab05112bfbb2
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    <div dir=ltr>I&#39;m seeing it on both stock &amp; custom maps - but only on payload maps for some reason.</div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Mar 13, 2015 at 10:02 AM, ics <span dir=ltr>&lt;<a href=mailto:ics@ics-base.net target=_blank>ics@ics-base.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Haven&#39;t seen this yet but it may be possible that the map uses sounds that it wants to download to the user and they are now missing, even if they were official sounds. It depends how they are setup within the map. Is it a custom map that you are referring to or default map?<br>
    <br>
    -ics<br>
    <br>
    E. Olsen kirjoitti:<br>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><span class=>
    Is anyone else having an issue where the client is now attempting to download a bunch of .wav files in the sound/vo folder every time they join a payload map? I&#39;ve verified my files client-side, and it only seems to happen on our payload maps for some reason (windows server 2008R2).<br>
    <br></span><div><div class=h5>
    On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a> &lt;mailto:<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.<u></u>com</a>&gt;&gt; wrote:<br>
    <br>
        We&#39;ve released a mandatory update for TF2. The notes for the<br>
        update are below. The new version  number is 2669464.<br>
    <br>
        -Eric<br>
    <br>
        ------------------------------<u></u>----------------------<br>
    <br>
        - Announcing the Taunt Workshop!<br>
                - Steam Workshop taunt submissions can now be &quot;Certified<br>
        Compatible&quot; and are no longer tagged as Beta<br>
        - Added 3 new community-created taunts to the Mann Co. Store<br>
                - Scout taunt: The Boston Breakdance<br>
                - Sniper taunt: The Killer Solo<br>
                - Sniper taunt: Most Wanted<br>
        - Added Crate #92 to the drop list<br>
        - Updated sound vo files to use .mp3 files instead of .wav files<br>
        to reduce hard drive space<br>
        - Fixed a bug related to jiggle bones and<br>
        cl_jiggle_bone_framerate_<u></u>cutoff<br>
        - Fixed an exploit related to material .vmt files and playing on<br>
        servers using sv_pure<br>
        - Fixed the game not running for some dual GPU machines (Mac OS X)<br>
        - Fixed a dedicated server crash caused by a Soldier with<br>
        Mantreads landing on a player with the Warlock powerup equipped<br>
        - Fixed an exploit related to Highlander mode and changing teams<br>
        with instant respawn<br>
        - Fixed a bug with the vote system UI when<br>
        sv_vote_ui_hide_disabled_<u></u>issues was set to 0<br>
        - Fixed an exploit where clients could bypass the name change timer<br>
        - Fixed a bug that caused some particles to not draw correctly<br>
        - Fixed shadows drawing on some wearables while in first person<br>
        - Fixed an exploit related to the Gunslinger and hitting teammates<br>
        to generate a guaranteed third hit that is critical<br>
        - Fixed the Killstreak icon not being positioned correctly in the<br>
        HUD targetID panel<br>
        - Fixed not being able to activate the Phlogistinator&#39;s buff using<br>
        alt-fire when ammo was below the cost of an airblast<br>
        - Updated the Mann Co. Store and Armory to not display item levels<br>
        - Fixed the Phlogistinator&#39;s bottle not getting the crit-boost<br>
        material effect<br>
        - Added a &quot;no helmet&quot; style for the Antlers<br>
        - Added the OSL.tf tournament medals<br>
        - Added the Florida LAN tournament medals<br>
        - Reduced the latency of voice audio<br>
        - Updated the equip_region for the Black Knight&#39;s Bascinet<br>
        - Updated The Little Bear so it can get assists in Pyrovision<br>
        - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit<br>
        sound effects<br>
        - Updated Mann Co. Store prices for foreign currencies to current<br>
        USD equivalents<br>
        - Updated the description for The Gunslinger to include the three<br>
        hit combo<br>
        - Updated the localization files<br>
        - Mannpower update<br>
                - Added new map ctf_thundermountain<br>
                - Added new powerup: Knockout<br>
                        - Restricts the carrier to Melee and Grappling<br>
        Hook only<br>
                        - Max health increased by 150<br>
                        - Immune to airblast and damage pushback<br>
                        - Melee weapon always crits and forcibly shoves<br>
        the victim away<br>
                        - Melee hit forces the victim to drop their<br>
        powerup or the flag if they have it<br>
                        - 4X melee damage to buildings<br>
                - Grappling Hook changes<br>
                        - Added hook jump- hit the jump key while being<br>
        pulled-in to detach and jump extra distance (jump velocity convar<br>
        &quot;tf_grapplinghook_jump_up_<u></u>speed&quot;)<br>
                        - Added support for hooking into enemy players<br>
                                - Release the fire button once the hook<br>
        has hit an enemy player to draw yourself to them<br>
                                - Hooked victims will bleed for 2 health<br>
        per second<br>
                                - Unhook at any time by switching back to<br>
        the grapple, or firing it again away from your victim<br>
                                - Force detach if the hook is not in line<br>
        of sight of hooked in enemy for more than 1 second<br>
                                - Sound cue added when hooked by an<br>
        enemy&#39;s grapple<br>
                        - Added new Grapple weapon sounds and grapple<br>
        projectile<br>
                        - Reduced max firing distance to 4000 units<br>
        (convar &quot;tf_grapplinghook_max_<u></u>distance&quot;)<br>
                        - Increased hook re-fire delay from 0.2 seconds to<br>
        0.5 seconds<br>
                        - Re-enabled fall damage for the grappling hook<br>
        (convar &quot;tf_grapplinghook_prevent_<u></u>fall_damage&quot;)<br>
                        - Fixed grappling hook rope drawing as the wrong<br>
        color for friendly disguised Spy<br>
                - Added Revenge temporary powerup<br>
                        - Activates and spawns when a significant game<br>
        imbalance is detected<br>
                        - Temporarily grants crits, increased fire rate<br>
        and increased clip size<br>
                - Added unique powerup pickup sounds<br>
                - Random Melee critical hits are now enabled in Mannpower<br>
        (ConVar &quot;tf_weapon_criticals_melee 2&quot;)<br>
                - Strength: Fixed sentries inheriting the double damage<br>
        multiplier<br>
                - Reduced the time it takes a dropped powerup to become<br>
        available for pickup by 0.5 seconds<br>
    <br>
        ______________________________<u></u>_________________<br>
        To unsubscribe, edit your list preferences, or view the list<br>
        archives, please visit:<br>
        <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    <br>
    <br>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote><div class=HOEnZb><div class=h5>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote></div><br></div>

    --047d7bfd027ac549ab05112bfbb2--


     
  4. pilger

    pilger Guest

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    Sorry to hijack the thread but have anyone noticed a bunch of clients
    getting disconnected due to SteamID invalid tickets?


    _pilger

    On 13 March 2015 at 11:04, E. Olsen <ceo.eolsen@gmail.com> wrote:

    > Im seeing it on both stock & custom maps - but only on payload maps for
    > some reason.
    >
    > On Fri, Mar 13, 2015 at 10:02 AM, ics <ics@ics-base.net> wrote:
    >
    >> Havent seen this yet but it may be possible that the map uses sounds
    >> that it wants to download to the user and they are now missing, even if
    >> they were official sounds. It depends how they are setup within the map. Is
    >> it a custom map that you are referring to or default map?
    >>
    >> -ics
    >>
    >> E. Olsen kirjoitti:
    >>
    >>> Is anyone else having an issue where the client is now attempting to
    >>> download a bunch of .wav files in the sound/vo folder every time they join
    >>> a payload map? Ive verified my files client-side, and it only seems to
    >>> happen on our payload maps for some reason (windows server 2008R2).
    >>>
    >>> On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <erics@valvesoftware.com
    >>> <mailto:erics@valvesoftware.com>> wrote:
    >>>
    >>> Weve released a mandatory update for TF2. The notes for the
    >>> update are below. The new version number is 2669464.
    >>>
    >>> -Eric
    >>>
    >>> ----------------------------------------------------
    >>>
    >>> - Announcing the Taunt Workshop!
    >>> - Steam Workshop taunt submissions can now be Certified
    >>> Compatible and are no longer tagged as Beta
    >>> - Added 3 new community-created taunts to the Mann Co. Store
    >>> - Scout taunt: The Boston Breakdance
    >>> - Sniper taunt: The Killer Solo
    >>> - Sniper taunt: Most Wanted
    >>> - Added Crate #92 to the drop list
    >>> - Updated sound vo files to use .mp3 files instead of .wav files
    >>> to reduce hard drive space
    >>> - Fixed a bug related to jiggle bones and
    >>> cl_jiggle_bone_framerate_cutoff
    >>> - Fixed an exploit related to material .vmt files and playing on
    >>> servers using sv_pure
    >>> - Fixed the game not running for some dual GPU machines (Mac OS X)
    >>> - Fixed a dedicated server crash caused by a Soldier with
    >>> Mantreads landing on a player with the Warlock powerup equipped
    >>> - Fixed an exploit related to Highlander mode and changing teams
    >>> with instant respawn
    >>> - Fixed a bug with the vote system UI when
    >>> sv_vote_ui_hide_disabled_issues was set to 0
    >>> - Fixed an exploit where clients could bypass the name change timer
    >>> - Fixed a bug that caused some particles to not draw correctly
    >>> - Fixed shadows drawing on some wearables while in first person
    >>> - Fixed an exploit related to the Gunslinger and hitting teammates
    >>> to generate a guaranteed third hit that is critical
    >>> - Fixed the Killstreak icon not being positioned correctly in the
    >>> HUD targetID panel
    >>> - Fixed not being able to activate the Phlogistinators buff using
    >>> alt-fire when ammo was below the cost of an airblast
    >>> - Updated the Mann Co. Store and Armory to not display item levels
    >>> - Fixed the Phlogistinators bottle not getting the crit-boost
    >>> material effect
    >>> - Added a no helmet style for the Antlers
    >>> - Added the OSL.tf tournament medals
    >>> - Added the Florida LAN tournament medals
    >>> - Reduced the latency of voice audio
    >>> - Updated the equip_region for the Black Knights Bascinet
    >>> - Updated The Little Bear so it can get assists in Pyrovision
    >>> - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit
    >>> sound effects
    >>> - Updated Mann Co. Store prices for foreign currencies to current
    >>> USD equivalents
    >>> - Updated the description for The Gunslinger to include the three
    >>> hit combo
    >>> - Updated the localization files
    >>> - Mannpower update
    >>> - Added new map ctf_thundermountain
    >>> - Added new powerup: Knockout
    >>> - Restricts the carrier to Melee and Grappling
    >>> Hook only
    >>> - Max health increased by 150
    >>> - Immune to airblast and damage pushback
    >>> - Melee weapon always crits and forcibly shoves
    >>> the victim away
    >>> - Melee hit forces the victim to drop their
    >>> powerup or the flag if they have it
    >>> - 4X melee damage to buildings
    >>> - Grappling Hook changes
    >>> - Added hook jump- hit the jump key while being
    >>> pulled-in to detach and jump extra distance (jump velocity convar
    >>> tf_grapplinghook_jump_up_speed)
    >>> - Added support for hooking into enemy players
    >>> - Release the fire button once the hook
    >>> has hit an enemy player to draw yourself to them
    >>> - Hooked victims will bleed for 2 health
    >>> per second
    >>> - Unhook at any time by switching back to
    >>> the grapple, or firing it again away from your victim
    >>> - Force detach if the hook is not in line
    >>> of sight of hooked in enemy for more than 1 second
    >>> - Sound cue added when hooked by an
    >>> enemys grapple
    >>> - Added new Grapple weapon sounds and grapple
    >>> projectile
    >>> - Reduced max firing distance to 4000 units
    >>> (convar tf_grapplinghook_max_distance)
    >>> - Increased hook re-fire delay from 0.2 seconds to
    >>> 0.5 seconds
    >>> - Re-enabled fall damage for the grappling hook
    >>> (convar tf_grapplinghook_prevent_fall_damage)
    >>> - Fixed grappling hook rope drawing as the wrong
    >>> color for friendly disguised Spy
    >>> - Added Revenge temporary powerup
    >>> - Activates and spawns when a significant game
    >>> imbalance is detected
    >>> - Temporarily grants crits, increased fire rate
    >>> and increased clip size
    >>> - Added unique powerup pickup sounds
    >>> - Random Melee critical hits are now enabled in Mannpower
    >>> (ConVar tf_weapon_criticals_melee 2)
    >>> - Strength: Fixed sentries inheriting the double damage
    >>> multiplier
    >>> - Reduced the time it takes a dropped powerup to become
    >>> available for pickup by 0.5 seconds
    >>>
    >>> _______________________________________________
    >>> To unsubscribe, edit your list preferences, or view the list
    >>> archives, please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --047d7bfcf2fa913bda05112c2c09
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>Sorry to hijack the thread but have anyone noticed a bunch of clients getting disconnected due to SteamID invalid tickets?<br></div><div class=gmail_extra><br clear=all><div><div class=gmail_signature><br>_pilger<br></div></div>
    <br><div class=gmail_quote>On 13 March 2015 at 11:04, E. Olsen <span dir=ltr>&lt;<a href=mailto:ceo.eolsen@gmail.com target=_blank>ceo.eolsen@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>I&#39;m seeing it on both stock &amp; custom maps - but only on payload maps for some reason.</div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Fri, Mar 13, 2015 at 10:02 AM, ics <span dir=ltr>&lt;<a href=mailto:ics@ics-base.net target=_blank>ics@ics-base.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Haven&#39;t seen this yet but it may be possible that the map uses sounds that it wants to download to the user and they are now missing, even if they were official sounds. It depends how they are setup within the map. Is it a custom map that you are referring to or default map?<br>
    <br>
    -ics<br>
    <br>
    E. Olsen kirjoitti:<br>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><span>
    Is anyone else having an issue where the client is now attempting to download a bunch of .wav files in the sound/vo folder every time they join a payload map? I&#39;ve verified my files client-side, and it only seems to happen on our payload maps for some reason (windows server 2008R2).<br>
    <br></span><div><div>
    On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a> &lt;mailto:<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.<u></u>com</a>&gt;&gt; wrote:<br>
    <br>
        We&#39;ve released a mandatory update for TF2. The notes for the<br>
        update are below. The new version  number is 2669464.<br>
    <br>
        -Eric<br>
    <br>
        ------------------------------<u></u>----------------------<br>
    <br>
        - Announcing the Taunt Workshop!<br>
                - Steam Workshop taunt submissions can now be &quot;Certified<br>
        Compatible&quot; and are no longer tagged as Beta<br>
        - Added 3 new community-created taunts to the Mann Co. Store<br>
                - Scout taunt: The Boston Breakdance<br>
                - Sniper taunt: The Killer Solo<br>
                - Sniper taunt: Most Wanted<br>
        - Added Crate #92 to the drop list<br>
        - Updated sound vo files to use .mp3 files instead of .wav files<br>
        to reduce hard drive space<br>
        - Fixed a bug related to jiggle bones and<br>
        cl_jiggle_bone_framerate_<u></u>cutoff<br>
        - Fixed an exploit related to material .vmt files and playing on<br>
        servers using sv_pure<br>
        - Fixed the game not running for some dual GPU machines (Mac OS X)<br>
        - Fixed a dedicated server crash caused by a Soldier with<br>
        Mantreads landing on a player with the Warlock powerup equipped<br>
        - Fixed an exploit related to Highlander mode and changing teams<br>
        with instant respawn<br>
        - Fixed a bug with the vote system UI when<br>
        sv_vote_ui_hide_disabled_<u></u>issues was set to 0<br>
        - Fixed an exploit where clients could bypass the name change timer<br>
        - Fixed a bug that caused some particles to not draw correctly<br>
        - Fixed shadows drawing on some wearables while in first person<br>
        - Fixed an exploit related to the Gunslinger and hitting teammates<br>
        to generate a guaranteed third hit that is critical<br>
        - Fixed the Killstreak icon not being positioned correctly in the<br>
        HUD targetID panel<br>
        - Fixed not being able to activate the Phlogistinator&#39;s buff using<br>
        alt-fire when ammo was below the cost of an airblast<br>
        - Updated the Mann Co. Store and Armory to not display item levels<br>
        - Fixed the Phlogistinator&#39;s bottle not getting the crit-boost<br>
        material effect<br>
        - Added a &quot;no helmet&quot; style for the Antlers<br>
        - Added the OSL.tf tournament medals<br>
        - Added the Florida LAN tournament medals<br>
        - Reduced the latency of voice audio<br>
        - Updated the equip_region for the Black Knight&#39;s Bascinet<br>
        - Updated The Little Bear so it can get assists in Pyrovision<br>
        - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit<br>
        sound effects<br>
        - Updated Mann Co. Store prices for foreign currencies to current<br>
        USD equivalents<br>
        - Updated the description for The Gunslinger to include the three<br>
        hit combo<br>
        - Updated the localization files<br>
        - Mannpower update<br>
                - Added new map ctf_thundermountain<br>
                - Added new powerup: Knockout<br>
                        - Restricts the carrier to Melee and Grappling<br>
        Hook only<br>
                        - Max health increased by 150<br>
                        - Immune to airblast and damage pushback<br>
                        - Melee weapon always crits and forcibly shoves<br>
        the victim away<br>
                        - Melee hit forces the victim to drop their<br>
        powerup or the flag if they have it<br>
                        - 4X melee damage to buildings<br>
                - Grappling Hook changes<br>
                        - Added hook jump- hit the jump key while being<br>
        pulled-in to detach and jump extra distance (jump velocity convar<br>
        &quot;tf_grapplinghook_jump_up_<u></u>speed&quot;)<br>
                        - Added support for hooking into enemy players<br>
                                - Release the fire button once the hook<br>
        has hit an enemy player to draw yourself to them<br>
                                - Hooked victims will bleed for 2 health<br>
        per second<br>
                                - Unhook at any time by switching back to<br>
        the grapple, or firing it again away from your victim<br>
                                - Force detach if the hook is not in line<br>
        of sight of hooked in enemy for more than 1 second<br>
                                - Sound cue added when hooked by an<br>
        enemy&#39;s grapple<br>
                        - Added new Grapple weapon sounds and grapple<br>
        projectile<br>
                        - Reduced max firing distance to 4000 units<br>
        (convar &quot;tf_grapplinghook_max_<u></u>distance&quot;)<br>
                        - Increased hook re-fire delay from 0.2 seconds to<br>
        0.5 seconds<br>
                        - Re-enabled fall damage for the grappling hook<br>
        (convar &quot;tf_grapplinghook_prevent_<u></u>fall_damage&quot;)<br>
                        - Fixed grappling hook rope drawing as the wrong<br>
        color for friendly disguised Spy<br>
                - Added Revenge temporary powerup<br>
                        - Activates and spawns when a significant game<br>
        imbalance is detected<br>
                        - Temporarily grants crits, increased fire rate<br>
        and increased clip size<br>
                - Added unique powerup pickup sounds<br>
                - Random Melee critical hits are now enabled in Mannpower<br>
        (ConVar &quot;tf_weapon_criticals_melee 2&quot;)<br>
                - Strength: Fixed sentries inheriting the double damage<br>
        multiplier<br>
                - Reduced the time it takes a dropped powerup to become<br>
        available for pickup by 0.5 seconds<br>
    <br>
        ______________________________<u></u>_________________<br>
        To unsubscribe, edit your list preferences, or view the list<br>
        archives, please visit:<br>
        <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    <br>
    <br>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote><div><div>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --047d7bfcf2fa913bda05112c2c09--


     
  5. E.Olsen

    E.Olsen Guest

    --047d7bfd027a3d467305112c4efb
    Content-Type: text/plain; charset=UTF-8

    Please disregard my sound(s) issue - Ive tracked it down.

    On Fri, Mar 13, 2015 at 10:17 AM, pilger <pilgerone@gmail.com> wrote:

    > Sorry to hijack the thread but have anyone noticed a bunch of clients
    > getting disconnected due to SteamID invalid tickets?
    >
    >
    > _pilger
    >
    > On 13 March 2015 at 11:04, E. Olsen <ceo.eolsen@gmail.com> wrote:
    >
    >> Im seeing it on both stock & custom maps - but only on payload maps for
    >> some reason.
    >>
    >> On Fri, Mar 13, 2015 at 10:02 AM, ics <ics@ics-base.net> wrote:
    >>
    >>> Havent seen this yet but it may be possible that the map uses sounds
    >>> that it wants to download to the user and they are now missing, even if
    >>> they were official sounds. It depends how they are setup within the map. Is
    >>> it a custom map that you are referring to or default map?
    >>>
    >>> -ics
    >>>
    >>> E. Olsen kirjoitti:
    >>>
    >>>> Is anyone else having an issue where the client is now attempting to
    >>>> download a bunch of .wav files in the sound/vo folder every time they join
    >>>> a payload map? Ive verified my files client-side, and it only seems to
    >>>> happen on our payload maps for some reason (windows server 2008R2).
    >>>>
    >>>> On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith <erics@valvesoftware.com
    >>>> <mailto:erics@valvesoftware.com>> wrote:
    >>>>
    >>>> Weve released a mandatory update for TF2. The notes for the
    >>>> update are below. The new version number is 2669464.
    >>>>
    >>>> -Eric
    >>>>
    >>>> ----------------------------------------------------
    >>>>
    >>>> - Announcing the Taunt Workshop!
    >>>> - Steam Workshop taunt submissions can now be Certified
    >>>> Compatible and are no longer tagged as Beta
    >>>> - Added 3 new community-created taunts to the Mann Co. Store
    >>>> - Scout taunt: The Boston Breakdance
    >>>> - Sniper taunt: The Killer Solo
    >>>> - Sniper taunt: Most Wanted
    >>>> - Added Crate #92 to the drop list
    >>>> - Updated sound vo files to use .mp3 files instead of .wav files
    >>>> to reduce hard drive space
    >>>> - Fixed a bug related to jiggle bones and
    >>>> cl_jiggle_bone_framerate_cutoff
    >>>> - Fixed an exploit related to material .vmt files and playing on
    >>>> servers using sv_pure
    >>>> - Fixed the game not running for some dual GPU machines (Mac OS X)
    >>>> - Fixed a dedicated server crash caused by a Soldier with
    >>>> Mantreads landing on a player with the Warlock powerup equipped
    >>>> - Fixed an exploit related to Highlander mode and changing teams
    >>>> with instant respawn
    >>>> - Fixed a bug with the vote system UI when
    >>>> sv_vote_ui_hide_disabled_issues was set to 0
    >>>> - Fixed an exploit where clients could bypass the name change timer
    >>>> - Fixed a bug that caused some particles to not draw correctly
    >>>> - Fixed shadows drawing on some wearables while in first person
    >>>> - Fixed an exploit related to the Gunslinger and hitting teammates
    >>>> to generate a guaranteed third hit that is critical
    >>>> - Fixed the Killstreak icon not being positioned correctly in the
    >>>> HUD targetID panel
    >>>> - Fixed not being able to activate the Phlogistinators buff using
    >>>> alt-fire when ammo was below the cost of an airblast
    >>>> - Updated the Mann Co. Store and Armory to not display item levels
    >>>> - Fixed the Phlogistinators bottle not getting the crit-boost
    >>>> material effect
    >>>> - Added a no helmet style for the Antlers
    >>>> - Added the OSL.tf tournament medals
    >>>> - Added the Florida LAN tournament medals
    >>>> - Reduced the latency of voice audio
    >>>> - Updated the equip_region for the Black Knights Bascinet
    >>>> - Updated The Little Bear so it can get assists in Pyrovision
    >>>> - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit
    >>>> sound effects
    >>>> - Updated Mann Co. Store prices for foreign currencies to current
    >>>> USD equivalents
    >>>> - Updated the description for The Gunslinger to include the three
    >>>> hit combo
    >>>> - Updated the localization files
    >>>> - Mannpower update
    >>>> - Added new map ctf_thundermountain
    >>>> - Added new powerup: Knockout
    >>>> - Restricts the carrier to Melee and Grappling
    >>>> Hook only
    >>>> - Max health increased by 150
    >>>> - Immune to airblast and damage pushback
    >>>> - Melee weapon always crits and forcibly shoves
    >>>> the victim away
    >>>> - Melee hit forces the victim to drop their
    >>>> powerup or the flag if they have it
    >>>> - 4X melee damage to buildings
    >>>> - Grappling Hook changes
    >>>> - Added hook jump- hit the jump key while being
    >>>> pulled-in to detach and jump extra distance (jump velocity convar
    >>>> tf_grapplinghook_jump_up_speed)
    >>>> - Added support for hooking into enemy players
    >>>> - Release the fire button once the hook
    >>>> has hit an enemy player to draw yourself to them
    >>>> - Hooked victims will bleed for 2 health
    >>>> per second
    >>>> - Unhook at any time by switching back to
    >>>> the grapple, or firing it again away from your victim
    >>>> - Force detach if the hook is not in line
    >>>> of sight of hooked in enemy for more than 1 second
    >>>> - Sound cue added when hooked by an
    >>>> enemys grapple
    >>>> - Added new Grapple weapon sounds and grapple
    >>>> projectile
    >>>> - Reduced max firing distance to 4000 units
    >>>> (convar tf_grapplinghook_max_distance)
    >>>> - Increased hook re-fire delay from 0.2 seconds to
    >>>> 0.5 seconds
    >>>> - Re-enabled fall damage for the grappling hook
    >>>> (convar tf_grapplinghook_prevent_fall_damage)
    >>>> - Fixed grappling hook rope drawing as the wrong
    >>>> color for friendly disguised Spy
    >>>> - Added Revenge temporary powerup
    >>>> - Activates and spawns when a significant game
    >>>> imbalance is detected
    >>>> - Temporarily grants crits, increased fire rate
    >>>> and increased clip size
    >>>> - Added unique powerup pickup sounds
    >>>> - Random Melee critical hits are now enabled in Mannpower
    >>>> (ConVar tf_weapon_criticals_melee 2)
    >>>> - Strength: Fixed sentries inheriting the double damage
    >>>> multiplier
    >>>> - Reduced the time it takes a dropped powerup to become
    >>>> available for pickup by 0.5 seconds
    >>>>
    >>>> _______________________________________________
    >>>> To unsubscribe, edit your list preferences, or view the list
    >>>> archives, please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>>>
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --047d7bfd027a3d467305112c4efb
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>Please disregard my sound(s) issue - I&#39;ve tracked it down.</div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Mar 13, 2015 at 10:17 AM, pilger <span dir=ltr>&lt;<a href=mailto:pilgerone@gmail.com target=_blank>pilgerone@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Sorry to hijack the thread but have anyone noticed a bunch of clients getting disconnected due to SteamID invalid tickets?<span class=HOEnZb><font color=#888888><br></font></span></div><div class=gmail_extra><span class=HOEnZb><font color=#888888><br clear=all><div><div><br>_pilger<br></div></div></font></span><div><div class=h5>
    <br><div class=gmail_quote>On 13 March 2015 at 11:04, E. Olsen <span dir=ltr>&lt;<a href=mailto:ceo.eolsen@gmail.com target=_blank>ceo.eolsen@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>I&#39;m seeing it on both stock &amp; custom maps - but only on payload maps for some reason.</div><div><div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Mar 13, 2015 at 10:02 AM, ics <span dir=ltr>&lt;<a href=mailto:ics@ics-base.net target=_blank>ics@ics-base.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Haven&#39;t seen this yet but it may be possible that the map uses sounds that it wants to download to the user and they are now missing, even if they were official sounds. It depends how they are setup within the map. Is it a custom map that you are referring to or default map?<br>
    <br>
    -ics<br>
    <br>
    E. Olsen kirjoitti:<br>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><span>
    Is anyone else having an issue where the client is now attempting to download a bunch of .wav files in the sound/vo folder every time they join a payload map? I&#39;ve verified my files client-side, and it only seems to happen on our payload maps for some reason (windows server 2008R2).<br>
    <br></span><div><div>
    On Thu, Mar 12, 2015 at 5:38 PM, Eric Smith &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a> &lt;mailto:<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.<u></u>com</a>&gt;&gt; wrote:<br>
    <br>
        We&#39;ve released a mandatory update for TF2. The notes for the<br>
        update are below. The new version  number is 2669464.<br>
    <br>
        -Eric<br>
    <br>
        ------------------------------<u></u>----------------------<br>
    <br>
        - Announcing the Taunt Workshop!<br>
                - Steam Workshop taunt submissions can now be &quot;Certified<br>
        Compatible&quot; and are no longer tagged as Beta<br>
        - Added 3 new community-created taunts to the Mann Co. Store<br>
                - Scout taunt: The Boston Breakdance<br>
                - Sniper taunt: The Killer Solo<br>
                - Sniper taunt: Most Wanted<br>
        - Added Crate #92 to the drop list<br>
        - Updated sound vo files to use .mp3 files instead of .wav files<br>
        to reduce hard drive space<br>
        - Fixed a bug related to jiggle bones and<br>
        cl_jiggle_bone_framerate_<u></u>cutoff<br>
        - Fixed an exploit related to material .vmt files and playing on<br>
        servers using sv_pure<br>
        - Fixed the game not running for some dual GPU machines (Mac OS X)<br>
        - Fixed a dedicated server crash caused by a Soldier with<br>
        Mantreads landing on a player with the Warlock powerup equipped<br>
        - Fixed an exploit related to Highlander mode and changing teams<br>
        with instant respawn<br>
        - Fixed a bug with the vote system UI when<br>
        sv_vote_ui_hide_disabled_<u></u>issues was set to 0<br>
        - Fixed an exploit where clients could bypass the name change timer<br>
        - Fixed a bug that caused some particles to not draw correctly<br>
        - Fixed shadows drawing on some wearables while in first person<br>
        - Fixed an exploit related to the Gunslinger and hitting teammates<br>
        to generate a guaranteed third hit that is critical<br>
        - Fixed the Killstreak icon not being positioned correctly in the<br>
        HUD targetID panel<br>
        - Fixed not being able to activate the Phlogistinator&#39;s buff using<br>
        alt-fire when ammo was below the cost of an airblast<br>
        - Updated the Mann Co. Store and Armory to not display item levels<br>
        - Fixed the Phlogistinator&#39;s bottle not getting the crit-boost<br>
        material effect<br>
        - Added a &quot;no helmet&quot; style for the Antlers<br>
        - Added the OSL.tf tournament medals<br>
        - Added the Florida LAN tournament medals<br>
        - Reduced the latency of voice audio<br>
        - Updated the equip_region for the Black Knight&#39;s Bascinet<br>
        - Updated The Little Bear so it can get assists in Pyrovision<br>
        - Updated weapons sounds for the axe_hit, blade_hit, and cbar_hit<br>
        sound effects<br>
        - Updated Mann Co. Store prices for foreign currencies to current<br>
        USD equivalents<br>
        - Updated the description for The Gunslinger to include the three<br>
        hit combo<br>
        - Updated the localization files<br>
        - Mannpower update<br>
                - Added new map ctf_thundermountain<br>
                - Added new powerup: Knockout<br>
                        - Restricts the carrier to Melee and Grappling<br>
        Hook only<br>
                        - Max health increased by 150<br>
                        - Immune to airblast and damage pushback<br>
                        - Melee weapon always crits and forcibly shoves<br>
        the victim away<br>
                        - Melee hit forces the victim to drop their<br>
        powerup or the flag if they have it<br>
                        - 4X melee damage to buildings<br>
                - Grappling Hook changes<br>
                        - Added hook jump- hit the jump key while being<br>
        pulled-in to detach and jump extra distance (jump velocity convar<br>
        &quot;tf_grapplinghook_jump_up_<u></u>speed&quot;)<br>
                        - Added support for hooking into enemy players<br>
                                - Release the fire button once the hook<br>
        has hit an enemy player to draw yourself to them<br>
                                - Hooked victims will bleed for 2 health<br>
        per second<br>
                                - Unhook at any time by switching back to<br>
        the grapple, or firing it again away from your victim<br>
                                - Force detach if the hook is not in line<br>
        of sight of hooked in enemy for more than 1 second<br>
                                - Sound cue added when hooked by an<br>
        enemy&#39;s grapple<br>
                        - Added new Grapple weapon sounds and grapple<br>
        projectile<br>
                        - Reduced max firing distance to 4000 units<br>
        (convar &quot;tf_grapplinghook_max_<u></u>distance&quot;)<br>
                        - Increased hook re-fire delay from 0.2 seconds to<br>
        0.5 seconds<br>
                        - Re-enabled fall damage for the grappling hook<br>
        (convar &quot;tf_grapplinghook_prevent_<u></u>fall_damage&quot;)<br>
                        - Fixed grappling hook rope drawing as the wrong<br>
        color for friendly disguised Spy<br>
                - Added Revenge temporary powerup<br>
                        - Activates and spawns when a significant game<br>
        imbalance is detected<br>
                        - Temporarily grants crits, increased fire rate<br>
        and increased clip size<br>
                - Added unique powerup pickup sounds<br>
                - Random Melee critical hits are now enabled in Mannpower<br>
        (ConVar &quot;tf_weapon_criticals_melee 2&quot;)<br>
                - Strength: Fixed sentries inheriting the double damage<br>
        multiplier<br>
                - Reduced the time it takes a dropped powerup to become<br>
        available for pickup by 0.5 seconds<br>
    <br>
        ______________________________<u></u>_________________<br>
        To unsubscribe, edit your list preferences, or view the list<br>
        archives, please visit:<br>
        <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    <br>
    <br>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote><div><div>
    <br>
    <br>
    ______________________________<u></u>_________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://.<u></u>com///listinfo/<u></u>hlds</a><br>
    </div></div></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --047d7bfd027a3d467305112c4efb--


     
  6. --f46d0442847ad6a1ee0514dc626d
    Content-Type: text/plain; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    As an aside, the Ap-Sap Wheatley sapper bug (where if the files arent
    found on the server and someone tries to use it the server lags) still
    needs a fix.

    On Wed, Apr 29, 2015 at 7:58 AM, Kyle Sanderson <kyle.leet@gmail.com> wrote:

    > > - Updated more sound files to use .mp3 format instead of .wav
    >
    > Its great that you guys are optimizing games to use more efficient
    > compressed formats (it would also be nice if all of the original
    > sounds in wav still existed in a depot, somewhere).
    >
    > However theres still a huge regression in terms of Storage that
    > Alfred said is totally fine. The gain between this and actually fixing
    > the new content distribution system is far more significant. HL2:DM
    > used to be a 17MB addition, now its 100x larger at 1.7GB.
    >
    > I dont understand why this is being done, and the actual shared
    > content between Valve games isnt being resolved? Theres gigabytes of
    > duplicated content. Its still, to this day, faster to download via
    > Steam2 and do the full conversion then it is to download the games
    > separately. Its also really easy to resolve this as well on Steam.
    >
    > https://github.com/ValveSoftware/Source-1-Games/issues/1069
    >
    > Any idea?
    > Kyle.
    >
    > On Tue, Mar 31, 2015 at 2:33 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    > > We
     
  7. ED-E

    ED-E Guest

    Gift Wraps are broken since Tough Break update.

    You cannot wrap items anymore (this is tested by multiple people), you
    hear the sound, your see the counter going down, but thats about it.
    I tried to inform last year via TF Team contact from the website,
    support ticket and in the TF2 forum (where already were couple of
    threads), but after seeing this patch it seems to be ignored, thus I
    give this here a try. So please fix.

    Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > Weve released a mandatory update for TF2. The update notes are below. The new version is 3214643.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed some random client crashes related to memory exhaustion for Mac clients
    > - Significantly reduced memory usage on Mac and Linux clients
    > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
    > - Added the ability to restore festivized weapons via the context menu
    > - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
    > - Fixed the Australium Minigun and Scattergun materials
    > - Fixed objective names in deathnotice HUD using white text when the local player was involved
    > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
    > - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > - Updated The Frenchmans Formals so it can also be equipped by the Scout and added a new paint style
    > - Updated the backpack image for the Taunt: Soldiers Requiem
    > - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
    > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
    > - Updated the server log entry for kick votes to include the ID of the vote initiator
    > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > - Updated pl_snowycoast
    > - Fixed several unintended perches
    > - Fixed being able to damage through the setup gates
    > - Added some fences & cover inside BLUs first spawn to reduce spam angles
    > - Added an extra resupply in BLUs first spawn and REDs last spawn
    > - Moved medium health kit at 1st point back towards BLUs side of choke
    > - Changed collision on large railings to allow projectiles
    > - Added some cover to the sentry platform inside last
    > - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    > - Quonset hut sniper deck raised
    > - Spawn locations in REDs first moved further from the door
    > - Added windows to main entrance of REDs first spawn
    > - Adjusted the narrow fence near RED spawn
    > - Prevented building teleporters at the edge of spawn doors
    > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > - Added some logic to prevent players getting stuck when REDs first spawn closes
    > - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    > - Replaced dump truck in kennels with crates
    > - Door near REDs first spawn now opens as the cart approaches 2nd instead of after capture
    > - Switched main exit and window on REDs last spawn
    > - Adjusted placement of health and ammo near REDs last spawn
    > - Fixed various floating props
    > - Fixed some texture alignment issues in the tunnels
    > - Fixed spot on last ramp that would keep the cart from rolling back
    > - Fixed some smoothing/geometry problems on crates at last
    > - Reduced size of kill zone on falling crates during finale
    > - Added map menu photos
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >


    _______________________________________________

    https://i3d.net
     
  8. ED-E

    ED-E Guest

    Thanks man, that makes sense, i have seen they removed it from the store too. Communication with the customers leaves a lot to be desired by Valve though.

    I wanted to surprise my staff of my community with items (worth 2 keys each) last year, special name/description tagged and in the end gift wrapped. I pushed it from christmas to new year (for other reasons though) and now im still having them in my inventory, in hopes this would be fixed soon. Well I guess once this works again, Ill go with Hey guys, random surprise for no reason other than you are awesome! :)

    ----- Original Message -----
    From: uasmatrix <uasmatrix@aim.com>
    To: hlds@.com
    Date: Sat, 9 Jan 2016 10:20:05 -0500
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released

    > Supposedly its not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.
    >
    > Basically if someone had their account taken, then the hijacker could gift away the persons items to some alt, and there would be no issue with having to confirm anything since its a gift.
    > Plus, since you can remove gift text now, it wouldnt even devalue anything in the eyes of the hijacker or anyone else.
    >
    > I dont know how true that is, but there was some discussion about it here:
    >
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    >
    >
    > In that thread theres a link to some Reddit post where some guy apparently had the above happen to him.
    >
    >
    >
    >
    >
    >
    >
    > -----Original Message-----
    > From: ED-E <ed-e_forum@wobre.com>
    > To: Half-Life dedicated Win32 server mailing list <hlds@.com>
    > Sent: Fri, Jan 8, 2016 1:26 pm
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > Gift Wraps are broken since Tough Break update.
    >
    > You cannot wrap items anymore (this is tested by multiple people), you
    > hear the sound, your see the counter going down, but thats about it.
    > I tried to inform last year via TF Team contact from the website,
    > support ticket and in the TF2 forum (where already were couple of
    > threads), but after seeing this patch it seems to be ignored, thus I
    > give this here a try. So please fix.
    >
    > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > Weve released a mandatory update for TF2. The update notes are below. The new version is 3214643.
    > >
    > > -Eric
    > >
    > > -------------------------------
    > >
    > > - Fixed some random client crashes related to memory exhaustion for Mac clients
    > > - Significantly reduced memory usage on Mac and Linux clients
    > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
    > > - Added the ability to restore festivized weapons via the context menu
    > > - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
    > > - Fixed the Australium Minigun and Scattergun materials
    > > - Fixed objective names in deathnotice HUD using white text when the local player was involved
    > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
    > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > > - Updated The Frenchmans Formals so it can also be equipped by the Scout and added a new paint style
    > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > > - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
    > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
    > > - Updated the server log entry for kick votes to include the ID of the vote initiator
    > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > > - Updated pl_snowycoast
    > > - Fixed several unintended perches
    > > - Fixed being able to damage through the setup gates
    > > - Added some fences & cover inside BLUs first spawn to reduce spam angles
    > > - Added an extra resupply in BLUs first spawn and REDs last spawn
    > > - Moved medium health kit at 1st point back towards BLUs side of choke
    > > - Changed collision on large railings to allow projectiles
    > > - Added some cover to the sentry platform inside last
    > > - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    > > - Quonset hut sniper deck raised
    > > - Spawn locations in REDs first moved further from the door
    > > - Added windows to main entrance of REDs first spawn
    > > - Adjusted the narrow fence near RED spawn
    > > - Prevented building teleporters at the edge of spawn doors
    > > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > > - Added some logic to prevent players getting stuck when REDs first spawn closes
    > > - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    > > - Replaced dump truck in kennels with crates
    > > - Door near REDs first spawn now opens as the cart approaches 2nd instead of after capture
    > > - Switched main exit and window on REDs last spawn
    > > - Adjusted placement of health and ammo near REDs last spawn
    > > - Fixed various floating props
    > > - Fixed some texture alignment issues in the tunnels
    > > - Fixed spot on last ramp that would keep the cart from rolling back
    > > - Fixed some smoothing/geometry problems on crates at last
    > > - Reduced size of kill zone on falling crates during finale
    > > - Added map menu photos
    > >
    > >
    > >
    > > _______________________________________________
    > >
    > > https://i3d.net
    > >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >
    >

    _______________________________________________

    https://i3d.net
     
  9. WeaselsLair

    WeaselsLair Guest

    --001a1140d938ea5ba40528ee16ab
    Content-Type: text/plain; charset=UTF-8

    Looks like nobody may be working on HL franchise any more (with Marc
    Laidlaw leaving). Just hope the multiplayer stuff stays working for a few
    more years.

    On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > When this works he says
    >
    > Still, it would have been nice to get a nice little message telling
    > everyone, theyll tell us that the hats have stopped dropping eventually,
    > right?
    >
    > On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >
    >> Thanks man, that makes sense, i have seen they removed it from the store
    >> too. Communication with the customers leaves a lot to be desired by Valve
    >> though.
    >>
    >> I wanted to surprise my staff of my community with items (worth 2 keys
    >> each) last year, special name/description tagged and in the end gift
    >> wrapped. I pushed it from christmas to new year (for other reasons though)
    >> and now im still having them in my inventory, in hopes this would be fixed
    >> soon. Well I guess once this works again, Ill go with Hey guys, random
    >> surprise for no reason other than you are awesome! :)
    >>
    >> ----- Original Message -----
    >> From: uasmatrix <uasmatrix@aim.com>
    >> To: hlds@.com
    >> Date: Sat, 9 Jan 2016 10:20:05 -0500
    >> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >>
    >> > Supposedly its not really broken, but Valve disabled it for the time
    >> being due to the fact that people could bypass their Escrow / confirmation
    >> bullshit with it.
    >> >
    >> > Basically if someone had their account taken, then the hijacker could
    >> gift away the persons items to some alt, and there would be no issue with
    >> having to confirm anything since its a gift.
    >> > Plus, since you can remove gift text now, it wouldnt even devalue
    >> anything in the eyes of the hijacker or anyone else.
    >> >
    >> > I dont know how true that is, but there was some discussion about it
    >> here:
    >> >
    >> >
    >> http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    >> >
    >> >
    >> > In that thread theres a link to some Reddit post where some guy
    >> apparently had the above happen to him.
    >> >
    >> >
    >> >
    >> >
    >> >
    >> >
    >> >
    >> > -----Original Message-----
    >> > From: ED-E <ed-e_forum@wobre.com>
    >> > To: Half-Life dedicated Win32 server mailing list <
    >> hlds@.com>
    >> > Sent: Fri, Jan 8, 2016 1:26 pm
    >> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >> >
    >> > Gift Wraps are broken since Tough Break update.
    >> >
    >> > You cannot wrap items anymore (this is tested by multiple people), you
    >> > hear the sound, your see the counter going down, but thats about it.
    >> > I tried to inform last year via TF Team contact from the website,
    >> > support ticket and in the TF2 forum (where already were couple of
    >> > threads), but after seeing this patch it seems to be ignored, thus I
    >> > give this here a try. So please fix.
    >> >
    >> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    >> > > Weve released a mandatory update for TF2. The update notes are
    >> below. The new version is 3214643.
    >> > >
    >> > > -Eric
    >> > >
    >> > > -------------------------------
    >> > >
    >> > > - Fixed some random client crashes related to memory exhaustion for
    >> Mac clients
    >> > > - Significantly reduced memory usage on Mac and Linux clients
    >> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament
    >> medals
    >> > > - Added the ability to restore festivized weapons via the context menu
    >> > > - Fixed an issue causing maps with packed assets to occasionally have
    >> pink textures when played on servers using sv_pure
    >> > > - Fixed the Australium Minigun and Scattergun materials
    >> > > - Fixed objective names in deathnotice HUD using white text when the
    >> local player was involved
    >> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching
    >> away from the Medi Gun and back while the charge is draining
    >> > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    >> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    >> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    >> > > - Updated The Frenchmans Formals so it can also be equipped by the
    >> Scout and added a new paint style
    >> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    >> > > - Updated the Man Melter so extinguishing a teammate will return 20
    >> health to the Pyro
    >> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    >> reduction when used to extinguish a burning teammate.
    >> > > - Updated the server log entry for kick votes to include the ID of
    >> the vote initiator
    >> > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    >> > > - Updated pl_snowycoast
    >> > > - Fixed several unintended perches
    >> > > - Fixed being able to damage through the setup gates
    >> > > - Added some fences & cover inside BLUs first spawn to reduce
    >> spam angles
    >> > > - Added an extra resupply in BLUs first spawn and REDs last
    >> spawn
    >> > > - Moved medium health kit at 1st point back towards BLUs side of
    >> choke
    >> > > - Changed collision on large railings to allow projectiles
    >> > > - Added some cover to the sentry platform inside last
    >> > > - Adjusted lighting/detailing at stair to 2nd point low flank to
    >> make it more obvious
    >> > > - Quonset hut sniper deck raised
    >> > > - Spawn locations in REDs first moved further from the door
    >> > > - Added windows to main entrance of REDs first spawn
    >> > > - Adjusted the narrow fence near RED spawn
    >> > > - Prevented building teleporters at the edge of spawn doors
    >> > > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    >> > > - Added some logic to prevent players getting stuck when REDs
    >> first spawn closes
    >> > > - Changed how RED spawn moves players to their last spawn when
    >> 2nd is capped (no longer slays & respawns)
    >> > > - Replaced dump truck in kennels with crates
    >> > > - Door near REDs first spawn now opens as the cart approaches
    >> 2nd instead of after capture
    >> > > - Switched main exit and window on REDs last spawn
    >> > > - Adjusted placement of health and ammo near REDs last spawn
    >> > > - Fixed various floating props
    >> > > - Fixed some texture alignment issues in the tunnels
    >> > > - Fixed spot on last ramp that would keep the cart from rolling
    >> back
    >> > > - Fixed some smoothing/geometry problems on crates at last
    >> > > - Reduced size of kill zone on falling crates during finale
    >> > > - Added map menu photos
    >> > >
    >> > >
    >> > >
    >> > > _______________________________________________
    >> > > To unsubscribe, edit your list preferences, or view the list
    >> archives, please visit:
    >> > > https://i3d.net
    >> > >
    >> >
    >> >
    >> > _______________________________________________
    >> >
    >> please visit:
    >> > https://i3d.net
    >> >
    >> >
    >> > _______________________________________________
    >> >
    >> please visit:
    >> > https://i3d.net
    >> >
    >> >
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --001a1140d938ea5ba40528ee16ab
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr><div class=gmail_default style=font-family:courier new,monospace>Looks like nobody may be working on HL franchise any more (with Marc Laidlaw leaving).  Just hope the multiplayer stuff stays working for a few more years.</div></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div>When this works he says<br><br></div>Still, it would have been nice to get a nice little message telling everyone, they&#39;ll tell us that the hats have stopped dropping eventually, right?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 11:47 AM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Thanks man, that makes sense, i have seen they removed it from the store too. Communication with the customers leaves a lot to be desired by Valve though.<br>
    <br>
    I wanted to surprise my staff of my community with items (worth 2 keys each) last year, special name/description tagged and in the end gift wrapped. I pushed it from christmas to new year (for other reasons though) and now i&#39;m still having them in my inventory, in hopes this would be fixed soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys, random surprise for no reason other than you are awesome!&quot; :)<br>
    <br>
    ----- Original Message -----<br>
    From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com target=_blank>uasmatrix@aim.com</a>&gt;<br>
    To: <a href=mailto:hlds@.com target=_blank>hlds@.com</a><br>
    Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.<br>
    &gt;<br>
    &gt; Basically if someone had their account taken, then the hijacker could gift away the person&#39;s items to some alt, and there would be no issue with having to confirm anything since it&#39;s a gift.<br>
    &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue anything in the eyes of the hijacker or anyone else.<br>
    &gt;<br>
    &gt; I don&#39;t know how true that is, but there was some discussion about it here:<br>
    &gt;<br>
    &gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt;<br>
    &gt;<br>
    &gt; In that thread there&#39;s a link to some Reddit post where some guy apparently had the above happen to him.<br>
    <div><div>&gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; -----Original Message-----<br>
    &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com target=_blank>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com target=_blank>hlds@.com</a>&gt;<br>
    &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt;<br>
    &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt;<br>
    &gt; You cannot wrap items anymore (this is tested by multiple people), you<br>
    &gt; hear the sound, your see the counter going down, but that&#39;s about it.<br>
    &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; threads), but after seeing this patch it seems to be ignored, thus I<br>
    &gt; give this here a try. So please fix.<br>
    &gt;<br>
    &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>
    &gt; &gt;<br>
    &gt; &gt; -Eric<br>
    &gt; &gt;<br>
    &gt; &gt; -------------------------------<br>
    &gt; &gt;<br>
    &gt; &gt; - Fixed some random client crashes related to memory exhaustion for Mac clients<br>
    &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>
    &gt; &gt; - Added the ability to restore festivized weapons via the context menu<br>
    &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>
    &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt; - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>
    &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by the Scout and added a new paint style<br>
    &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>
    &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>
    &gt; &gt; - Updated the server log entry for kick votes to include the ID of the vote initiator<br>
    &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce spam angles<br>
    &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last spawn<br>
    &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s side of choke<br>
    &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>
    &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
    &gt; &gt;     - Added some logic to prevent players getting stuck when RED&#39;s first spawn closes<br>
    &gt; &gt;     - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart approaches 2nd instead of after capture<br>
    &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt;     - Fixed spot on last ramp that would keep the cart from rolling back<br>
    &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt;     - Added map menu photos<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><span class=HOEnZb><font color=#888888><br>
    </font></span></div></div></blockquote></div><span class=HOEnZb><font color=#888888><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </font></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a1140d938ea5ba40528ee16ab--


     
  10. This is a multi-part message in MIME format.
    --------------090603000802040508010706
    Content-Type: text/plain; charset=windows-1252; format=flowed
    Content-Transfer-Encoding: 7bit

    Youre late.

    On 09.01.2016 23:33, Rowedahelicon wrote:
    > My question is when is it time to declare Valve one of Those
    > companies? With Marc leaving after all this time it basically says
    > they Half Life is either written or just never going to progress
    > anymore. Valve doesnt have the drive or energy to make games anymore,
    > they only profit from the few theyve made and spend the rest of their
    > time making business decisions.
    >
    > I mean, there is the upcoming Vive of course but will that really be
    > anything redeeming? How have those Steam machines and Steam OS been doing?
    >
    > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com
    > <mailto:weasel@weaselslair.com>> wrote:
    >
    > Looks like nobody may be working on HL franchise any more (with
    > Marc Laidlaw leaving). Just hope the multiplayer stuff stays
    > working for a few more years.
    >
    > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon
    > <theoneandonly@rowedahelicon.com
    > <mailto:theoneandonly@rowedahelicon.com>> wrote:
    >
    > When this works he says
    >
    > Still, it would have been nice to get a nice little message
    > telling everyone, theyll tell us that the hats have stopped
    > dropping eventually, right?
    >
    > On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com
    > <mailto:ED-E_Forum@wobre.com>> wrote:
    >
    > Thanks man, that makes sense, i have seen they removed it
    > from the store too. Communication with the customers
    > leaves a lot to be desired by Valve though.
    >
    > I wanted to surprise my staff of my community with items
    > (worth 2 keys each) last year, special name/description
    > tagged and in the end gift wrapped. I pushed it from
    > christmas to new year (for other reasons though) and now
    > im still having them in my inventory, in hopes this would
    > be fixed soon. Well I guess once this works again, Ill go
    > with Hey guys, random surprise for no reason other than
    > you are awesome! :)
    >
    > ----- Original Message -----
    > From: uasmatrix <uasmatrix@aim.com <mailto:uasmatrix@aim.com>>
    > To: hlds@.com
    > <mailto:hlds@.com>
    > Date: Sat, 9 Jan 2016 10:20:05 -0500
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > > Supposedly its not really broken, but Valve disabled it
    > for the time being due to the fact that people could
    > bypass their Escrow / confirmation bullshit with it.
    > >
    > > Basically if someone had their account taken, then the
    > hijacker could gift away the persons items to some alt,
    > and there would be no issue with having to confirm
    > anything since its a gift.
    > > Plus, since you can remove gift text now, it wouldnt
    > even devalue anything in the eyes of the hijacker or
    > anyone else.
    > >
    > > I dont know how true that is, but there was some
    > discussion about it here:
    > >
    > >
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > >
    > >
    > > In that thread theres a link to some Reddit post where
    > some guy apparently had the above happen to him.
    > >
    > >
    > >
    > >
    > >
    > >
    > >
    > > -----Original Message-----
    > > From: ED-E <ed-e_forum@wobre.com
    > <mailto:ed-e_forum@wobre.com>>
    > > To: Half-Life dedicated Win32 server mailing list
    > <hlds@.com
    > <mailto:hlds@.com>>
    > > Sent: Fri, Jan 8, 2016 1:26 pm
    > > Subject: Re: [hlds] Mandatory Team Fortress 2 update
    > released
    > >
    > > Gift Wraps are broken since Tough Break update.
    > >
    > > You cannot wrap items anymore (this is tested by
    > multiple people), you
    > > hear the sound, your see the counter going down, but
    > thats about it.
    > > I tried to inform last year via TF Team contact from the
    > website,
    > > support ticket and in the TF2 forum (where already were
    > couple of
    > > threads), but after seeing this patch it seems to be
    > ignored, thus I
    > > give this here a try. So please fix.
    > >
    > > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > > Weve released a mandatory update for TF2. The update
    > notes are below. The new version is 3214643.
    > > >
    > > > -Eric
    > > >
    > > > -------------------------------
    > > >
    > > > - Fixed some random client crashes related to memory
    > exhaustion for Mac clients
    > > > - Significantly reduced memory usage on Mac and Linux
    > clients
    > > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander
    > Season 3 tournament medals
    > > > - Added the ability to restore festivized weapons via
    > the context menu
    > > > - Fixed an issue causing maps with packed assets to
    > occasionally have pink textures when played on servers
    > using sv_pure
    > > > - Fixed the Australium Minigun and Scattergun materials
    > > > - Fixed objective names in deathnotice HUD using white
    > text when the local player was involved
    > > > - Fixed the Quick-Fix Medi Gun not healing the Medic
    > after switching away from the Medi Gun and back while the
    > charge is draining
    > > > - Updated the model/materials for The Bolted Birdcage,
    > The Scrumpy Strongbox, Pirate Bandana, The Crones Dome,
    > The Hat With No Name, The Gaelic Garb (now paintable), and
    > A Well Wrapped Hat (new paint style)
    > > > - Updated The Frenchmans Formals so it can also be
    > equipped by the Scout and added a new paint style
    > > > - Updated the backpack image for the Taunt: Soldiers
    > Requiem
    > > > - Updated the Man Melter so extinguishing a teammate
    > will return 20 health to the Pyro
    > > > - Updated Mad Milk and Mutated Milk so both grant a
    > 20% cooldown reduction when used to extinguish a burning
    > teammate.
    > > > - Updated the server log entry for kick votes to
    > include the ID of the vote initiator
    > > > - Updated cp_vanguard to fix an exploit related to
    > spawn room doors
    > > > - Updated pl_snowycoast
    > > > - Fixed several unintended perches
    > > > - Fixed being able to damage through the setup gates
    > > > - Added some fences & cover inside BLUs first
    > spawn to reduce spam angles
    > > > - Added an extra resupply in BLUs first spawn and
    > REDs last spawn
    > > > - Moved medium health kit at 1st point back
    > towards BLUs side of choke
    > > > - Changed collision on large railings to allow
    > projectiles
    > > > - Added some cover to the sentry platform inside last
    > > > - Adjusted lighting/detailing at stair to 2nd
    > point low flank to make it more obvious
    > > > - Quonset hut sniper deck raised
    > > > - Spawn locations in REDs first moved further
    > from the door
    > > > - Added windows to main entrance of REDs first spawn
    > > > - Adjusted the narrow fence near RED spawn
    > > > - Prevented building teleporters at the edge of
    > spawn doors
    > > > - Fixed an exploit related to BLUs 2nd forward
    > spawns entrances
    > > > - Added some logic to prevent players getting
    > stuck when REDs first spawn closes
    > > > - Changed how RED spawn moves players to their
    > last spawn when 2nd is capped (no longer slays & respawns)
    > > > - Replaced dump truck in kennels with crates
    > > > - Door near REDs first spawn now opens as the
    > cart approaches 2nd instead of after capture
    > > > - Switched main exit and window on REDs last spawn
    > > > - Adjusted placement of health and ammo near REDs
    > last spawn
    > > > - Fixed various floating props
    > > > - Fixed some texture alignment issues in the tunnels
    > > > - Fixed spot on last ramp that would keep the cart
    > from rolling back
    > > > - Fixed some smoothing/geometry problems on crates
    > at last
    > > > - Reduced size of kill zone on falling crates
    > during finale
    > > > - Added map menu photos
    > > >
    > > >
    > > >
    > > > _______________________________________________
    > > > To unsubscribe, edit your list preferences, or view
    > the list archives, please visit:
    > > >
    > https://i3d.net
    > > >
    > >
    > >
    > > _______________________________________________
    > > To unsubscribe, edit your list preferences, or view the
    > list archives, please visit:
    > > https://i3d.net
    > >
    > >
    > > _______________________________________________
    > > To unsubscribe, edit your list preferences, or view the
    > list archives, please visit:
    > > https://i3d.net
    > >
    > >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the
    > list archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


    --------------090603000802040508010706
    Content-Type: text/html; charset=windows-1252
    Content-Transfer-Encoding: 8bit

    <html>
    <head>
    <meta content=text/html; charset=windows-1252
    http-equiv=Content-Type>
    </head>
    <body bgcolor=#FFFFFF text=#000000>
    Youre late.<br>
    <br>
    <div class=moz-cite-prefix>On 09.01.2016 23:33, Rowedahelicon
    wrote:<br>
    </div>
    <blockquote
    cite=mid:CAODin9NaiRG8MBNx8e2DHfMyDnJq7Td__vjeNs4er4HCpA6Z3Q@mail.gmail.com
    type=cite>
    <div dir=ltr>
    <div>My question is when is it time to declare Valve one of
    Those companies? With Marc leaving after all this time it
    basically says they Half Life is either written or just never
    going to progress anymore. Valve doesnt have the drive or
    energy to make games anymore, they only profit from the few
    theyve made and spend the rest of their time making business
    decisions. <br>
    <br>
    </div>
    I mean, there is the upcoming Vive of course but will that
    really be anything redeeming? How have those Steam machines and
    Steam OS been doing?<br>
    </div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Sat, Jan 9, 2016 at 5:18 PM, Weasels
    Lair <span dir=ltr>&lt;<a moz-do-not-send=true
    href=mailto:weasel@weaselslair.com target=_blank>weasel@weaselslair.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    <div dir=ltr>
    <div class=gmail_default style=font-family:courier
    new,monospace>Looks like nobody may be working on HL
    franchise any more (with Marc Laidlaw leaving).
     
  11. ED-E

    ED-E Guest

    I guess we all can agree on that Valve doesnt need the games to stay afloat, even the ones they still support.

    I hate how community servers get treaded in TF2, but I still admire that someone at Valve (Eric or whoever is in charge) still raises the hand to do something with it after all the years. I dont know how profitable TF2 still is comperable to CS:GO or Dota2 though, but again, I doubt its business critical to Valve.

    ----- Original Message -----
    From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    To: Half-Life dedicated Win32 server mailing list <hlds@.com>
    Date: Sat, 9 Jan 2016 17:33:47 -0500
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released

    > My question is when is it time to declare Valve one of Those companies?
    > With Marc leaving after all this time it basically says they Half Life is
    > either written or just never going to progress anymore. Valve doesnt have
    > the drive or energy to make games anymore, they only profit from the few
    > theyve made and spend the rest of their time making business decisions.
    >
    > I mean, there is the upcoming Vive of course but will that really be
    > anything redeeming? How have those Steam machines and Steam OS been doing?
    >
    > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com> wrote:
    >
    > > Looks like nobody may be working on HL franchise any more (with Marc
    > > Laidlaw leaving). Just hope the multiplayer stuff stays working for a few
    > > more years.
    > >
    > > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > > theoneandonly@rowedahelicon.com> wrote:
    > >
    > >> When this works he says
    > >>
    > >> Still, it would have been nice to get a nice little message telling
    > >> everyone, theyll tell us that the hats have stopped dropping eventually,
    > >> right?
    > >>
    > >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    > >>
    > >>> Thanks man, that makes sense, i have seen they removed it from the store
    > >>> too. Communication with the customers leaves a lot to be desired by Valve
    > >>> though.
    > >>>
    > >>> I wanted to surprise my staff of my community with items (worth 2 keys
    > >>> each) last year, special name/description tagged and in the end gift
    > >>> wrapped. I pushed it from christmas to new year (for other reasons though)
    > >>> and now im still having them in my inventory, in hopes this would be fixed
    > >>> soon. Well I guess once this works again, Ill go with Hey guys, random
    > >>> surprise for no reason other than you are awesome! :)
    > >>>
    > >>> ----- Original Message -----
    > >>> From: uasmatrix <uasmatrix@aim.com>
    > >>> To: hlds@.com
    > >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    > >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > >>>
    > >>> > Supposedly its not really broken, but Valve disabled it for the time
    > >>> being due to the fact that people could bypass their Escrow / confirmation
    > >>> bullshit with it.
    > >>> >
    > >>> > Basically if someone had their account taken, then the hijacker could
    > >>> gift away the persons items to some alt, and there would be no issue with
    > >>> having to confirm anything since its a gift.
    > >>> > Plus, since you can remove gift text now, it wouldnt even devalue
    > >>> anything in the eyes of the hijacker or anyone else.
    > >>> >
    > >>> > I dont know how true that is, but there was some discussion about it
    > >>> here:
    > >>> >
    > >>> >
    > >>> http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > >>> >
    > >>> >
    > >>> > In that thread theres a link to some Reddit post where some guy
    > >>> apparently had the above happen to him.
    > >>> >
    > >>> >
    > >>> >
    > >>> >
    > >>> >
    > >>> >
    > >>> >
    > >>> > -----Original Message-----
    > >>> > From: ED-E <ed-e_forum@wobre.com>
    > >>> > To: Half-Life dedicated Win32 server mailing list <
    > >>> hlds@.com>
    > >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    > >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > >>> >
    > >>> > Gift Wraps are broken since Tough Break update.
    > >>> >
    > >>> > You cannot wrap items anymore (this is tested by multiple people), you
    > >>> > hear the sound, your see the counter going down, but thats about it.
    > >>> > I tried to inform last year via TF Team contact from the website,
    > >>> > support ticket and in the TF2 forum (where already were couple of
    > >>> > threads), but after seeing this patch it seems to be ignored, thus I
    > >>> > give this here a try. So please fix.
    > >>> >
    > >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > >>> > > Weve released a mandatory update for TF2. The update notes are
    > >>> below. The new version is 3214643.
    > >>> > >
    > >>> > > -Eric
    > >>> > >
    > >>> > > -------------------------------
    > >>> > >
    > >>> > > - Fixed some random client crashes related to memory exhaustion for
    > >>> Mac clients
    > >>> > > - Significantly reduced memory usage on Mac and Linux clients
    > >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament
    > >>> medals
    > >>> > > - Added the ability to restore festivized weapons via the context
    > >>> menu
    > >>> > > - Fixed an issue causing maps with packed assets to occasionally
    > >>> have pink textures when played on servers using sv_pure
    > >>> > > - Fixed the Australium Minigun and Scattergun materials
    > >>> > > - Fixed objective names in deathnotice HUD using white text when the
    > >>> local player was involved
    > >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching
    > >>> away from the Medi Gun and back while the charge is draining
    > >>> > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    > >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    > >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > >>> > > - Updated The Frenchmans Formals so it can also be equipped by the
    > >>> Scout and added a new paint style
    > >>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > >>> > > - Updated the Man Melter so extinguishing a teammate will return 20
    > >>> health to the Pyro
    > >>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    > >>> reduction when used to extinguish a burning teammate.
    > >>> > > - Updated the server log entry for kick votes to include the ID of
    > >>> the vote initiator
    > >>> > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > >>> > > - Updated pl_snowycoast
    > >>> > > - Fixed several unintended perches
    > >>> > > - Fixed being able to damage through the setup gates
    > >>> > > - Added some fences & cover inside BLUs first spawn to reduce
    > >>> spam angles
    > >>> > > - Added an extra resupply in BLUs first spawn and REDs last
    > >>> spawn
    > >>> > > - Moved medium health kit at 1st point back towards BLUs side
    > >>> of choke
    > >>> > > - Changed collision on large railings to allow projectiles
    > >>> > > - Added some cover to the sentry platform inside last
    > >>> > > - Adjusted lighting/detailing at stair to 2nd point low flank to
    > >>> make it more obvious
    > >>> > > - Quonset hut sniper deck raised
    > >>> > > - Spawn locations in REDs first moved further from the door
    > >>> > > - Added windows to main entrance of REDs first spawn
    > >>> > > - Adjusted the narrow fence near RED spawn
    > >>> > > - Prevented building teleporters at the edge of spawn doors
    > >>> > > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > >>> > > - Added some logic to prevent players getting stuck when REDs
    > >>> first spawn closes
    > >>> > > - Changed how RED spawn moves players to their last spawn when
    > >>> 2nd is capped (no longer slays & respawns)
    > >>> > > - Replaced dump truck in kennels with crates
    > >>> > > - Door near REDs first spawn now opens as the cart approaches
    > >>> 2nd instead of after capture
    > >>> > > - Switched main exit and window on REDs last spawn
    > >>> > > - Adjusted placement of health and ammo near REDs last spawn
    > >>> > > - Fixed various floating props
    > >>> > > - Fixed some texture alignment issues in the tunnels
    > >>> > > - Fixed spot on last ramp that would keep the cart from rolling
    > >>> back
    > >>> > > - Fixed some smoothing/geometry problems on crates at last
    > >>> > > - Reduced size of kill zone on falling crates during finale
    > >>> > > - Added map menu photos
    > >>> > >
    > >>> > >
    > >>> > >
    > >>> > > _______________________________________________
    > >>> > > To unsubscribe, edit your list preferences, or view the list
    > >>> archives, please visit:
    > >>> > > https://i3d.net
    > >>> > >
    > >>> >
    > >>> >
    > >>> > _______________________________________________
    > >>> >
    > >>> please visit:
    > >>> > https://i3d.net
    > >>> >
    > >>> >
    > >>> > _______________________________________________
    > >>> >
    > >>> please visit:
    > >>> > https://i3d.net
    > >>> >
    > >>> >
    > >>>
    > >>> _______________________________________________
    > >>>
    > >>> please visit:
    > >>> https://i3d.net
    > >>>
    > >>
    > >>
    > >>
    > >> --
    > >> *Matthew (Rowedahelicon) Robinson*
    > >> Web Designer / Artist / Writer
    > >> Website - http://www.rowedahelicon.com/
    > >>
    > >> _______________________________________________
    > >>
    > >> please visit:
    > >> https://i3d.net
    > >>
    > >>
    > >
    > > _______________________________________________
    > >
    > > please visit:
    > > https://i3d.net
    > >
    > >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > https://i3d.net
    >
    >

    _______________________________________________

    https://i3d.net
     
  12. ED-E

    ED-E Guest

    Isnt the TF2 competive scene relativly small? Are there really a lot of people prefer playing and training competivie for TF2 as opposed to other games like CS:Go for example? Propably a lot of competitive players will wait and jump onto Overwatch as opposed back into TF2. I still think the competitive thing should put into a Source 2 Re-Release of TF2 as opposed a single line mentioned in an update below some new weapons skins and hats.

    Even though I heard there are no plans for it, I still like to see a TF2 reloaded with the Source 2 engine. Especially since next year its TF2 10 year anniversary. Revisiting and modernising some of the gamemodes, let the community remake some of the popular maps, it wouldnt hurt if cp_warpath gets a comesback too ;) I also would love to see a 100 vs 10 Mann vs. Machine mode for a TF: Source 2. But I guess next year even Valve will propably forget about it or everyone gets a free secret saxton or something.

    ----- Original Message -----
    From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    To: Half-Life dedicated Win32 server mailing list <hlds@.com>
    Date: Sat, 9 Jan 2016 17:44:04 -0500
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released

    > I guess Source 2 is a good point, see where it goes and what-not. As for
    > TF2, I feel TF2 is still somewhat profitable but it can be a lot more
    > profitable if they treated it better than it is. Im sure competitive mode
    > will give a little bit of life back into it but I have a list of concerns
    > that I know will fall on deaf ears anyway.
    >
    > On Sat, Jan 9, 2016 at 5:41 PM, ED-E <ED-E_Forum@wobre.com> wrote:
    >
    > > I guess we all can agree on that Valve doesnt need the games to stay
    > > afloat, even the ones they still support.
    > >
    > > I hate how community servers get treaded in TF2, but I still admire that
    > > someone at Valve (Eric or whoever is in charge) still raises the hand to do
    > > something with it after all the years. I dont know how profitable TF2
    > > still is comperable to CS:GO or Dota2 though, but again, I doubt its
    > > business critical to Valve.
    > >
    > > ----- Original Message -----
    > > From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    > > To: Half-Life dedicated Win32 server mailing list <
    > > hlds@.com>
    > > Date: Sat, 9 Jan 2016 17:33:47 -0500
    > > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > >
    > > > My question is when is it time to declare Valve one of Those companies?
    > > > With Marc leaving after all this time it basically says they Half Life is
    > > > either written or just never going to progress anymore. Valve doesnt
    > > have
    > > > the drive or energy to make games anymore, they only profit from the few
    > > > theyve made and spend the rest of their time making business decisions.
    > > >
    > > > I mean, there is the upcoming Vive of course but will that really be
    > > > anything redeeming? How have those Steam machines and Steam OS been
    > > doing?
    > > >
    > > > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com>
    > > wrote:
    > > >
    > > > > Looks like nobody may be working on HL franchise any more (with Marc
    > > > > Laidlaw leaving). Just hope the multiplayer stuff stays working for a
    > > few
    > > > > more years.
    > > > >
    > > > > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > > > > theoneandonly@rowedahelicon.com> wrote:
    > > > >
    > > > >> When this works he says
    > > > >>
    > > > >> Still, it would have been nice to get a nice little message telling
    > > > >> everyone, theyll tell us that the hats have stopped dropping
    > > eventually,
    > > > >> right?
    > > > >>
    > > > >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    > > > >>
    > > > >>> Thanks man, that makes sense, i have seen they removed it from the
    > > store
    > > > >>> too. Communication with the customers leaves a lot to be desired by
    > > Valve
    > > > >>> though.
    > > > >>>
    > > > >>> I wanted to surprise my staff of my community with items (worth 2
    > > keys
    > > > >>> each) last year, special name/description tagged and in the end gift
    > > > >>> wrapped. I pushed it from christmas to new year (for other reasons
    > > though)
    > > > >>> and now im still having them in my inventory, in hopes this would
    > > be fixed
    > > > >>> soon. Well I guess once this works again, Ill go with Hey guys,
    > > random
    > > > >>> surprise for no reason other than you are awesome! :)
    > > > >>>
    > > > >>> ----- Original Message -----
    > > > >>> From: uasmatrix <uasmatrix@aim.com>
    > > > >>> To: hlds@.com
    > > > >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    > > > >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > > >>>
    > > > >>> > Supposedly its not really broken, but Valve disabled it for the
    > > time
    > > > >>> being due to the fact that people could bypass their Escrow /
    > > confirmation
    > > > >>> bullshit with it.
    > > > >>> >
    > > > >>> > Basically if someone had their account taken, then the hijacker
    > > could
    > > > >>> gift away the persons items to some alt, and there would be no
    > > issue with
    > > > >>> having to confirm anything since its a gift.
    > > > >>> > Plus, since you can remove gift text now, it wouldnt even devalue
    > > > >>> anything in the eyes of the hijacker or anyone else.
    > > > >>> >
    > > > >>> > I dont know how true that is, but there was some discussion about
    > > it
    > > > >>> here:
    > > > >>> >
    > > > >>> >
    > > > >>>
    > > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > > > >>> >
    > > > >>> >
    > > > >>> > In that thread theres a link to some Reddit post where some guy
    > > > >>> apparently had the above happen to him.
    > > > >>> >
    > > > >>> >
    > > > >>> >
    > > > >>> >
    > > > >>> >
    > > > >>> >
    > > > >>> >
    > > > >>> > -----Original Message-----
    > > > >>> > From: ED-E <ed-e_forum@wobre.com>
    > > > >>> > To: Half-Life dedicated Win32 server mailing list <
    > > > >>> hlds@.com>
    > > > >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    > > > >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > > >>> >
    > > > >>> > Gift Wraps are broken since Tough Break update.
    > > > >>> >
    > > > >>> > You cannot wrap items anymore (this is tested by multiple people),
    > > you
    > > > >>> > hear the sound, your see the counter going down, but thats about
    > > it.
    > > > >>> > I tried to inform last year via TF Team contact from the website,
    > > > >>> > support ticket and in the TF2 forum (where already were couple of
    > > > >>> > threads), but after seeing this patch it seems to be ignored, thus
    > > I
    > > > >>> > give this here a try. So please fix.
    > > > >>> >
    > > > >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > > >>> > > Weve released a mandatory update for TF2. The update notes are
    > > > >>> below. The new version is 3214643.
    > > > >>> > >
    > > > >>> > > -Eric
    > > > >>> > >
    > > > >>> > > -------------------------------
    > > > >>> > >
    > > > >>> > > - Fixed some random client crashes related to memory exhaustion
    > > for
    > > > >>> Mac clients
    > > > >>> > > - Significantly reduced memory usage on Mac and Linux clients
    > > > >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3
    > > tournament
    > > > >>> medals
    > > > >>> > > - Added the ability to restore festivized weapons via the context
    > > > >>> menu
    > > > >>> > > - Fixed an issue causing maps with packed assets to occasionally
    > > > >>> have pink textures when played on servers using sv_pure
    > > > >>> > > - Fixed the Australium Minigun and Scattergun materials
    > > > >>> > > - Fixed objective names in deathnotice HUD using white text when
    > > the
    > > > >>> local player was involved
    > > > >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after
    > > switching
    > > > >>> away from the Medi Gun and back while the charge is draining
    > > > >>> > > - Updated the model/materials for The Bolted Birdcage, The
    > > Scrumpy
    > > > >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name,
    > > The
    > > > >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > > > >>> > > - Updated The Frenchmans Formals so it can also be equipped by
    > > the
    > > > >>> Scout and added a new paint style
    > > > >>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > > > >>> > > - Updated the Man Melter so extinguishing a teammate will return
    > > 20
    > > > >>> health to the Pyro
    > > > >>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    > > > >>> reduction when used to extinguish a burning teammate.
    > > > >>> > > - Updated the server log entry for kick votes to include the ID
    > > of
    > > > >>> the vote initiator
    > > > >>> > > - Updated cp_vanguard to fix an exploit related to spawn room
    > > doors
    > > > >>> > > - Updated pl_snowycoast
    > > > >>> > > - Fixed several unintended perches
    > > > >>> > > - Fixed being able to damage through the setup gates
    > > > >>> > > - Added some fences & cover inside BLUs first spawn to
    > > reduce
    > > > >>> spam angles
    > > > >>> > > - Added an extra resupply in BLUs first spawn and REDs last
    > > > >>> spawn
    > > > >>> > > - Moved medium health kit at 1st point back towards BLUs
    > > side
    > > > >>> of choke
    > > > >>> > > - Changed collision on large railings to allow projectiles
    > > > >>> > > - Added some cover to the sentry platform inside last
    > > > >>> > > - Adjusted lighting/detailing at stair to 2nd point low
    > > flank to
    > > > >>> make it more obvious
    > > > >>> > > - Quonset hut sniper deck raised
    > > > >>> > > - Spawn locations in REDs first moved further from the door
    > > > >>> > > - Added windows to main entrance of REDs first spawn
    > > > >>> > > - Adjusted the narrow fence near RED spawn
    > > > >>> > > - Prevented building teleporters at the edge of spawn doors
    > > > >>> > > - Fixed an exploit related to BLUs 2nd forward spawns
    > > entrances
    > > > >>> > > - Added some logic to prevent players getting stuck when
    > > REDs
    > > > >>> first spawn closes
    > > > >>> > > - Changed how RED spawn moves players to their last spawn
    > > when
    > > > >>> 2nd is capped (no longer slays & respawns)
    > > > >>> > > - Replaced dump truck in kennels with crates
    > > > >>> > > - Door near REDs first spawn now opens as the cart
    > > approaches
    > > > >>> 2nd instead of after capture
    > > > >>> > > - Switched main exit and window on REDs last spawn
    > > > >>> > > - Adjusted placement of health and ammo near REDs last spawn
    > > > >>> > > - Fixed various floating props
    > > > >>> > > - Fixed some texture alignment issues in the tunnels
    > > > >>> > > - Fixed spot on last ramp that would keep the cart from
    > > rolling
    > > > >>> back
    > > > >>> > > - Fixed some smoothing/geometry problems on crates at last
    > > > >>> > > - Reduced size of kill zone on falling crates during finale
    > > > >>> > > - Added map menu photos
    > > > >>> > >
    > > > >>> > >
    > > > >>> > >
    > > > >>> > > _______________________________________________
    > > > >>> > > To unsubscribe, edit your list preferences, or view the list
    > > > >>> archives, please visit:
    > > > >>> > > https://i3d.net
    > > > >>> > >
    > > > >>> >
    > > > >>> >
    > > > >>> > _______________________________________________
    > > > >>> > To unsubscribe, edit your list preferences, or view the list
    > > archives,
    > > > >>> please visit:
    > > > >>> > https://i3d.net
    > > > >>> >
    > > > >>> >
    > > > >>> > _______________________________________________
    > > > >>> > To unsubscribe, edit your list preferences, or view the list
    > > archives,
    > > > >>> please visit:
    > > > >>> > https://i3d.net
    > > > >>> >
    > > > >>> >
    > > > >>>
    > > > >>> _______________________________________________
    > > > >>> To unsubscribe, edit your list preferences, or view the list
    > > archives,
    > > > >>> please visit:
    > > > >>> https://i3d.net
    > > > >>>
    > > > >>
    > > > >>
    > > > >>
    > > > >> --
    > > > >> *Matthew (Rowedahelicon) Robinson*
    > > > >> Web Designer / Artist / Writer
    > > > >> Website - http://www.rowedahelicon.com/
    > > > >>
    > > > >> _______________________________________________
    > > > >>
    > > > >> please visit:
    > > > >> https://i3d.net
    > > > >>
    > > > >>
    > > > >
    > > > > _______________________________________________
    > > > >
    > > > > please visit:
    > > > > https://i3d.net
    > > > >
    > > > >
    > > >
    > > >
    > > > --
    > > > *Matthew (Rowedahelicon) Robinson*
    > > > Web Designer / Artist / Writer
    > > > Website - http://www.rowedahelicon.com/
    > > >
    > > > _______________________________________________
    > > >
    > > please visit:
    > > > https://i3d.net
    > > >
    > > >
    > >
    > > _______________________________________________
    > >
    > > please visit:
    > > https://i3d.net
    > >
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > https://i3d.net
    >
    >

    _______________________________________________

    https://i3d.net
     
  13. epi

    epi Guest

    Its worth noting that some players with decent rigs have discovered
    that they get a better framerate with default settings as opposed to
    using a framerate config.

    http://www.teamfortress.tv/30651/boost-fps-with-this-one-simple-trick

    On 1/9/2016 6:53 PM, Rowedahelicon wrote:
    > It used to be very large, but after they kept messing with the games
    > optimization / balance it kept pushing players away. The fact that
    > Valves quickplay servers are so awful (No moderation, communication,
    > hacker play-ground and a low skill ceiling) has stopped a lot of new
    > players from coming in, they simply dont learn the full extent of the
    > game or get so frustrated they leave before they get a good chance.
    >
    > Valve has made little to no effort in actually teaching anyone how to
    > play TF2, at least pre-quickplay you could eventually find a friendly
    > community to learn with, but thats not the same anymore. Oh also taunts!
    >
    > I also want a TF2 on Source 2, I feel if they want TF2 to live that is
    > the only logical next step. I understand that a game of this size has
    > the problems it does because the code is so messy and buggy that it has
    > to be hard to work with. They cant do any updates anymore without
    > breaking something else in the process. But if you want a competitive
    > scene to happen, you need to make the game run decently.
    >
    > Lately (as of the tough break update) the biggest complaint I hear on my
    > servers are complaints of FPS problems, stuttering, and other
    > optimization issues. Its one thing if your computer is a decade old but
    > a lot of these people and myself have very powerful rigs.
    >
    > On Sat, Jan 9, 2016 at 6:33 PM, ED-E <ED-E_Forum@wobre.com
    > <mailto:ED-E_Forum@wobre.com>> wrote:
    >
    > Isnt the TF2 competive scene relativly small? Are there really a
    > lot of people prefer playing and training competivie for TF2 as
    > opposed to other games like CS:Go for example? Propably a lot of
    > competitive players will wait and jump onto Overwatch as opposed
    > back into TF2. I still think the competitive thing should put into a
    > Source 2 Re-Release of TF2 as opposed a single line mentioned in an
    > update below some new weapons skins and hats.
    >
    > Even though I heard there are no plans for it, I still like to see a
    > TF2 reloaded with the Source 2 engine. Especially since next year
    > its TF2 10 year anniversary. Revisiting and modernising some of the
    > gamemodes, let the community remake some of the popular maps, it
    > wouldnt hurt if cp_warpath gets a comesback too ;) I also would
    > love to see a 100 vs 10 Mann vs. Machine mode for a TF: Source 2.
    > But I guess next year even Valve will propably forget about it or
    > everyone gets a free secret saxton or something.
    >
    > ----- Original Message -----
    > From: Rowedahelicon <theoneandonly@rowedahelicon.com
    > <mailto:theoneandonly@rowedahelicon.com>>
    > To: Half-Life dedicated Win32 server mailing list
    > <hlds@.com <mailto:hlds@.com>>
    > Date: Sat, 9 Jan 2016 17:44:04 -0500
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > > I guess Source 2 is a good point, see where it goes and what-not.
    > As for
    > > TF2, I feel TF2 is still somewhat profitable but it can be a lot more
    > > profitable if they treated it better than it is. Im sure
    > competitive mode
    > > will give a little bit of life back into it but I have a list of
    > concerns
    > > that I know will fall on deaf ears anyway.
    > >
    > > On Sat, Jan 9, 2016 at 5:41 PM, ED-E <ED-E_Forum@wobre.com
    > <mailto:ED-E_Forum@wobre.com>> wrote:
    > >
    > > > I guess we all can agree on that Valve doesnt need the games
    > to stay
    > > > afloat, even the ones they still support.
    > > >
    > > > I hate how community servers get treaded in TF2, but I still
    > admire that
    > > > someone at Valve (Eric or whoever is in charge) still raises
    > the hand to do
    > > > something with it after all the years. I dont know how
    > profitable TF2
    > > > still is comperable to CS:GO or Dota2 though, but again, I
    > doubt its
    > > > business critical to Valve.
    > > >
    > > > ----- Original Message -----
    > > > From: Rowedahelicon <theoneandonly@rowedahelicon.com
    > <mailto:theoneandonly@rowedahelicon.com>>
    > > > To: Half-Life dedicated Win32 server mailing list <
    > > > hlds@.com <mailto:hlds@.com>>
    > > > Date: Sat, 9 Jan 2016 17:33:47 -0500
    > > > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > >
    > > > > My question is when is it time to declare Valve one of
    > Those companies?
    > > > > With Marc leaving after all this time it basically says they
    > Half Life is
    > > > > either written or just never going to progress anymore. Valve
    > doesnt
    > > > have
    > > > > the drive or energy to make games anymore, they only profit
    > from the few
    > > > > theyve made and spend the rest of their time making business
    > decisions.
    > > > >
    > > > > I mean, there is the upcoming Vive of course but will that
    > really be
    > > > > anything redeeming? How have those Steam machines and Steam
    > OS been
    > > > doing?
    > > > >
    > > > > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair
    > <weasel@weaselslair.com <mailto:weasel@weaselslair.com>>
    > > > wrote:
    > > > >
    > > > > > Looks like nobody may be working on HL franchise any more
    > (with Marc
    > > > > > Laidlaw leaving). Just hope the multiplayer stuff stays
    > working for a
    > > > few
    > > > > > more years.
    > > > > >
    > > > > > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > > > > > theoneandonly@rowedahelicon.com
    > <mailto:theoneandonly@rowedahelicon.com>> wrote:
    > > > > >
    > > > > >> When this works he says
    > > > > >>
    > > > > >> Still, it would have been nice to get a nice little
    > message telling
    > > > > >> everyone, theyll tell us that the hats have stopped dropping
    > > > eventually,
    > > > > >> right?
    > > > > >>
    > > > > >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E
    > <ED-E_Forum@wobre.com <mailto:ED-E_Forum@wobre.com>> wrote:
    > > > > >>
    > > > > >>> Thanks man, that makes sense, i have seen they removed it
    > from the
    > > > store
    > > > > >>> too. Communication with the customers leaves a lot to be
    > desired by
    > > > Valve
    > > > > >>> though.
    > > > > >>>
    > > > > >>> I wanted to surprise my staff of my community with items
    > (worth 2
    > > > keys
    > > > > >>> each) last year, special name/description tagged and in
    > the end gift
    > > > > >>> wrapped. I pushed it from christmas to new year (for
    > other reasons
    > > > though)
    > > > > >>> and now im still having them in my inventory, in hopes
    > this would
    > > > be fixed
    > > > > >>> soon. Well I guess once this works again, Ill go with
    > Hey guys,
    > > > random
    > > > > >>> surprise for no reason other than you are awesome! :)
    > > > > >>>
    > > > > >>> ----- Original Message -----
    > > > > >>> From: uasmatrix <uasmatrix@aim.com
    > <mailto:uasmatrix@aim.com>>
    > > > > >>> To: hlds@.com
    > <mailto:hlds@.com>
    > > > > >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    > > > > >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > > > >>>
    > > > > >>> > Supposedly its not really broken, but Valve disabled
    > it for the
    > > > time
    > > > > >>> being due to the fact that people could bypass their Escrow /
    > > > confirmation
    > > > > >>> bullshit with it.
    > > > > >>> >
    > > > > >>> > Basically if someone had their account taken, then the
    > hijacker
    > > > could
    > > > > >>> gift away the persons items to some alt, and there would
    > be no
    > > > issue with
    > > > > >>> having to confirm anything since its a gift.
    > > > > >>> > Plus, since you can remove gift text now, it wouldnt
    > even devalue
    > > > > >>> anything in the eyes of the hijacker or anyone else.
    > > > > >>> >
    > > > > >>> > I dont know how true that is, but there was some
    > discussion about
    > > > it
    > > > > >>> here:
    > > > > >>> >
    > > > > >>> >
    > > > > >>>
    > > >
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > In that thread theres a link to some Reddit post where
    > some guy
    > > > > >>> apparently had the above happen to him.
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > -----Original Message-----
    > > > > >>> > From: ED-E <ed-e_forum@wobre.com
    > <mailto:ed-e_forum@wobre.com>>
    > > > > >>> > To: Half-Life dedicated Win32 server mailing list <
    > > > > >>> hlds@.com
    > <mailto:hlds@.com>>
    > > > > >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    > > > > >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update
    > released
    > > > > >>> >
    > > > > >>> > Gift Wraps are broken since Tough Break update.
    > > > > >>> >
    > > > > >>> > You cannot wrap items anymore (this is tested by
    > multiple people),
    > > > you
    > > > > >>> > hear the sound, your see the counter going down, but
    > thats about
    > > > it.
    > > > > >>> > I tried to inform last year via TF Team contact from
    > the website,
    > > > > >>> > support ticket and in the TF2 forum (where already were
    > couple of
    > > > > >>> > threads), but after seeing this patch it seems to be
    > ignored, thus
    > > > I
    > > > > >>> > give this here a try. So please fix.
    > > > > >>> >
    > > > > >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > > > >>> > > Weve released a mandatory update for TF2. The update
    > notes are
    > > > > >>> below. The new version is 3214643.
    > > > > >>> > >
    > > > > >>> > > -Eric
    > > > > >>> > >
    > > > > >>> > > -------------------------------
    > > > > >>> > >
    > > > > >>> > > - Fixed some random client crashes related to memory
    > exhaustion
    > > > for
    > > > > >>> Mac clients
    > > > > >>> > > - Significantly reduced memory usage on Mac and Linux
    > clients
    > > > > >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3
    > > > tournament
    > > > > >>> medals
    > > > > >>> > > - Added the ability to restore festivized weapons via
    > the context
    > > > > >>> menu
    > > > > >>> > > - Fixed an issue causing maps with packed assets to
    > occasionally
    > > > > >>> have pink textures when played on servers using sv_pure
    > > > > >>> > > - Fixed the Australium Minigun and Scattergun materials
    > > > > >>> > > - Fixed objective names in deathnotice HUD using
    > white text when
    > > > the
    > > > > >>> local player was involved
    > > > > >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic
    > after
    > > > switching
    > > > > >>> away from the Medi Gun and back while the charge is draining
    > > > > >>> > > - Updated the model/materials for The Bolted
    > Birdcage, The
    > > > Scrumpy
    > > > > >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With
    > No Name,
    > > > The
    > > > > >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new
    > paint style)
    > > > > >>> > > - Updated The Frenchmans Formals so it can also be
    > equipped by
    > > > the
    > > > > >>> Scout and added a new paint style
    > > > > >>> > > - Updated the backpack image for the Taunt: Soldiers
    > Requiem
    > > > > >>> > > - Updated the Man Melter so extinguishing a teammate
    > will return
    > > > 20
    > > > > >>> health to the Pyro
    > > > > >>> > > - Updated Mad Milk and Mutated Milk so both grant a
    > 20% cooldown
    > > > > >>> reduction when used to extinguish a burning teammate.
    > > > > >>> > > - Updated the server log entry for kick votes to
    > include the ID
    > > > of
    > > > > >>> the vote initiator
    > > > > >>> > > - Updated cp_vanguard to fix an exploit related to
    > spawn room
    > > > doors
    > > > > >>> > > - Updated pl_snowycoast
    > > > > >>> > > - Fixed several unintended perches
    > > > > >>> > > - Fixed being able to damage through the setup gates
    > > > > >>> > > - Added some fences & cover inside BLUs first
    > spawn to
    > > > reduce
    > > > > >>> spam angles
    > > > > >>> > > - Added an extra resupply in BLUs first spawn
    > and REDs last
    > > > > >>> spawn
    > > > > >>> > > - Moved medium health kit at 1st point back
    > towards BLUs
    > > > side
    > > > > >>> of choke
    > > > > >>> > > - Changed collision on large railings to allow
    > projectiles
    > > > > >>> > > - Added some cover to the sentry platform inside last
    > > > > >>> > > - Adjusted lighting/detailing at stair to 2nd
    > point low
    > > > flank to
    > > > > >>> make it more obvious
    > > > > >>> > > - Quonset hut sniper deck raised
    > > > > >>> > > - Spawn locations in REDs first moved further
    > from the door
    > > > > >>> > > - Added windows to main entrance of REDs first spawn
    > > > > >>> > > - Adjusted the narrow fence near RED spawn
    > > > > >>> > > - Prevented building teleporters at the edge of
    > spawn doors
    > > > > >>> > > - Fixed an exploit related to BLUs 2nd forward
    > spawns
    > > > entrances
    > > > > >>> > > - Added some logic to prevent players getting
    > stuck when
    > > > REDs
    > > > > >>> first spawn closes
    > > > > >>> > > - Changed how RED spawn moves players to their
    > last spawn
    > > > when
    > > > > >>> 2nd is capped (no longer slays & respawns)
    > > > > >>> > > - Replaced dump truck in kennels with crates
    > > > > >>> > > - Door near REDs first spawn now opens as the cart
    > > > approaches
    > > > > >>> 2nd instead of after capture
    > > > > >>> > > - Switched main exit and window on REDs last spawn
    > > > > >>> > > - Adjusted placement of health and ammo near
    > REDs last spawn
    > > > > >>> > > - Fixed various floating props
    > > > > >>> > > - Fixed some texture alignment issues in the tunnels
    > > > > >>> > > - Fixed spot on last ramp that would keep the
    > cart from
    > > > rolling
    > > > > >>> back
    > > > > >>> > > - Fixed some smoothing/geometry problems on
    > crates at last
    > > > > >>> > > - Reduced size of kill zone on falling crates
    > during finale
    > > > > >>> > > - Added map menu photos
    > > > > >>> > >
    > > > > >>> > >
    > > > > >>> > >
    > > > > >>> > > _______________________________________________
    > > > > >>> > > To unsubscribe, edit your list preferences, or view
    > the list
    > > > > >>> archives, please visit:
    > > > > >>> > >
    > https://i3d.net
    > > > > >>> > >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > _______________________________________________
    > > > > >>> > To unsubscribe, edit your list preferences, or view the
    > list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> >
    > https://i3d.net
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > _______________________________________________
    > > > > >>> > To unsubscribe, edit your list preferences, or view the
    > list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> >
    > https://i3d.net
    > > > > >>> >
    > > > > >>> >
    > > > > >>>
    > > > > >>> _______________________________________________
    > > > > >>> To unsubscribe, edit your list preferences, or view the list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> https://i3d.net
    > > > > >>>
    > > > > >>
    > > > > >>
    > > > > >>
    > > > > >> --
    > > > > >> *Matthew (Rowedahelicon) Robinson*
    > > > > >> Web Designer / Artist / Writer
    > > > > >> Website - http://www.rowedahelicon.com/
    > > > > >>
    > > > > >> _______________________________________________
    > > > > >> To unsubscribe, edit your list preferences, or view the
    > list archives,
    > > > > >> please visit:
    > > > > >> https://i3d.net
    > > > > >>
    > > > > >>
    > > > > >
    > > > > > _______________________________________________
    > > > > > To unsubscribe, edit your list preferences, or view the
    > list archives,
    > > > > > please visit:
    > > > > > https://i3d.net
    > > > > >
    > > > > >
    > > > >
    > > > >
    > > > > --
    > > > > *Matthew (Rowedahelicon) Robinson*
    > > > > Web Designer / Artist / Writer
    > > > > Website - http://www.rowedahelicon.com/
    > > > >
    > > > > _______________________________________________
    > > > > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > > please visit:
    > > > > https://i3d.net
    > > > >
    > > > >
    > > >
    > > > _______________________________________________
    > > > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > > please visit:
    > > > https://i3d.net
    > > >
    > >
    > >
    > >
    > > --
    > > *Matthew (Rowedahelicon) Robinson*
    > > Web Designer / Artist / Writer
    > > Website - http://www.rowedahelicon.com/
    > >
    > > _______________________________________________
    > > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > > https://i3d.net
    > >
    > >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >

    _______________________________________________

    https://i3d.net
     
  14. Fletch

    Fletch Guest

    --001a11c168fa07f882052935b222
    Content-Type: text/plain; charset=UTF-8

    What issue sorry?

    On Tue, Jan 12, 2016 at 10:33 PM, ED-E <ED-E_Forum@wobre.com> wrote:

    > Thanks for the update, Eric. How is the Gift Wrap issue doing?
    >
    > ----- Original Message -----
    > From: Eric Smith <erics@valvesoftware.com>
    > To: hlds@.com <hlds@.com>,
    > hlds_linux@.com <hlds_linux@.com>,
    > hlds_announce@.com <
    > hlds_announce@.com>
    > Date: Tue, 12 Jan 2016 21:52:06 +0000
    > Subject: [hlds] Mandatory Team Fortress 2 update released
    >
    > > Weve released a mandatory update for TF2. The update notes are below.
    > The new version is 3220766.
    > >
    > > -Eric
    > >
    > > -------------------------------
    > >
    > > - Added more postcards for the Tough Break contracts
    > > - Fixed some of the partner taunts not properly hiding the weapons
    > > - Fixed the scrollbar overlapping the ping column in the scoreboard when
    > mouse input is enabled
    > > - Updated the model/materials for The Gaelic Garb and A Well Wrapped Hat
    > >
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    > >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

    --001a11c168fa07f882052935b222
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>What issue sorry?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 12, 2016 at 10:33 PM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Thanks for the update, Eric. How is the &quot;Gift Wrap&quot; issue doing?<br>
    <div class=HOEnZb><div class=h5><br>
    ----- Original Message -----<br>
    From: Eric Smith &lt;<a href=mailto:erics@valvesoftware.com>erics@valvesoftware.com</a>&gt;<br>
    To: &quot;<a href=mailto:hlds@.com>hlds@.com</a>&quot; &lt;<a href=mailto:hlds@.com>hlds@.com</a>&gt;, &quot;<a href=mailto:hlds_linux@.com>hlds_linux@.com</a>&quot; &lt;<a href=mailto:hlds_linux@.com>hlds_linux@.com</a>&gt;, &quot;<a href=mailto:hlds_announce@.com>hlds_announce@.com</a>&quot; &lt;<a href=mailto:hlds_announce@.com>hlds_announce@.com</a>&gt;<br>
    Date: Tue, 12 Jan 2016 21:52:06 +0000<br>
    Subject: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3220766.<br>
    &gt;<br>
    &gt; -Eric<br>
    &gt;<br>
    &gt; -------------------------------<br>
    &gt;<br>
    &gt; - Added more postcards for the Tough Break contracts<br>
    &gt; - Fixed some of the partner taunts not properly hiding the weapons<br>
    &gt; - Fixed the scrollbar overlapping the ping column in the scoreboard when mouse input is enabled<br>
    &gt; - Updated the model/materials for The Gaelic Garb and A Well Wrapped Hat<br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </div></div></blockquote></div><br></div>

    --001a11c168fa07f882052935b222--


     
  15. --047d7b342fd488336c052a1962c1
    Content-Type: text/plain; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    Private cloud, cant control it. Not my kind of tool.

    Le dim. 24 janv. 2016 15:16, Nomaan Ahmad <n0man.zxc@gmail.com> a crit :

    > The safest password manager out there imo is the SpiderOaks Encryptr:
    > https://spideroak.com/solutions/encryptr
    >
    >
    > On 24 January 2016 at 12:05, Vivien FRENOT-MATHEVON <
    > vivien.frenot@gmail.com> wrote:
    >
    >> Hello everyone,
    >>
    >> IMO, the best way to keep passwords safe, are to have different, random
    >> passwords. To be honest, for a human memory, its impossible to remember
    >> all your passwords using this method. To achieve this, you can use tools
    >> like KeePass. Your problematic became not how my password is secured but
    >> how can I access to my password, safely, from any point of the world.
    >> To do that, Im using a VPS server, dedicated to this, hosted in a place
    >> I trust (not in my country, and well known for there security). As it is
    >> dedicated to this specific usage, I can have a very strict security policy,
    >> using the firewall options of my hoster.
    >>
    >> Dont forget to activate dual authentication when available etc etc.
    >>
    >> My 2 cents.
    >> Vivien
    >>
    >> Le ven. 15 janv. 2016 20:00, Adam Walker <me@adam-walker.me.uk> a crit :
    >>
    >>> Personally, if you cant be bothered to check the links you click (given
    >>> that Steam says YOURE LEAVING STEAM for all non-official links now) then
    >>> Steam Support really should refuse to help you. Youve failed to secure
    >>> your account.
    >>>
    >>> On the flip side, Steam Support should educate users who are hacked in
    >>> proper security manners. First time, they should assist you and try to
    >>> recover as much as they can. Thereafter, if you cant see what went wrong
    >>> then youre on your own.
    >>>
    >>> Im not saying that the link warning is a bad idea, Im saying the
    >>> security should be ample that a normal user can use it without it
    >>> interfering with everyday use and be secure. It should not be designed for
    >>> the very lowest denominator in such a way that it becomes a hand-holder:
    >>> Are you sure?, Are you REALLY sure?, Are you REALLY, REALLY sure?,
    >>> Are you ABSOLUTELY POSITIVELY REALLY, REALLY sure?, Okay, well, we dont
    >>> think you are, so we better be safe.
    >>>
    >>> If everyone took steps to ensure their password was strong, they didnt
    >>> repeat that password elsewhere and actually checked what they receive from
    >>> people in terms of links then Steam would be a much safer place.
    >>>
    >>> Tl;dr: Secure your password, secure your email (DONT USE THE SAME
    >>> PASSWORD), DONT click links from random users or suspicious links from
    >>> people you know, Use Steam Guard Mobile Authenticator to ensure people
    >>> cant log onto your account in the first place, Use common sense, Educate
    >>> your friends.
    >>>
    >>> Dont hold my hand because others cant use common sense.
    >>>
    >>> Thanks,
    >>> Adam
    >>>
    >>> Sent from my iPhone
    >>>
    >>> On 15 Jan 2016, at 18:19, Kyle Sanderson <kyle.leet@gmail.com> wrote:
    >>>
    >>> >> I wonder how much time gets wasted in total for the majority due
    >>> these security measurements for trading, so a small percentage can continue
    >>> to happily click every link they get.
    >>> > /me.
    >>> >
    >>> > Thanks,
    >>> > Kyle.
    >>> >
    >>> >> On Wed, Jan 13, 2016 at 5:00 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >>> >> Gift Wraps have been secretly pulled from the store, the ones people
    >>> have do
    >>> >> not work anymore (due an update before Christmas). Rumor has it, it
     
  16. --089e010d7fb6d12f7c052a2311f1
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    *Speaking of false advertising:*



    *Q. Wont going Free to Play mean more griefers and cheaters?Were
    increasing our focus on making sure that hostile players cant ruin your
    fun. Specifically, well be keeping a close eye on players exploiting the
    ability to make infinite free accounts to bypass bans. Weve built systems
    thatll allow us to measure and track what these players are doing, and
    respond quickly.*
    I practically fell off my chair laughing when I read that.

    On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > Has there been any talk about hatgate recently?
    > http://www.tf2tools.net/articles/hatgate It seems like blatant false
    > advertising saying you can get cosmetic drops when you pay for TF2 but they
    > havent dropped in a while
    >
    >

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    <div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></div>

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  17. uasmatrix

    uasmatrix Guest

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    Supposedly its not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.

    Basically if someone had their account taken, then the hijacker could gift away the persons items to some alt, and there would be no issue with having to confirm anything since its a gift.
    Plus, since you can remove gift text now, it wouldnt even devalue anything in the eyes of the hijacker or anyone else.

    I dont know how true that is, but there was some discussion about it here:

    http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/


    In that thread theres a link to some Reddit post where some guy apparently had the above happen to him.







    -----Original Message-----
    From: ED-E <ed-e_forum@wobre.com>
    To: Half-Life dedicated Win32 server mailing list <hlds@.com>
    Sent: Fri, Jan 8, 2016 1:26 pm
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released

    Gift Wraps are broken since Tough Break update.

    You cannot wrap items anymore (this is tested by multiple people), you
    hear the sound, your see the counter going down, but thats about it.
    I tried to inform last year via TF Team contact from the website,
    support ticket and in the TF2 forum (where already were couple of
    threads), but after seeing this patch it seems to be ignored, thus I
    give this here a try. So please fix.

    Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > Weve released a mandatory update for TF2. The update notes are below. The new version is 3214643.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed some random client crashes related to memory exhaustion for Mac clients
    > - Significantly reduced memory usage on Mac and Linux clients
    > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
    > - Added the ability to restore festivized weapons via the context menu
    > - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure
    > - Fixed the Australium Minigun and Scattergun materials
    > - Fixed objective names in deathnotice HUD using white text when the local player was involved
    > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining
    > - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > - Updated The Frenchmans Formals so it can also be equipped by the Scout and added a new paint style
    > - Updated the backpack image for the Taunt: Soldiers Requiem
    > - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro
    > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.
    > - Updated the server log entry for kick votes to include the ID of the vote initiator
    > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > - Updated pl_snowycoast
    > - Fixed several unintended perches
    > - Fixed being able to damage through the setup gates
    > - Added some fences & cover inside BLUs first spawn to reduce spam angles
    > - Added an extra resupply in BLUs first spawn and REDs last spawn
    > - Moved medium health kit at 1st point back towards BLUs side of choke
    > - Changed collision on large railings to allow projectiles
    > - Added some cover to the sentry platform inside last
    > - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious
    > - Quonset hut sniper deck raised
    > - Spawn locations in REDs first moved further from the door
    > - Added windows to main entrance of REDs first spawn
    > - Adjusted the narrow fence near RED spawn
    > - Prevented building teleporters at the edge of spawn doors
    > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > - Added some logic to prevent players getting stuck when REDs first spawn closes
    > - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays & respawns)
    > - Replaced dump truck in kennels with crates
    > - Door near REDs first spawn now opens as the cart approaches 2nd instead of after capture
    > - Switched main exit and window on REDs last spawn
    > - Adjusted placement of health and ammo near REDs last spawn
    > - Fixed various floating props
    > - Fixed some texture alignment issues in the tunnels
    > - Fixed spot on last ramp that would keep the cart from rolling back
    > - Fixed some smoothing/geometry problems on crates at last
    > - Reduced size of kill zone on falling crates during finale
    > - Added map menu photos
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >


    _______________________________________________

    https://i3d.net


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    <font color=black size=2 face=arial>Supposedly its<font size=2> not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it. <br>
    <br>
    Basically if someone had their account taken, then the hijacker could gift away the persons items to some alt, and there would be no issue with having to confirm anything since its a gift.<br>
    Plus, since you can remove gift text now, it wouldnt even devalue anything in the eyes of the hijacker or anyone else.<br>
    <br>
    I dont know how true that is, but there was some discussion about it here:<br>
    <br>
    http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/<br>
    <br>
    <br>
    In that thread theres a link to some Reddit post where some guy apparently had the above happen to him.<br>
    </font>

    <div> <br>

    </div>



    <div> <br>

    </div>



    <div> <br>

    </div>



    <div style=font-family:arial,helvetica;font-size:10pt;color:black>-----Original Message-----<br>

    From: ED-E &lt;ed-e_forum@wobre.com&gt;<br>

    To: Half-Life dedicated Win32 server mailing list &lt;hlds@.com&gt;<br>

    Sent: Fri, Jan 8, 2016 1:26 pm<br>

    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>

    <br>

    Gift Wraps are broken since Tough Break update.<br>

    <br>

    You cannot wrap items anymore (this is tested by multiple people), you <br>

    hear the sound, your see the counter going down, but thats about it.<br>

    I tried to inform last year via TF Team contact from the website, <br>

    support ticket and in the TF2 forum (where already were couple of <br>

    threads), but after seeing this patch it seems to be ignored, thus I <br>

    give this here a try. So please fix.<br>

    <br>

    Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>

    &gt; Weve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>

    &gt;<br>

    &gt; -Eric<br>

    &gt;<br>

    &gt; -------------------------------<br>

    &gt;<br>

    &gt; - Fixed some random client crashes related to memory exhaustion for Mac clients<br>

    &gt; - Significantly reduced memory usage on Mac and Linux clients<br>

    &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>

    &gt; - Added the ability to restore festivized weapons via the context menu<br>

    &gt; - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>

    &gt; - Fixed the Australium Minigun and Scattergun materials<br>

    &gt; - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>

    &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>

    &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>

    &gt; - Updated The Frenchmans Formals so it can also be equipped by the Scout and added a new paint style<br>

    &gt; - Updated the backpack image for the Taunt: Soldiers Requiem<br>

    &gt; - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>

    &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>

    &gt; - Updated the server log entry for kick votes to include the ID of the vote initiator<br>

    &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>

    &gt; - Updated pl_snowycoast<br>

    &gt; - Fixed several unintended perches<br>

    &gt; - Fixed being able to damage through the setup gates<br>

    &gt; - Added some fences &amp; cover inside BLUs first spawn to reduce spam angles<br>

    &gt; - Added an extra resupply in BLUs first spawn and REDs last spawn<br>

    &gt; - Moved medium health kit at 1st point back towards BLUs side of choke<br>

    &gt; - Changed collision on large railings to allow projectiles<br>

    &gt; - Added some cover to the sentry platform inside last<br>

    &gt; - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>

    &gt; - Quonset hut sniper deck raised<br>

    &gt; - Spawn locations in REDs first moved further from the door<br>

    &gt; - Added windows to main entrance of REDs first spawn<br>

    &gt; - Adjusted the narrow fence near RED spawn<br>

    &gt; - Prevented building teleporters at the edge of spawn doors<br>

    &gt; - Fixed an exploit related to BLUs 2nd forward spawns entrances<br>

    &gt; - Added some logic to prevent players getting stuck when REDs first spawn closes<br>

    &gt; - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>

    &gt; - Replaced dump truck in kennels with crates<br>

    &gt; - Door near REDs first spawn now opens as the cart approaches 2nd instead of after capture<br>

    &gt; - Switched main exit and window on REDs last spawn<br>

    &gt; - Adjusted placement of health and ammo near REDs last spawn<br>

    &gt; - Fixed various floating props<br>

    &gt; - Fixed some texture alignment issues in the tunnels<br>

    &gt; - Fixed spot on last ramp that would keep the cart from rolling back<br>

    &gt; - Fixed some smoothing/geometry problems on crates at last<br>

    &gt; - Reduced size of kill zone on falling crates during finale<br>

    &gt; - Added map menu photos<br>

    &gt;<br>

    &gt;<br>

    &gt;<br>

    &gt; _______________________________________________<br>

    &gt; <br>

    &gt; <a href=https://i3d.net target=_blank>https://i3d.net</a><br>

    &gt;<br>

    <br>

    <br>

    _______________________________________________<br>

    <br>

    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>

    </div>

    </font>
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  18. --001a113a5c821def900528ee4c58
    Content-Type: text/plain; charset=UTF-8

    My question is when is it time to declare Valve one of Those companies?
    With Marc leaving after all this time it basically says they Half Life is
    either written or just never going to progress anymore. Valve doesnt have
    the drive or energy to make games anymore, they only profit from the few
    theyve made and spend the rest of their time making business decisions.

    I mean, there is the upcoming Vive of course but will that really be
    anything redeeming? How have those Steam machines and Steam OS been doing?

    On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com> wrote:

    > Looks like nobody may be working on HL franchise any more (with Marc
    > Laidlaw leaving). Just hope the multiplayer stuff stays working for a few
    > more years.
    >
    > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> When this works he says
    >>
    >> Still, it would have been nice to get a nice little message telling
    >> everyone, theyll tell us that the hats have stopped dropping eventually,
    >> right?
    >>
    >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >>
    >>> Thanks man, that makes sense, i have seen they removed it from the store
    >>> too. Communication with the customers leaves a lot to be desired by Valve
    >>> though.
    >>>
    >>> I wanted to surprise my staff of my community with items (worth 2 keys
    >>> each) last year, special name/description tagged and in the end gift
    >>> wrapped. I pushed it from christmas to new year (for other reasons though)
    >>> and now im still having them in my inventory, in hopes this would be fixed
    >>> soon. Well I guess once this works again, Ill go with Hey guys, random
    >>> surprise for no reason other than you are awesome! :)
    >>>
    >>> ----- Original Message -----
    >>> From: uasmatrix <uasmatrix@aim.com>
    >>> To: hlds@.com
    >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >>>
    >>> > Supposedly its not really broken, but Valve disabled it for the time
    >>> being due to the fact that people could bypass their Escrow / confirmation
    >>> bullshit with it.
    >>> >
    >>> > Basically if someone had their account taken, then the hijacker could
    >>> gift away the persons items to some alt, and there would be no issue with
    >>> having to confirm anything since its a gift.
    >>> > Plus, since you can remove gift text now, it wouldnt even devalue
    >>> anything in the eyes of the hijacker or anyone else.
    >>> >
    >>> > I dont know how true that is, but there was some discussion about it
    >>> here:
    >>> >
    >>> >
    >>> http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    >>> >
    >>> >
    >>> > In that thread theres a link to some Reddit post where some guy
    >>> apparently had the above happen to him.
    >>> >
    >>> >
    >>> >
    >>> >
    >>> >
    >>> >
    >>> >
    >>> > -----Original Message-----
    >>> > From: ED-E <ed-e_forum@wobre.com>
    >>> > To: Half-Life dedicated Win32 server mailing list <
    >>> hlds@.com>
    >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >>> >
    >>> > Gift Wraps are broken since Tough Break update.
    >>> >
    >>> > You cannot wrap items anymore (this is tested by multiple people), you
    >>> > hear the sound, your see the counter going down, but thats about it.
    >>> > I tried to inform last year via TF Team contact from the website,
    >>> > support ticket and in the TF2 forum (where already were couple of
    >>> > threads), but after seeing this patch it seems to be ignored, thus I
    >>> > give this here a try. So please fix.
    >>> >
    >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    >>> > > Weve released a mandatory update for TF2. The update notes are
    >>> below. The new version is 3214643.
    >>> > >
    >>> > > -Eric
    >>> > >
    >>> > > -------------------------------
    >>> > >
    >>> > > - Fixed some random client crashes related to memory exhaustion for
    >>> Mac clients
    >>> > > - Significantly reduced memory usage on Mac and Linux clients
    >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament
    >>> medals
    >>> > > - Added the ability to restore festivized weapons via the context
    >>> menu
    >>> > > - Fixed an issue causing maps with packed assets to occasionally
    >>> have pink textures when played on servers using sv_pure
    >>> > > - Fixed the Australium Minigun and Scattergun materials
    >>> > > - Fixed objective names in deathnotice HUD using white text when the
    >>> local player was involved
    >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching
    >>> away from the Medi Gun and back while the charge is draining
    >>> > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    >>> > > - Updated The Frenchmans Formals so it can also be equipped by the
    >>> Scout and added a new paint style
    >>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    >>> > > - Updated the Man Melter so extinguishing a teammate will return 20
    >>> health to the Pyro
    >>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    >>> reduction when used to extinguish a burning teammate.
    >>> > > - Updated the server log entry for kick votes to include the ID of
    >>> the vote initiator
    >>> > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    >>> > > - Updated pl_snowycoast
    >>> > > - Fixed several unintended perches
    >>> > > - Fixed being able to damage through the setup gates
    >>> > > - Added some fences & cover inside BLUs first spawn to reduce
    >>> spam angles
    >>> > > - Added an extra resupply in BLUs first spawn and REDs last
    >>> spawn
    >>> > > - Moved medium health kit at 1st point back towards BLUs side
    >>> of choke
    >>> > > - Changed collision on large railings to allow projectiles
    >>> > > - Added some cover to the sentry platform inside last
    >>> > > - Adjusted lighting/detailing at stair to 2nd point low flank to
    >>> make it more obvious
    >>> > > - Quonset hut sniper deck raised
    >>> > > - Spawn locations in REDs first moved further from the door
    >>> > > - Added windows to main entrance of REDs first spawn
    >>> > > - Adjusted the narrow fence near RED spawn
    >>> > > - Prevented building teleporters at the edge of spawn doors
    >>> > > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    >>> > > - Added some logic to prevent players getting stuck when REDs
    >>> first spawn closes
    >>> > > - Changed how RED spawn moves players to their last spawn when
    >>> 2nd is capped (no longer slays & respawns)
    >>> > > - Replaced dump truck in kennels with crates
    >>> > > - Door near REDs first spawn now opens as the cart approaches
    >>> 2nd instead of after capture
    >>> > > - Switched main exit and window on REDs last spawn
    >>> > > - Adjusted placement of health and ammo near REDs last spawn
    >>> > > - Fixed various floating props
    >>> > > - Fixed some texture alignment issues in the tunnels
    >>> > > - Fixed spot on last ramp that would keep the cart from rolling
    >>> back
    >>> > > - Fixed some smoothing/geometry problems on crates at last
    >>> > > - Reduced size of kill zone on falling crates during finale
    >>> > > - Added map menu photos
    >>> > >
    >>> > >
    >>> > >
    >>> > > _______________________________________________
    >>> > > To unsubscribe, edit your list preferences, or view the list
    >>> archives, please visit:
    >>> > > https://i3d.net
    >>> > >
    >>> >
    >>> >
    >>> > _______________________________________________
    >>> >
    >>> please visit:
    >>> > https://i3d.net
    >>> >
    >>> >
    >>> > _______________________________________________
    >>> >
    >>> please visit:
    >>> > https://i3d.net
    >>> >
    >>> >
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >>
    >> --
    >> *Matthew (Rowedahelicon) Robinson*
    >> Web Designer / Artist / Writer
    >> Website - http://www.rowedahelicon.com/
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >


    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

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    <div dir=ltr><div>My question is when is it time to declare Valve one of &quot;Those&quot; companies? With Marc leaving after all this time it basically says they Half Life is either written or just never going to progress anymore. Valve doesn&#39;t have the drive or energy to make games anymore, they only profit from the few they&#39;ve made and spend the rest of their time making business decisions. <br><br></div>I mean, there is the upcoming Vive of course but will that really be anything redeeming? How have those Steam machines and Steam OS been doing?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <span dir=ltr>&lt;<a href=mailto:weasel@weaselslair.com target=_blank>weasel@weaselslair.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div class=gmail_default style=font-family:courier new,monospace>Looks like nobody may be working on HL franchise any more (with Marc Laidlaw leaving).  Just hope the multiplayer stuff stays working for a few more years.</div></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div>When this works he says<br><br></div>Still, it would have been nice to get a nice little message telling everyone, they&#39;ll tell us that the hats have stopped dropping eventually, right?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 11:47 AM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Thanks man, that makes sense, i have seen they removed it from the store too. Communication with the customers leaves a lot to be desired by Valve though.<br>
    <br>
    I wanted to surprise my staff of my community with items (worth 2 keys each) last year, special name/description tagged and in the end gift wrapped. I pushed it from christmas to new year (for other reasons though) and now i&#39;m still having them in my inventory, in hopes this would be fixed soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys, random surprise for no reason other than you are awesome!&quot; :)<br>
    <br>
    ----- Original Message -----<br>
    From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com target=_blank>uasmatrix@aim.com</a>&gt;<br>
    To: <a href=mailto:hlds@.com target=_blank>hlds@.com</a><br>
    Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.<br>
    &gt;<br>
    &gt; Basically if someone had their account taken, then the hijacker could gift away the person&#39;s items to some alt, and there would be no issue with having to confirm anything since it&#39;s a gift.<br>
    &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue anything in the eyes of the hijacker or anyone else.<br>
    &gt;<br>
    &gt; I don&#39;t know how true that is, but there was some discussion about it here:<br>
    &gt;<br>
    &gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt;<br>
    &gt;<br>
    &gt; In that thread there&#39;s a link to some Reddit post where some guy apparently had the above happen to him.<br>
    <div><div>&gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; -----Original Message-----<br>
    &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com target=_blank>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com target=_blank>hlds@.com</a>&gt;<br>
    &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt;<br>
    &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt;<br>
    &gt; You cannot wrap items anymore (this is tested by multiple people), you<br>
    &gt; hear the sound, your see the counter going down, but that&#39;s about it.<br>
    &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; threads), but after seeing this patch it seems to be ignored, thus I<br>
    &gt; give this here a try. So please fix.<br>
    &gt;<br>
    &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>
    &gt; &gt;<br>
    &gt; &gt; -Eric<br>
    &gt; &gt;<br>
    &gt; &gt; -------------------------------<br>
    &gt; &gt;<br>
    &gt; &gt; - Fixed some random client crashes related to memory exhaustion for Mac clients<br>
    &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>
    &gt; &gt; - Added the ability to restore festivized weapons via the context menu<br>
    &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>
    &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt; - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>
    &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by the Scout and added a new paint style<br>
    &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>
    &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>
    &gt; &gt; - Updated the server log entry for kick votes to include the ID of the vote initiator<br>
    &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce spam angles<br>
    &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last spawn<br>
    &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s side of choke<br>
    &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>
    &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
    &gt; &gt;     - Added some logic to prevent players getting stuck when RED&#39;s first spawn closes<br>
    &gt; &gt;     - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart approaches 2nd instead of after capture<br>
    &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt;     - Fixed spot on last ramp that would keep the cart from rolling back<br>
    &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt;     - Added map menu photos<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><span><font color=#888888><br>
    </font></span></div></div></blockquote></div><span><font color=#888888><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </font></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a113a5c821def900528ee4c58--


     
  19. --001a11375f3ed8870c0528ee7086
    Content-Type: text/plain; charset=UTF-8

    I guess Source 2 is a good point, see where it goes and what-not. As for
    TF2, I feel TF2 is still somewhat profitable but it can be a lot more
    profitable if they treated it better than it is. Im sure competitive mode
    will give a little bit of life back into it but I have a list of concerns
    that I know will fall on deaf ears anyway.

    On Sat, Jan 9, 2016 at 5:41 PM, ED-E <ED-E_Forum@wobre.com> wrote:

    > I guess we all can agree on that Valve doesnt need the games to stay
    > afloat, even the ones they still support.
    >
    > I hate how community servers get treaded in TF2, but I still admire that
    > someone at Valve (Eric or whoever is in charge) still raises the hand to do
    > something with it after all the years. I dont know how profitable TF2
    > still is comperable to CS:GO or Dota2 though, but again, I doubt its
    > business critical to Valve.
    >
    > ----- Original Message -----
    > From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    > To: Half-Life dedicated Win32 server mailing list <
    > hlds@.com>
    > Date: Sat, 9 Jan 2016 17:33:47 -0500
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > > My question is when is it time to declare Valve one of Those companies?
    > > With Marc leaving after all this time it basically says they Half Life is
    > > either written or just never going to progress anymore. Valve doesnt
    > have
    > > the drive or energy to make games anymore, they only profit from the few
    > > theyve made and spend the rest of their time making business decisions.
    > >
    > > I mean, there is the upcoming Vive of course but will that really be
    > > anything redeeming? How have those Steam machines and Steam OS been
    > doing?
    > >
    > > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com>
    > wrote:
    > >
    > > > Looks like nobody may be working on HL franchise any more (with Marc
    > > > Laidlaw leaving). Just hope the multiplayer stuff stays working for a
    > few
    > > > more years.
    > > >
    > > > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > > > theoneandonly@rowedahelicon.com> wrote:
    > > >
    > > >> When this works he says
    > > >>
    > > >> Still, it would have been nice to get a nice little message telling
    > > >> everyone, theyll tell us that the hats have stopped dropping
    > eventually,
    > > >> right?
    > > >>
    > > >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    > > >>
    > > >>> Thanks man, that makes sense, i have seen they removed it from the
    > store
    > > >>> too. Communication with the customers leaves a lot to be desired by
    > Valve
    > > >>> though.
    > > >>>
    > > >>> I wanted to surprise my staff of my community with items (worth 2
    > keys
    > > >>> each) last year, special name/description tagged and in the end gift
    > > >>> wrapped. I pushed it from christmas to new year (for other reasons
    > though)
    > > >>> and now im still having them in my inventory, in hopes this would
    > be fixed
    > > >>> soon. Well I guess once this works again, Ill go with Hey guys,
    > random
    > > >>> surprise for no reason other than you are awesome! :)
    > > >>>
    > > >>> ----- Original Message -----
    > > >>> From: uasmatrix <uasmatrix@aim.com>
    > > >>> To: hlds@.com
    > > >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    > > >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > >>>
    > > >>> > Supposedly its not really broken, but Valve disabled it for the
    > time
    > > >>> being due to the fact that people could bypass their Escrow /
    > confirmation
    > > >>> bullshit with it.
    > > >>> >
    > > >>> > Basically if someone had their account taken, then the hijacker
    > could
    > > >>> gift away the persons items to some alt, and there would be no
    > issue with
    > > >>> having to confirm anything since its a gift.
    > > >>> > Plus, since you can remove gift text now, it wouldnt even devalue
    > > >>> anything in the eyes of the hijacker or anyone else.
    > > >>> >
    > > >>> > I dont know how true that is, but there was some discussion about
    > it
    > > >>> here:
    > > >>> >
    > > >>> >
    > > >>>
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > > >>> >
    > > >>> >
    > > >>> > In that thread theres a link to some Reddit post where some guy
    > > >>> apparently had the above happen to him.
    > > >>> >
    > > >>> >
    > > >>> >
    > > >>> >
    > > >>> >
    > > >>> >
    > > >>> >
    > > >>> > -----Original Message-----
    > > >>> > From: ED-E <ed-e_forum@wobre.com>
    > > >>> > To: Half-Life dedicated Win32 server mailing list <
    > > >>> hlds@.com>
    > > >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    > > >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > >>> >
    > > >>> > Gift Wraps are broken since Tough Break update.
    > > >>> >
    > > >>> > You cannot wrap items anymore (this is tested by multiple people),
    > you
    > > >>> > hear the sound, your see the counter going down, but thats about
    > it.
    > > >>> > I tried to inform last year via TF Team contact from the website,
    > > >>> > support ticket and in the TF2 forum (where already were couple of
    > > >>> > threads), but after seeing this patch it seems to be ignored, thus
    > I
    > > >>> > give this here a try. So please fix.
    > > >>> >
    > > >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > >>> > > Weve released a mandatory update for TF2. The update notes are
    > > >>> below. The new version is 3214643.
    > > >>> > >
    > > >>> > > -Eric
    > > >>> > >
    > > >>> > > -------------------------------
    > > >>> > >
    > > >>> > > - Fixed some random client crashes related to memory exhaustion
    > for
    > > >>> Mac clients
    > > >>> > > - Significantly reduced memory usage on Mac and Linux clients
    > > >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3
    > tournament
    > > >>> medals
    > > >>> > > - Added the ability to restore festivized weapons via the context
    > > >>> menu
    > > >>> > > - Fixed an issue causing maps with packed assets to occasionally
    > > >>> have pink textures when played on servers using sv_pure
    > > >>> > > - Fixed the Australium Minigun and Scattergun materials
    > > >>> > > - Fixed objective names in deathnotice HUD using white text when
    > the
    > > >>> local player was involved
    > > >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after
    > switching
    > > >>> away from the Medi Gun and back while the charge is draining
    > > >>> > > - Updated the model/materials for The Bolted Birdcage, The
    > Scrumpy
    > > >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name,
    > The
    > > >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > > >>> > > - Updated The Frenchmans Formals so it can also be equipped by
    > the
    > > >>> Scout and added a new paint style
    > > >>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > > >>> > > - Updated the Man Melter so extinguishing a teammate will return
    > 20
    > > >>> health to the Pyro
    > > >>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    > > >>> reduction when used to extinguish a burning teammate.
    > > >>> > > - Updated the server log entry for kick votes to include the ID
    > of
    > > >>> the vote initiator
    > > >>> > > - Updated cp_vanguard to fix an exploit related to spawn room
    > doors
    > > >>> > > - Updated pl_snowycoast
    > > >>> > > - Fixed several unintended perches
    > > >>> > > - Fixed being able to damage through the setup gates
    > > >>> > > - Added some fences & cover inside BLUs first spawn to
    > reduce
    > > >>> spam angles
    > > >>> > > - Added an extra resupply in BLUs first spawn and REDs last
    > > >>> spawn
    > > >>> > > - Moved medium health kit at 1st point back towards BLUs
    > side
    > > >>> of choke
    > > >>> > > - Changed collision on large railings to allow projectiles
    > > >>> > > - Added some cover to the sentry platform inside last
    > > >>> > > - Adjusted lighting/detailing at stair to 2nd point low
    > flank to
    > > >>> make it more obvious
    > > >>> > > - Quonset hut sniper deck raised
    > > >>> > > - Spawn locations in REDs first moved further from the door
    > > >>> > > - Added windows to main entrance of REDs first spawn
    > > >>> > > - Adjusted the narrow fence near RED spawn
    > > >>> > > - Prevented building teleporters at the edge of spawn doors
    > > >>> > > - Fixed an exploit related to BLUs 2nd forward spawns
    > entrances
    > > >>> > > - Added some logic to prevent players getting stuck when
    > REDs
    > > >>> first spawn closes
    > > >>> > > - Changed how RED spawn moves players to their last spawn
    > when
    > > >>> 2nd is capped (no longer slays & respawns)
    > > >>> > > - Replaced dump truck in kennels with crates
    > > >>> > > - Door near REDs first spawn now opens as the cart
    > approaches
    > > >>> 2nd instead of after capture
    > > >>> > > - Switched main exit and window on REDs last spawn
    > > >>> > > - Adjusted placement of health and ammo near REDs last spawn
    > > >>> > > - Fixed various floating props
    > > >>> > > - Fixed some texture alignment issues in the tunnels
    > > >>> > > - Fixed spot on last ramp that would keep the cart from
    > rolling
    > > >>> back
    > > >>> > > - Fixed some smoothing/geometry problems on crates at last
    > > >>> > > - Reduced size of kill zone on falling crates during finale
    > > >>> > > - Added map menu photos
    > > >>> > >
    > > >>> > >
    > > >>> > >
    > > >>> > > _______________________________________________
    > > >>> > > To unsubscribe, edit your list preferences, or view the list
    > > >>> archives, please visit:
    > > >>> > > https://i3d.net
    > > >>> > >
    > > >>> >
    > > >>> >
    > > >>> > _______________________________________________
    > > >>> > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > >>> please visit:
    > > >>> > https://i3d.net
    > > >>> >
    > > >>> >
    > > >>> > _______________________________________________
    > > >>> > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > >>> please visit:
    > > >>> > https://i3d.net
    > > >>> >
    > > >>> >
    > > >>>
    > > >>> _______________________________________________
    > > >>> To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > >>> please visit:
    > > >>> https://i3d.net
    > > >>>
    > > >>
    > > >>
    > > >>
    > > >> --
    > > >> *Matthew (Rowedahelicon) Robinson*
    > > >> Web Designer / Artist / Writer
    > > >> Website - http://www.rowedahelicon.com/
    > > >>
    > > >> _______________________________________________
    > > >>
    > > >> please visit:
    > > >> https://i3d.net
    > > >>
    > > >>
    > > >
    > > > _______________________________________________
    > > >
    > > > please visit:
    > > > https://i3d.net
    > > >
    > > >
    > >
    > >
    > > --
    > > *Matthew (Rowedahelicon) Robinson*
    > > Web Designer / Artist / Writer
    > > Website - http://www.rowedahelicon.com/
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    > >
    > >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >



    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

    --001a11375f3ed8870c0528ee7086
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>I guess Source 2 is a good point, see where it goes and what-not. As for TF2, I feel TF2 is still somewhat profitable but it can be a lot more profitable if they treated it better than it is. I&#39;m sure competitive mode will give a little bit of life back into it but I have a list of concerns that I know will fall on deaf ears anyway.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 5:41 PM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>I guess we all can agree on that Valve doesn&#39;t need the games to stay afloat, even the ones they still support.<br>
    <br>
    I hate how community servers get treaded in TF2, but I still admire that someone at Valve (Eric or whoever is in charge) still raises the hand to do something with it after all the years. I don&#39;t know how profitable TF2 still is comperable to CS:GO or Dota2 though, but again, I doubt it&#39;s business critical to Valve.<br>
    <span class=im HOEnZb><br>
    ----- Original Message -----<br>
    From: Rowedahelicon &lt;<a href=mailto:theoneandonly@rowedahelicon.com>theoneandonly@rowedahelicon.com</a>&gt;<br>
    To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    </span><div class=HOEnZb><div class=h5>Date: Sat, 9 Jan 2016 17:33:47 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; My question is when is it time to declare Valve one of &quot;Those&quot; companies?<br>
    &gt; With Marc leaving after all this time it basically says they Half Life is<br>
    &gt; either written or just never going to progress anymore. Valve doesn&#39;t have<br>
    &gt; the drive or energy to make games anymore, they only profit from the few<br>
    &gt; they&#39;ve made and spend the rest of their time making business decisions.<br>
    &gt;<br>
    &gt; I mean, there is the upcoming Vive of course but will that really be<br>
    &gt; anything redeeming? How have those Steam machines and Steam OS been doing?<br>
    &gt;<br>
    &gt; On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair &lt;<a href=mailto:weasel@weaselslair.com>weasel@weaselslair.com</a>&gt; wrote:<br>
    &gt;<br>
    &gt; &gt; Looks like nobody may be working on HL franchise any more (with Marc<br>
    &gt; &gt; Laidlaw leaving).  Just hope the multiplayer stuff stays working for a few<br>
    &gt; &gt; more years.<br>
    &gt; &gt;<br>
    &gt; &gt; On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon &lt;<br>
    &gt; &gt; <a href=mailto:theoneandonly@rowedahelicon.com>theoneandonly@rowedahelicon.com</a>&gt; wrote:<br>
    &gt; &gt;<br>
    &gt; &gt;&gt; When this works he says<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt; Still, it would have been nice to get a nice little message telling<br>
    &gt; &gt;&gt; everyone, they&#39;ll tell us that the hats have stopped dropping eventually,<br>
    &gt; &gt;&gt; right?<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt; On Sat, Jan 9, 2016 at 11:47 AM, ED-E &lt;<a href=mailto:ED-E_Forum@wobre.com>ED-E_Forum@wobre.com</a>&gt; wrote:<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt;&gt; Thanks man, that makes sense, i have seen they removed it from the store<br>
    &gt; &gt;&gt;&gt; too. Communication with the customers leaves a lot to be desired by Valve<br>
    &gt; &gt;&gt;&gt; though.<br>
    &gt; &gt;&gt;&gt;<br>
    &gt; &gt;&gt;&gt; I wanted to surprise my staff of my community with items (worth 2 keys<br>
    &gt; &gt;&gt;&gt; each) last year, special name/description tagged and in the end gift<br>
    &gt; &gt;&gt;&gt; wrapped. I pushed it from christmas to new year (for other reasons though)<br>
    &gt; &gt;&gt;&gt; and now i&#39;m still having them in my inventory, in hopes this would be fixed<br>
    &gt; &gt;&gt;&gt; soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys, random<br>
    &gt; &gt;&gt;&gt; surprise for no reason other than you are awesome!&quot; :)<br>
    &gt; &gt;&gt;&gt;<br>
    &gt; &gt;&gt;&gt; ----- Original Message -----<br>
    &gt; &gt;&gt;&gt; From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com>uasmatrix@aim.com</a>&gt;<br>
    &gt; &gt;&gt;&gt; To: <a href=mailto:hlds@.com>hlds@.com</a><br>
    &gt; &gt;&gt;&gt; Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    &gt; &gt;&gt;&gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt; &gt;&gt;&gt;<br>
    &gt; &gt;&gt;&gt; &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the time<br>
    &gt; &gt;&gt;&gt; being due to the fact that people could bypass their Escrow / confirmation<br>
    &gt; &gt;&gt;&gt; bullshit with it.<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; Basically if someone had their account taken, then the hijacker could<br>
    &gt; &gt;&gt;&gt; gift away the person&#39;s items to some alt, and there would be no issue with<br>
    &gt; &gt;&gt;&gt; having to confirm anything since it&#39;s a gift.<br>
    &gt; &gt;&gt;&gt; &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue<br>
    &gt; &gt;&gt;&gt; anything in the eyes of the hijacker or anyone else.<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; I don&#39;t know how true that is, but there was some discussion about it<br>
    &gt; &gt;&gt;&gt; here:<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; In that thread there&#39;s a link to some Reddit post where some guy<br>
    &gt; &gt;&gt;&gt; apparently had the above happen to him.<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; -----Original Message-----<br>
    &gt; &gt;&gt;&gt; &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; &gt;&gt;&gt; &gt; To: Half-Life dedicated Win32 server mailing list &lt;<br>
    &gt; &gt;&gt;&gt; <a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    &gt; &gt;&gt;&gt; &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; &gt;&gt;&gt; &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; You cannot wrap items anymore (this is tested by multiple people), you<br>
    &gt; &gt;&gt;&gt; &gt; hear the sound, your see the counter going down, but that&#39;s about it.<br>
    &gt; &gt;&gt;&gt; &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; &gt;&gt;&gt; &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; &gt;&gt;&gt; &gt; threads), but after seeing this patch it seems to be ignored, thus I<br>
    &gt; &gt;&gt;&gt; &gt; give this here a try. So please fix.<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt;&gt;&gt; &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are<br>
    &gt; &gt;&gt;&gt; below. The new version is 3214643.<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt; -Eric<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt; -------------------------------<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Fixed some random client crashes related to memory exhaustion for<br>
    &gt; &gt;&gt;&gt; Mac clients<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament<br>
    &gt; &gt;&gt;&gt; medals<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Added the ability to restore festivized weapons via the context<br>
    &gt; &gt;&gt;&gt; menu<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally<br>
    &gt; &gt;&gt;&gt; have pink textures when played on servers using sv_pure<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Fixed objective names in deathnotice HUD using white text when the<br>
    &gt; &gt;&gt;&gt; local player was involved<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching<br>
    &gt; &gt;&gt;&gt; away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy<br>
    &gt; &gt;&gt;&gt; Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The<br>
    &gt; &gt;&gt;&gt; Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by the<br>
    &gt; &gt;&gt;&gt; Scout and added a new paint style<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return 20<br>
    &gt; &gt;&gt;&gt; health to the Pyro<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown<br>
    &gt; &gt;&gt;&gt; reduction when used to extinguish a burning teammate.<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated the server log entry for kick votes to include the ID of<br>
    &gt; &gt;&gt;&gt; the vote initiator<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    &gt; &gt;&gt;&gt; &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce<br>
    &gt; &gt;&gt;&gt; spam angles<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last<br>
    &gt; &gt;&gt;&gt; spawn<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s side<br>
    &gt; &gt;&gt;&gt; of choke<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low flank to<br>
    &gt; &gt;&gt;&gt; make it more obvious<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added some logic to prevent players getting stuck when RED&#39;s<br>
    &gt; &gt;&gt;&gt; first spawn closes<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Changed how RED spawn moves players to their last spawn when<br>
    &gt; &gt;&gt;&gt; 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart approaches<br>
    &gt; &gt;&gt;&gt; 2nd instead of after capture<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed spot on last ramp that would keep the cart from rolling<br>
    &gt; &gt;&gt;&gt; back<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt;&gt;&gt; &gt; &gt;     - Added map menu photos<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; &gt; _______________________________________________<br>
    &gt; &gt;&gt;&gt; &gt; &gt; To unsubscribe, edit your list preferences, or view the list<br>
    &gt; &gt;&gt;&gt; archives, please visit:<br>
    &gt; &gt;&gt;&gt; &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; _______________________________________________<br>
    &gt; &gt;&gt;&gt; &gt; <br>
    &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt;&gt;&gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt; _______________________________________________<br>
    &gt; &gt;&gt;&gt; &gt; <br>
    &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt;&gt;&gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt;&gt;&gt;<br>
    &gt; &gt;&gt;&gt; _______________________________________________<br>
    &gt; &gt;&gt;&gt; <br>
    &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt;&gt;&gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;&gt;&gt;<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt; --<br>
    &gt; &gt;&gt; *Matthew (Rowedahelicon) Robinson*<br>
    &gt; &gt;&gt; Web Designer / Artist / Writer<br>
    &gt; &gt;&gt; Website - <a href=http://www.rowedahelicon.com/ rel=noreferrer target=_blank>http://www.rowedahelicon.com/</a><br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt; _______________________________________________<br>
    &gt; &gt;&gt; <br>
    &gt; &gt;&gt; please visit:<br>
    &gt; &gt;&gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;&gt;<br>
    &gt; &gt;&gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; please visit:<br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; --<br>
    &gt; *Matthew (Rowedahelicon) Robinson*<br>
    &gt; Web Designer / Artist / Writer<br>
    &gt; Website - <a href=http://www.rowedahelicon.com/ rel=noreferrer target=_blank>http://www.rowedahelicon.com/</a><br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </div></div></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a11375f3ed8870c0528ee7086--


     
  20. ED-E

    ED-E Guest

    Thanks for the update, Eric. How is the Gift Wrap issue doing?

    ----- Original Message -----
    From: Eric Smith <erics@valvesoftware.com>
    To: hlds@.com <hlds@.com>, hlds_linux@.com <hlds_linux@.com>, hlds_announce@.com <hlds_announce@.com>
    Date: Tue, 12 Jan 2016 21:52:06 +0000
    Subject: [hlds] Mandatory Team Fortress 2 update released

    > Weve released a mandatory update for TF2. The update notes are below. The new version is 3220766.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Added more postcards for the Tough Break contracts
    > - Fixed some of the partner taunts not properly hiding the weapons
    > - Fixed the scrollbar overlapping the ping column in the scoreboard when mouse input is enabled
    > - Updated the model/materials for The Gaelic Garb and A Well Wrapped Hat
    >
    >
    > _______________________________________________
    >
    > https://i3d.net
    >

    _______________________________________________

    https://i3d.net
     
  21. --001a1140042a80af4c052a134410
    Content-Type: text/plain; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    Hello everyone,

    IMO, the best way to keep passwords safe, are to have different, random
    passwords. To be honest, for a human memory, its impossible to remember
    all your passwords using this method. To achieve this, you can use tools
    like KeePass. Your problematic became not how my password is secured but
    how can I access to my password, safely, from any point of the world.
    To do that, Im using a VPS server, dedicated to this, hosted in a place I
    trust (not in my country, and well known for there security). As it is
    dedicated to this specific usage, I can have a very strict security policy,
    using the firewall options of my hoster.

    Dont forget to activate dual authentication when available etc etc.

    My 2 cents.
    Vivien

    Le ven. 15 janv. 2016 20:00, Adam Walker <me@adam-walker.me.uk> a crit :

    > Personally, if you cant be bothered to check the links you click (given
    > that Steam says YOURE LEAVING STEAM for all non-official links now) then
    > Steam Support really should refuse to help you. Youve failed to secure
    > your account.
    >
    > On the flip side, Steam Support should educate users who are hacked in
    > proper security manners. First time, they should assist you and try to
    > recover as much as they can. Thereafter, if you cant see what went wrong
    > then youre on your own.
    >
    > Im not saying that the link warning is a bad idea, Im saying the
    > security should be ample that a normal user can use it without it
    > interfering with everyday use and be secure. It should not be designed for
    > the very lowest denominator in such a way that it becomes a hand-holder:
    > Are you sure?, Are you REALLY sure?, Are you REALLY, REALLY sure?,
    > Are you ABSOLUTELY POSITIVELY REALLY, REALLY sure?, Okay, well, we dont
    > think you are, so we better be safe.
    >
    > If everyone took steps to ensure their password was strong, they didnt
    > repeat that password elsewhere and actually checked what they receive from
    > people in terms of links then Steam would be a much safer place.
    >
    > Tl;dr: Secure your password, secure your email (DONT USE THE SAME
    > PASSWORD), DONT click links from random users or suspicious links from
    > people you know, Use Steam Guard Mobile Authenticator to ensure people
    > cant log onto your account in the first place, Use common sense, Educate
    > your friends.
    >
    > Dont hold my hand because others cant use common sense.
    >
    > Thanks,
    > Adam
    >
    > Sent from my iPhone
    >
    > On 15 Jan 2016, at 18:19, Kyle Sanderson <kyle.leet@gmail.com> wrote:
    >
    > >> I wonder how much time gets wasted in total for the majority due these
    > security measurements for trading, so a small percentage can continue to
    > happily click every link they get.
    > > /me.
    > >
    > > Thanks,
    > > Kyle.
    > >
    > >> On Wed, Jan 13, 2016 at 5:00 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    > >> Gift Wraps have been secretly pulled from the store, the ones people
    > have do
    > >> not work anymore (due an update before Christmas). Rumor has it, it
     
  22. --001a1147a5c2c18718052a1e9cb1
    Content-Type: text/plain; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    Has there been any talk about hatgate recently?
    http://www.tf2tools.net/articles/hatgate It seems like blatant false
    advertising saying you can get cosmetic drops when you pay for TF2 but they
    havent dropped in a while

    On Sun, Jan 24, 2016 at 2:23 PM, Vivien FRENOT-MATHEVON <
    vivien.frenot@gmail.com> wrote:

    > Private cloud, cant control it. Not my kind of tool.
    >
    > Le dim. 24 janv. 2016 15:16, Nomaan Ahmad <n0man.zxc@gmail.com> a crit :
    >
    >> The safest password manager out there imo is the SpiderOaks Encryptr:
    >> https://spideroak.com/solutions/encryptr
    >>
    >>
    >> On 24 January 2016 at 12:05, Vivien FRENOT-MATHEVON <
    >> vivien.frenot@gmail.com> wrote:
    >>
    >>> Hello everyone,
    >>>
    >>> IMO, the best way to keep passwords safe, are to have different, random
    >>> passwords. To be honest, for a human memory, its impossible to remember
    >>> all your passwords using this method. To achieve this, you can use tools
    >>> like KeePass. Your problematic became not how my password is secured but
    >>> how can I access to my password, safely, from any point of the world.
    >>> To do that, Im using a VPS server, dedicated to this, hosted in a place
    >>> I trust (not in my country, and well known for there security). As it is
    >>> dedicated to this specific usage, I can have a very strict security policy,
    >>> using the firewall options of my hoster.
    >>>
    >>> Dont forget to activate dual authentication when available etc etc.
    >>>
    >>> My 2 cents.
    >>> Vivien
    >>>
    >>> Le ven. 15 janv. 2016 20:00, Adam Walker <me@adam-walker.me.uk> a
    >>> crit :
    >>>
    >>>> Personally, if you cant be bothered to check the links you click
    >>>> (given that Steam says YOURE LEAVING STEAM for all non-official links
    >>>> now) then Steam Support really should refuse to help you. Youve failed to
    >>>> secure your account.
    >>>>
    >>>> On the flip side, Steam Support should educate users who are hacked in
    >>>> proper security manners. First time, they should assist you and try to
    >>>> recover as much as they can. Thereafter, if you cant see what went wrong
    >>>> then youre on your own.
    >>>>
    >>>> Im not saying that the link warning is a bad idea, Im saying the
    >>>> security should be ample that a normal user can use it without it
    >>>> interfering with everyday use and be secure. It should not be designed for
    >>>> the very lowest denominator in such a way that it becomes a hand-holder:
    >>>> Are you sure?, Are you REALLY sure?, Are you REALLY, REALLY sure?,
    >>>> Are you ABSOLUTELY POSITIVELY REALLY, REALLY sure?, Okay, well, we dont
    >>>> think you are, so we better be safe.
    >>>>
    >>>> If everyone took steps to ensure their password was strong, they didnt
    >>>> repeat that password elsewhere and actually checked what they receive from
    >>>> people in terms of links then Steam would be a much safer place.
    >>>>
    >>>> Tl;dr: Secure your password, secure your email (DONT USE THE SAME
    >>>> PASSWORD), DONT click links from random users or suspicious links from
    >>>> people you know, Use Steam Guard Mobile Authenticator to ensure people
    >>>> cant log onto your account in the first place, Use common sense, Educate
    >>>> your friends.
    >>>>
    >>>> Dont hold my hand because others cant use common sense.
    >>>>
    >>>> Thanks,
    >>>> Adam
    >>>>
    >>>> Sent from my iPhone
    >>>>
    >>>> On 15 Jan 2016, at 18:19, Kyle Sanderson <kyle.leet@gmail.com> wrote:
    >>>>
    >>>> >> I wonder how much time gets wasted in total for the majority due
    >>>> these security measurements for trading, so a small percentage can continue
    >>>> to happily click every link they get.
    >>>> > /me.
    >>>> >
    >>>> > Thanks,
    >>>> > Kyle.
    >>>> >
    >>>> >> On Wed, Jan 13, 2016 at 5:00 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >>>> >> Gift Wraps have been secretly pulled from the store, the ones people
    >>>> have do
    >>>> >> not work anymore (due an update before Christmas). Rumor has it, it
     
  23. --001a114a6b7cabf95a0528edfd76
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    When this works he says

    Still, it would have been nice to get a nice little message telling
    everyone, theyll tell us that the hats have stopped dropping eventually,
    right?

    On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:

    > Thanks man, that makes sense, i have seen they removed it from the store
    > too. Communication with the customers leaves a lot to be desired by Valve
    > though.
    >
    > I wanted to surprise my staff of my community with items (worth 2 keys
    > each) last year, special name/description tagged and in the end gift
    > wrapped. I pushed it from christmas to new year (for other reasons though)
    > and now im still having them in my inventory, in hopes this would be fixed
    > soon. Well I guess once this works again, Ill go with Hey guys, random
    > surprise for no reason other than you are awesome! :)
    >
    > ----- Original Message -----
    > From: uasmatrix <uasmatrix@aim.com>
    > To: hlds@.com
    > Date: Sat, 9 Jan 2016 10:20:05 -0500
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > > Supposedly its not really broken, but Valve disabled it for the time
    > being due to the fact that people could bypass their Escrow / confirmation
    > bullshit with it.
    > >
    > > Basically if someone had their account taken, then the hijacker could
    > gift away the persons items to some alt, and there would be no issue with
    > having to confirm anything since its a gift.
    > > Plus, since you can remove gift text now, it wouldnt even devalue
    > anything in the eyes of the hijacker or anyone else.
    > >
    > > I dont know how true that is, but there was some discussion about it
    > here:
    > >
    > >
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > >
    > >
    > > In that thread theres a link to some Reddit post where some guy
    > apparently had the above happen to him.
    > >
    > >
    > >
    > >
    > >
    > >
    > >
    > > -----Original Message-----
    > > From: ED-E <ed-e_forum@wobre.com>
    > > To: Half-Life dedicated Win32 server mailing list <
    > hlds@.com>
    > > Sent: Fri, Jan 8, 2016 1:26 pm
    > > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > >
    > > Gift Wraps are broken since Tough Break update.
    > >
    > > You cannot wrap items anymore (this is tested by multiple people), you
    > > hear the sound, your see the counter going down, but thats about it.
    > > I tried to inform last year via TF Team contact from the website,
    > > support ticket and in the TF2 forum (where already were couple of
    > > threads), but after seeing this patch it seems to be ignored, thus I
    > > give this here a try. So please fix.
    > >
    > > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > > Weve released a mandatory update for TF2. The update notes are below.
    > The new version is 3214643.
    > > >
    > > > -Eric
    > > >
    > > > -------------------------------
    > > >
    > > > - Fixed some random client crashes related to memory exhaustion for
    > Mac clients
    > > > - Significantly reduced memory usage on Mac and Linux clients
    > > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament
    > medals
    > > > - Added the ability to restore festivized weapons via the context menu
    > > > - Fixed an issue causing maps with packed assets to occasionally have
    > pink textures when played on servers using sv_pure
    > > > - Fixed the Australium Minigun and Scattergun materials
    > > > - Fixed objective names in deathnotice HUD using white text when the
    > local player was involved
    > > > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching
    > away from the Medi Gun and back while the charge is draining
    > > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    > Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    > Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > > > - Updated The Frenchmans Formals so it can also be equipped by the
    > Scout and added a new paint style
    > > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > > > - Updated the Man Melter so extinguishing a teammate will return 20
    > health to the Pyro
    > > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    > reduction when used to extinguish a burning teammate.
    > > > - Updated the server log entry for kick votes to include the ID of the
    > vote initiator
    > > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > > > - Updated pl_snowycoast
    > > > - Fixed several unintended perches
    > > > - Fixed being able to damage through the setup gates
    > > > - Added some fences & cover inside BLUs first spawn to reduce
    > spam angles
    > > > - Added an extra resupply in BLUs first spawn and REDs last spawn
    > > > - Moved medium health kit at 1st point back towards BLUs side of
    > choke
    > > > - Changed collision on large railings to allow projectiles
    > > > - Added some cover to the sentry platform inside last
    > > > - Adjusted lighting/detailing at stair to 2nd point low flank to
    > make it more obvious
    > > > - Quonset hut sniper deck raised
    > > > - Spawn locations in REDs first moved further from the door
    > > > - Added windows to main entrance of REDs first spawn
    > > > - Adjusted the narrow fence near RED spawn
    > > > - Prevented building teleporters at the edge of spawn doors
    > > > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > > > - Added some logic to prevent players getting stuck when REDs
    > first spawn closes
    > > > - Changed how RED spawn moves players to their last spawn when 2nd
    > is capped (no longer slays & respawns)
    > > > - Replaced dump truck in kennels with crates
    > > > - Door near REDs first spawn now opens as the cart approaches 2nd
    > instead of after capture
    > > > - Switched main exit and window on REDs last spawn
    > > > - Adjusted placement of health and ammo near REDs last spawn
    > > > - Fixed various floating props
    > > > - Fixed some texture alignment issues in the tunnels
    > > > - Fixed spot on last ramp that would keep the cart from rolling
    > back
    > > > - Fixed some smoothing/geometry problems on crates at last
    > > > - Reduced size of kill zone on falling crates during finale
    > > > - Added map menu photos
    > > >
    > > >
    > > >
    > > > _______________________________________________
    > > >
    > please visit:
    > > > https://i3d.net
    > > >
    > >
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    > >
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    > >
    > >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >



    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

    --001a114a6b7cabf95a0528edfd76
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr><div>When this works he says<br><br></div>Still, it would have been nice to get a nice little message telling everyone, they&#39;ll tell us that the hats have stopped dropping eventually, right?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 11:47 AM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Thanks man, that makes sense, i have seen they removed it from the store too. Communication with the customers leaves a lot to be desired by Valve though.<br>
    <br>
    I wanted to surprise my staff of my community with items (worth 2 keys each) last year, special name/description tagged and in the end gift wrapped. I pushed it from christmas to new year (for other reasons though) and now i&#39;m still having them in my inventory, in hopes this would be fixed soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys, random surprise for no reason other than you are awesome!&quot; :)<br>
    <br>
    ----- Original Message -----<br>
    From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com>uasmatrix@aim.com</a>&gt;<br>
    To: <a href=mailto:hlds@.com>hlds@.com</a><br>
    Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.<br>
    &gt;<br>
    &gt; Basically if someone had their account taken, then the hijacker could gift away the person&#39;s items to some alt, and there would be no issue with having to confirm anything since it&#39;s a gift.<br>
    &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue anything in the eyes of the hijacker or anyone else.<br>
    &gt;<br>
    &gt; I don&#39;t know how true that is, but there was some discussion about it here:<br>
    &gt;<br>
    &gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt;<br>
    &gt;<br>
    &gt; In that thread there&#39;s a link to some Reddit post where some guy apparently had the above happen to him.<br>
    <div class=HOEnZb><div class=h5>&gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; -----Original Message-----<br>
    &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt;<br>
    &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt;<br>
    &gt; You cannot wrap items anymore (this is tested by multiple people), you<br>
    &gt; hear the sound, your see the counter going down, but that&#39;s about it.<br>
    &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; threads), but after seeing this patch it seems to be ignored, thus I<br>
    &gt; give this here a try. So please fix.<br>
    &gt;<br>
    &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>
    &gt; &gt;<br>
    &gt; &gt; -Eric<br>
    &gt; &gt;<br>
    &gt; &gt; -------------------------------<br>
    &gt; &gt;<br>
    &gt; &gt; - Fixed some random client crashes related to memory exhaustion for Mac clients<br>
    &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>
    &gt; &gt; - Added the ability to restore festivized weapons via the context menu<br>
    &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>
    &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt; - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>
    &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by the Scout and added a new paint style<br>
    &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>
    &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>
    &gt; &gt; - Updated the server log entry for kick votes to include the ID of the vote initiator<br>
    &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce spam angles<br>
    &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last spawn<br>
    &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s side of choke<br>
    &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>
    &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
    &gt; &gt;     - Added some logic to prevent players getting stuck when RED&#39;s first spawn closes<br>
    &gt; &gt;     - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart approaches 2nd instead of after capture<br>
    &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt;     - Fixed spot on last ramp that would keep the cart from rolling back<br>
    &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt;     - Added map menu photos<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </div></div></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a114a6b7cabf95a0528edfd76--


     
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    It used to be very large, but after they kept messing with the games
    optimization / balance it kept pushing players away. The fact that Valves
    quickplay servers are so awful (No moderation, communication, hacker
    play-ground and a low skill ceiling) has stopped a lot of new players from
    coming in, they simply dont learn the full extent of the game or get so
    frustrated they leave before they get a good chance.

    Valve has made little to no effort in actually teaching anyone how to play
    TF2, at least pre-quickplay you could eventually find a friendly community
    to learn with, but thats not the same anymore. Oh also taunts!

    I also want a TF2 on Source 2, I feel if they want TF2 to live that is the
    only logical next step. I understand that a game of this size has the
    problems it does because the code is so messy and buggy that it has to be
    hard to work with. They cant do any updates anymore without breaking
    something else in the process. But if you want a competitive scene to
    happen, you need to make the game run decently.

    Lately (as of the tough break update) the biggest complaint I hear on my
    servers are complaints of FPS problems, stuttering, and other optimization
    issues. Its one thing if your computer is a decade old but a lot of these
    people and myself have very powerful rigs.

    On Sat, Jan 9, 2016 at 6:33 PM, ED-E <ED-E_Forum@wobre.com> wrote:

    > Isnt the TF2 competive scene relativly small? Are there really a lot of
    > people prefer playing and training competivie for TF2 as opposed to other
    > games like CS:Go for example? Propably a lot of competitive players will
    > wait and jump onto Overwatch as opposed back into TF2. I still think the
    > competitive thing should put into a Source 2 Re-Release of TF2 as opposed a
    > single line mentioned in an update below some new weapons skins and hats.
    >
    > Even though I heard there are no plans for it, I still like to see a TF2
    > reloaded with the Source 2 engine. Especially since next year its TF2 10
    > year anniversary. Revisiting and modernising some of the gamemodes, let the
    > community remake some of the popular maps, it wouldnt hurt if cp_warpath
    > gets a comesback too ;) I also would love to see a 100 vs 10 Mann vs.
    > Machine mode for a TF: Source 2. But I guess next year even Valve will
    > propably forget about it or everyone gets a free secret saxton or something.
    >
    > ----- Original Message -----
    > From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    > To: Half-Life dedicated Win32 server mailing list <
    > hlds@.com>
    > Date: Sat, 9 Jan 2016 17:44:04 -0500
    > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >
    > > I guess Source 2 is a good point, see where it goes and what-not. As for
    > > TF2, I feel TF2 is still somewhat profitable but it can be a lot more
    > > profitable if they treated it better than it is. Im sure competitive
    > mode
    > > will give a little bit of life back into it but I have a list of concerns
    > > that I know will fall on deaf ears anyway.
    > >
    > > On Sat, Jan 9, 2016 at 5:41 PM, ED-E <ED-E_Forum@wobre.com> wrote:
    > >
    > > > I guess we all can agree on that Valve doesnt need the games to stay
    > > > afloat, even the ones they still support.
    > > >
    > > > I hate how community servers get treaded in TF2, but I still admire
    > that
    > > > someone at Valve (Eric or whoever is in charge) still raises the hand
    > to do
    > > > something with it after all the years. I dont know how profitable TF2
    > > > still is comperable to CS:GO or Dota2 though, but again, I doubt its
    > > > business critical to Valve.
    > > >
    > > > ----- Original Message -----
    > > > From: Rowedahelicon <theoneandonly@rowedahelicon.com>
    > > > To: Half-Life dedicated Win32 server mailing list <
    > > > hlds@.com>
    > > > Date: Sat, 9 Jan 2016 17:33:47 -0500
    > > > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > >
    > > > > My question is when is it time to declare Valve one of Those
    > companies?
    > > > > With Marc leaving after all this time it basically says they Half
    > Life is
    > > > > either written or just never going to progress anymore. Valve doesnt
    > > > have
    > > > > the drive or energy to make games anymore, they only profit from the
    > few
    > > > > theyve made and spend the rest of their time making business
    > decisions.
    > > > >
    > > > > I mean, there is the upcoming Vive of course but will that really be
    > > > > anything redeeming? How have those Steam machines and Steam OS been
    > > > doing?
    > > > >
    > > > > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com
    > >
    > > > wrote:
    > > > >
    > > > > > Looks like nobody may be working on HL franchise any more (with
    > Marc
    > > > > > Laidlaw leaving). Just hope the multiplayer stuff stays working
    > for a
    > > > few
    > > > > > more years.
    > > > > >
    > > > > > On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    > > > > > theoneandonly@rowedahelicon.com> wrote:
    > > > > >
    > > > > >> When this works he says
    > > > > >>
    > > > > >> Still, it would have been nice to get a nice little message
    > telling
    > > > > >> everyone, theyll tell us that the hats have stopped dropping
    > > > eventually,
    > > > > >> right?
    > > > > >>
    > > > > >> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com>
    > wrote:
    > > > > >>
    > > > > >>> Thanks man, that makes sense, i have seen they removed it from
    > the
    > > > store
    > > > > >>> too. Communication with the customers leaves a lot to be desired
    > by
    > > > Valve
    > > > > >>> though.
    > > > > >>>
    > > > > >>> I wanted to surprise my staff of my community with items (worth
    > 2
    > > > keys
    > > > > >>> each) last year, special name/description tagged and in the end
    > gift
    > > > > >>> wrapped. I pushed it from christmas to new year (for other
    > reasons
    > > > though)
    > > > > >>> and now im still having them in my inventory, in hopes this
    > would
    > > > be fixed
    > > > > >>> soon. Well I guess once this works again, Ill go with Hey guys,
    > > > random
    > > > > >>> surprise for no reason other than you are awesome! :)
    > > > > >>>
    > > > > >>> ----- Original Message -----
    > > > > >>> From: uasmatrix <uasmatrix@aim.com>
    > > > > >>> To: hlds@.com
    > > > > >>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    > > > > >>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > > > >>>
    > > > > >>> > Supposedly its not really broken, but Valve disabled it for
    > the
    > > > time
    > > > > >>> being due to the fact that people could bypass their Escrow /
    > > > confirmation
    > > > > >>> bullshit with it.
    > > > > >>> >
    > > > > >>> > Basically if someone had their account taken, then the hijacker
    > > > could
    > > > > >>> gift away the persons items to some alt, and there would be no
    > > > issue with
    > > > > >>> having to confirm anything since its a gift.
    > > > > >>> > Plus, since you can remove gift text now, it wouldnt even
    > devalue
    > > > > >>> anything in the eyes of the hijacker or anyone else.
    > > > > >>> >
    > > > > >>> > I dont know how true that is, but there was some discussion
    > about
    > > > it
    > > > > >>> here:
    > > > > >>> >
    > > > > >>> >
    > > > > >>>
    > > >
    > http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > In that thread theres a link to some Reddit post where some
    > guy
    > > > > >>> apparently had the above happen to him.
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > -----Original Message-----
    > > > > >>> > From: ED-E <ed-e_forum@wobre.com>
    > > > > >>> > To: Half-Life dedicated Win32 server mailing list <
    > > > > >>> hlds@.com>
    > > > > >>> > Sent: Fri, Jan 8, 2016 1:26 pm
    > > > > >>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    > > > > >>> >
    > > > > >>> > Gift Wraps are broken since Tough Break update.
    > > > > >>> >
    > > > > >>> > You cannot wrap items anymore (this is tested by multiple
    > people),
    > > > you
    > > > > >>> > hear the sound, your see the counter going down, but thats
    > about
    > > > it.
    > > > > >>> > I tried to inform last year via TF Team contact from the
    > website,
    > > > > >>> > support ticket and in the TF2 forum (where already were couple
    > of
    > > > > >>> > threads), but after seeing this patch it seems to be ignored,
    > thus
    > > > I
    > > > > >>> > give this here a try. So please fix.
    > > > > >>> >
    > > > > >>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    > > > > >>> > > Weve released a mandatory update for TF2. The update notes
    > are
    > > > > >>> below. The new version is 3214643.
    > > > > >>> > >
    > > > > >>> > > -Eric
    > > > > >>> > >
    > > > > >>> > > -------------------------------
    > > > > >>> > >
    > > > > >>> > > - Fixed some random client crashes related to memory
    > exhaustion
    > > > for
    > > > > >>> Mac clients
    > > > > >>> > > - Significantly reduced memory usage on Mac and Linux clients
    > > > > >>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3
    > > > tournament
    > > > > >>> medals
    > > > > >>> > > - Added the ability to restore festivized weapons via the
    > context
    > > > > >>> menu
    > > > > >>> > > - Fixed an issue causing maps with packed assets to
    > occasionally
    > > > > >>> have pink textures when played on servers using sv_pure
    > > > > >>> > > - Fixed the Australium Minigun and Scattergun materials
    > > > > >>> > > - Fixed objective names in deathnotice HUD using white text
    > when
    > > > the
    > > > > >>> local player was involved
    > > > > >>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after
    > > > switching
    > > > > >>> away from the Medi Gun and back while the charge is draining
    > > > > >>> > > - Updated the model/materials for The Bolted Birdcage, The
    > > > Scrumpy
    > > > > >>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No
    > Name,
    > > > The
    > > > > >>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint
    > style)
    > > > > >>> > > - Updated The Frenchmans Formals so it can also be equipped
    > by
    > > > the
    > > > > >>> Scout and added a new paint style
    > > > > >>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    > > > > >>> > > - Updated the Man Melter so extinguishing a teammate will
    > return
    > > > 20
    > > > > >>> health to the Pyro
    > > > > >>> > > - Updated Mad Milk and Mutated Milk so both grant a 20%
    > cooldown
    > > > > >>> reduction when used to extinguish a burning teammate.
    > > > > >>> > > - Updated the server log entry for kick votes to include the
    > ID
    > > > of
    > > > > >>> the vote initiator
    > > > > >>> > > - Updated cp_vanguard to fix an exploit related to spawn room
    > > > doors
    > > > > >>> > > - Updated pl_snowycoast
    > > > > >>> > > - Fixed several unintended perches
    > > > > >>> > > - Fixed being able to damage through the setup gates
    > > > > >>> > > - Added some fences & cover inside BLUs first spawn to
    > > > reduce
    > > > > >>> spam angles
    > > > > >>> > > - Added an extra resupply in BLUs first spawn and REDs
    > last
    > > > > >>> spawn
    > > > > >>> > > - Moved medium health kit at 1st point back towards BLUs
    > > > side
    > > > > >>> of choke
    > > > > >>> > > - Changed collision on large railings to allow
    > projectiles
    > > > > >>> > > - Added some cover to the sentry platform inside last
    > > > > >>> > > - Adjusted lighting/detailing at stair to 2nd point low
    > > > flank to
    > > > > >>> make it more obvious
    > > > > >>> > > - Quonset hut sniper deck raised
    > > > > >>> > > - Spawn locations in REDs first moved further from the
    > door
    > > > > >>> > > - Added windows to main entrance of REDs first spawn
    > > > > >>> > > - Adjusted the narrow fence near RED spawn
    > > > > >>> > > - Prevented building teleporters at the edge of spawn
    > doors
    > > > > >>> > > - Fixed an exploit related to BLUs 2nd forward spawns
    > > > entrances
    > > > > >>> > > - Added some logic to prevent players getting stuck when
    > > > REDs
    > > > > >>> first spawn closes
    > > > > >>> > > - Changed how RED spawn moves players to their last spawn
    > > > when
    > > > > >>> 2nd is capped (no longer slays & respawns)
    > > > > >>> > > - Replaced dump truck in kennels with crates
    > > > > >>> > > - Door near REDs first spawn now opens as the cart
    > > > approaches
    > > > > >>> 2nd instead of after capture
    > > > > >>> > > - Switched main exit and window on REDs last spawn
    > > > > >>> > > - Adjusted placement of health and ammo near REDs last
    > spawn
    > > > > >>> > > - Fixed various floating props
    > > > > >>> > > - Fixed some texture alignment issues in the tunnels
    > > > > >>> > > - Fixed spot on last ramp that would keep the cart from
    > > > rolling
    > > > > >>> back
    > > > > >>> > > - Fixed some smoothing/geometry problems on crates at
    > last
    > > > > >>> > > - Reduced size of kill zone on falling crates during
    > finale
    > > > > >>> > > - Added map menu photos
    > > > > >>> > >
    > > > > >>> > >
    > > > > >>> > >
    > > > > >>> > > _______________________________________________
    > > > > >>> > > To unsubscribe, edit your list preferences, or view the list
    > > > > >>> archives, please visit:
    > > > > >>> > > https://i3d.net
    > > > > >>> > >
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > _______________________________________________
    > > > > >>> > To unsubscribe, edit your list preferences, or view the list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> > https://i3d.net
    > > > > >>> >
    > > > > >>> >
    > > > > >>> > _______________________________________________
    > > > > >>> > To unsubscribe, edit your list preferences, or view the list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> > https://i3d.net
    > > > > >>> >
    > > > > >>> >
    > > > > >>>
    > > > > >>> _______________________________________________
    > > > > >>> To unsubscribe, edit your list preferences, or view the list
    > > > archives,
    > > > > >>> please visit:
    > > > > >>> https://i3d.net
    > > > > >>>
    > > > > >>
    > > > > >>
    > > > > >>
    > > > > >> --
    > > > > >> *Matthew (Rowedahelicon) Robinson*
    > > > > >> Web Designer / Artist / Writer
    > > > > >> Website - http://www.rowedahelicon.com/
    > > > > >>
    > > > > >> _______________________________________________
    > > > > >> To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > > > >> please visit:
    > > > > >> https://i3d.net
    > > > > >>
    > > > > >>
    > > > > >
    > > > > > _______________________________________________
    > > > > > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > > > > please visit:
    > > > > > https://i3d.net
    > > > > >
    > > > > >
    > > > >
    > > > >
    > > > > --
    > > > > *Matthew (Rowedahelicon) Robinson*
    > > > > Web Designer / Artist / Writer
    > > > > Website - http://www.rowedahelicon.com/
    > > > >
    > > > > _______________________________________________
    > > > > To unsubscribe, edit your list preferences, or view the list
    > archives,
    > > > please visit:
    > > > > https://i3d.net
    > > > >
    > > > >
    > > >
    > > > _______________________________________________
    > > >
    > > > please visit:
    > > > https://i3d.net
    > > >
    > >
    > >
    > >
    > > --
    > > *Matthew (Rowedahelicon) Robinson*
    > > Web Designer / Artist / Writer
    > > Website - http://www.rowedahelicon.com/
    > >
    > > _______________________________________________
    > >
    > please visit:
    > > https://i3d.net
    > >
    > >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >



    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

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    <div dir=ltr><div><div><div>It used to be very large, but after they kept messing with the game&#39;s optimization / balance it kept pushing players away. The fact that Valve&#39;s quickplay servers are so awful (No moderation, communication, hacker play-ground and a low skill ceiling) has stopped a lot of new players from coming in, they simply don&#39;t learn the full extent of the game or get so frustrated they leave before they get a good chance.<br><br></div>Valve has made little to no effort in actually teaching anyone how to play TF2, at least pre-quickplay you could eventually find a friendly community to learn with, but that&#39;s not the same anymore. Oh also taunts! <br><br></div>I also want a TF2 on Source 2, I feel if they want TF2 to live that is the only logical next step. I understand that a game of this size has the problems it does because the code is so messy and buggy that it has to be hard to work with. They can&#39;t do any updates anymore without breaking something else in the process. But if you want a competitive scene to happen, you need to make the game run decently. <br><br></div>Lately (as of the tough break update) the biggest complaint I hear on my servers are complaints of FPS problems, stuttering, and other optimization issues. It&#39;s one thing if your computer is a decade old but a lot of these people and myself have very powerful rigs. <br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 6:33 PM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Isn&#39;t the TF2 competive scene relativly small? Are there really a lot of people prefer playing and training competivie for TF2 as opposed to other games like CS:Go for example? Propably a lot of competitive players will wait and jump onto Overwatch as opposed back into TF2. I still think the competitive thing should put into a Source 2 Re-Release of TF2 as opposed a single line mentioned in an update below some new weapons skins and hats.<br>
    <br>
    Even though I heard there are no plans for it, I still like to see a TF2 reloaded with the Source 2 engine. Especially since next year its TF2 10 year anniversary. Revisiting and modernising some of the gamemodes, let the community remake some of the popular maps, it wouldn&#39;t hurt if cp_warpath gets a comesback too ;) I also would love to see a &quot;100 vs 10 Mann vs. Machine&quot; mode for a TF: Source 2. But I guess next year even Valve will propably forget about it or everyone gets a free secret saxton or something.<br>
    <span class=im HOEnZb><br>
    ----- Original Message -----<br>
    From: Rowedahelicon &lt;<a href=mailto:theoneandonly@rowedahelicon.com>theoneandonly@rowedahelicon.com</a>&gt;<br>
    To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    </span><div class=HOEnZb><div class=h5>Date: Sat, 9 Jan 2016 17:44:04 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; I guess Source 2 is a good point, see where it goes and what-not. As for<br>
    &gt; TF2, I feel TF2 is still somewhat profitable but it can be a lot more<br>
    &gt; profitable if they treated it better than it is. I&#39;m sure competitive mode<br>
    &gt; will give a little bit of life back into it but I have a list of concerns<br>
    &gt; that I know will fall on deaf ears anyway.<br>
    &gt;<br>
    &gt; On Sat, Jan 9, 2016 at 5:41 PM, ED-E &lt;<a href=mailto:ED-E_Forum@wobre.com>ED-E_Forum@wobre.com</a>&gt; wrote:<br>
    &gt;<br>
    &gt; &gt; I guess we all can agree on that Valve doesn&#39;t need the games to stay<br>
    &gt; &gt; afloat, even the ones they still support.<br>
    &gt; &gt;<br>
    &gt; &gt; I hate how community servers get treaded in TF2, but I still admire that<br>
    &gt; &gt; someone at Valve (Eric or whoever is in charge) still raises the hand to do<br>
    &gt; &gt; something with it after all the years. I don&#39;t know how profitable TF2<br>
    &gt; &gt; still is comperable to CS:GO or Dota2 though, but again, I doubt it&#39;s<br>
    &gt; &gt; business critical to Valve.<br>
    &gt; &gt;<br>
    &gt; &gt; ----- Original Message -----<br>
    &gt; &gt; From: Rowedahelicon &lt;<a href=mailto:theoneandonly@rowedahelicon.com>theoneandonly@rowedahelicon.com</a>&gt;<br>
    &gt; &gt; To: Half-Life dedicated Win32 server mailing list &lt;<br>
    &gt; &gt; <a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    &gt; &gt; Date: Sat, 9 Jan 2016 17:33:47 -0500<br>
    &gt; &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt; &gt;<br>
    &gt; &gt; &gt; My question is when is it time to declare Valve one of &quot;Those&quot; companies?<br>
    &gt; &gt; &gt; With Marc leaving after all this time it basically says they Half Life is<br>
    &gt; &gt; &gt; either written or just never going to progress anymore. Valve doesn&#39;t<br>
    &gt; &gt; have<br>
    &gt; &gt; &gt; the drive or energy to make games anymore, they only profit from the few<br>
    &gt; &gt; &gt; they&#39;ve made and spend the rest of their time making business decisions.<br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt; I mean, there is the upcoming Vive of course but will that really be<br>
    &gt; &gt; &gt; anything redeeming? How have those Steam machines and Steam OS been<br>
    &gt; &gt; doing?<br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt; On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair &lt;<a href=mailto:weasel@weaselslair.com>weasel@weaselslair.com</a>&gt;<br>
    &gt; &gt; wrote:<br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt; Looks like nobody may be working on HL franchise any more (with Marc<br>
    &gt; &gt; &gt; &gt; Laidlaw leaving).  Just hope the multiplayer stuff stays working for a<br>
    &gt; &gt; few<br>
    &gt; &gt; &gt; &gt; more years.<br>
    &gt; &gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt; On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon &lt;<br>
    &gt; &gt; &gt; &gt; <a href=mailto:theoneandonly@rowedahelicon.com>theoneandonly@rowedahelicon.com</a>&gt; wrote:<br>
    &gt; &gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt; When this works he says<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt; Still, it would have been nice to get a nice little message telling<br>
    &gt; &gt; &gt; &gt;&gt; everyone, they&#39;ll tell us that the hats have stopped dropping<br>
    &gt; &gt; eventually,<br>
    &gt; &gt; &gt; &gt;&gt; right?<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt; On Sat, Jan 9, 2016 at 11:47 AM, ED-E &lt;<a href=mailto:ED-E_Forum@wobre.com>ED-E_Forum@wobre.com</a>&gt; wrote:<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Thanks man, that makes sense, i have seen they removed it from the<br>
    &gt; &gt; store<br>
    &gt; &gt; &gt; &gt;&gt;&gt; too. Communication with the customers leaves a lot to be desired by<br>
    &gt; &gt; Valve<br>
    &gt; &gt; &gt; &gt;&gt;&gt; though.<br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; I wanted to surprise my staff of my community with items (worth 2<br>
    &gt; &gt; keys<br>
    &gt; &gt; &gt; &gt;&gt;&gt; each) last year, special name/description tagged and in the end gift<br>
    &gt; &gt; &gt; &gt;&gt;&gt; wrapped. I pushed it from christmas to new year (for other reasons<br>
    &gt; &gt; though)<br>
    &gt; &gt; &gt; &gt;&gt;&gt; and now i&#39;m still having them in my inventory, in hopes this would<br>
    &gt; &gt; be fixed<br>
    &gt; &gt; &gt; &gt;&gt;&gt; soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys,<br>
    &gt; &gt; random<br>
    &gt; &gt; &gt; &gt;&gt;&gt; surprise for no reason other than you are awesome!&quot; :)<br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; ----- Original Message -----<br>
    &gt; &gt; &gt; &gt;&gt;&gt; From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com>uasmatrix@aim.com</a>&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; To: <a href=mailto:hlds@.com>hlds@.com</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt; Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the<br>
    &gt; &gt; time<br>
    &gt; &gt; &gt; &gt;&gt;&gt; being due to the fact that people could bypass their Escrow /<br>
    &gt; &gt; confirmation<br>
    &gt; &gt; &gt; &gt;&gt;&gt; bullshit with it.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Basically if someone had their account taken, then the hijacker<br>
    &gt; &gt; could<br>
    &gt; &gt; &gt; &gt;&gt;&gt; gift away the person&#39;s items to some alt, and there would be no<br>
    &gt; &gt; issue with<br>
    &gt; &gt; &gt; &gt;&gt;&gt; having to confirm anything since it&#39;s a gift.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue<br>
    &gt; &gt; &gt; &gt;&gt;&gt; anything in the eyes of the hijacker or anyone else.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; I don&#39;t know how true that is, but there was some discussion about<br>
    &gt; &gt; it<br>
    &gt; &gt; &gt; &gt;&gt;&gt; here:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; In that thread there&#39;s a link to some Reddit post where some guy<br>
    &gt; &gt; &gt; &gt;&gt;&gt; apparently had the above happen to him.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; -----Original Message-----<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; To: Half-Life dedicated Win32 server mailing list &lt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; <a href=mailto:hlds@.com>hlds@.com</a>&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; You cannot wrap items anymore (this is tested by multiple people),<br>
    &gt; &gt; you<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; hear the sound, your see the counter going down, but that&#39;s about<br>
    &gt; &gt; it.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; threads), but after seeing this patch it seems to be ignored, thus<br>
    &gt; &gt; I<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; give this here a try. So please fix.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are<br>
    &gt; &gt; &gt; &gt;&gt;&gt; below. The new version is 3214643.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; -Eric<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; -------------------------------<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Fixed some random client crashes related to memory exhaustion<br>
    &gt; &gt; for<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Mac clients<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3<br>
    &gt; &gt; tournament<br>
    &gt; &gt; &gt; &gt;&gt;&gt; medals<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Added the ability to restore festivized weapons via the context<br>
    &gt; &gt; &gt; &gt;&gt;&gt; menu<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally<br>
    &gt; &gt; &gt; &gt;&gt;&gt; have pink textures when played on servers using sv_pure<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Fixed objective names in deathnotice HUD using white text when<br>
    &gt; &gt; the<br>
    &gt; &gt; &gt; &gt;&gt;&gt; local player was involved<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after<br>
    &gt; &gt; switching<br>
    &gt; &gt; &gt; &gt;&gt;&gt; away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The<br>
    &gt; &gt; Scrumpy<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name,<br>
    &gt; &gt; The<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by<br>
    &gt; &gt; the<br>
    &gt; &gt; &gt; &gt;&gt;&gt; Scout and added a new paint style<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return<br>
    &gt; &gt; 20<br>
    &gt; &gt; &gt; &gt;&gt;&gt; health to the Pyro<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown<br>
    &gt; &gt; &gt; &gt;&gt;&gt; reduction when used to extinguish a burning teammate.<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated the server log entry for kick votes to include the ID<br>
    &gt; &gt; of<br>
    &gt; &gt; &gt; &gt;&gt;&gt; the vote initiator<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room<br>
    &gt; &gt; doors<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to<br>
    &gt; &gt; reduce<br>
    &gt; &gt; &gt; &gt;&gt;&gt; spam angles<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last<br>
    &gt; &gt; &gt; &gt;&gt;&gt; spawn<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s<br>
    &gt; &gt; side<br>
    &gt; &gt; &gt; &gt;&gt;&gt; of choke<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low<br>
    &gt; &gt; flank to<br>
    &gt; &gt; &gt; &gt;&gt;&gt; make it more obvious<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s<br>
    &gt; &gt; entrances<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added some logic to prevent players getting stuck when<br>
    &gt; &gt; RED&#39;s<br>
    &gt; &gt; &gt; &gt;&gt;&gt; first spawn closes<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Changed how RED spawn moves players to their last spawn<br>
    &gt; &gt; when<br>
    &gt; &gt; &gt; &gt;&gt;&gt; 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart<br>
    &gt; &gt; approaches<br>
    &gt; &gt; &gt; &gt;&gt;&gt; 2nd instead of after capture<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed spot on last ramp that would keep the cart from<br>
    &gt; &gt; rolling<br>
    &gt; &gt; &gt; &gt;&gt;&gt; back<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;     - Added map menu photos<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; To unsubscribe, edit your list preferences, or view the list<br>
    &gt; &gt; &gt; &gt;&gt;&gt; archives, please visit:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; To unsubscribe, edit your list preferences, or view the list<br>
    &gt; &gt; archives,<br>
    &gt; &gt; &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; To unsubscribe, edit your list preferences, or view the list<br>
    &gt; &gt; archives,<br>
    &gt; &gt; &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; &gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;&gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt;&gt;&gt; To unsubscribe, edit your list preferences, or view the list<br>
    &gt; &gt; archives,<br>
    &gt; &gt; &gt; &gt;&gt;&gt; please visit:<br>
    &gt; &gt; &gt; &gt;&gt;&gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;&gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt; --<br>
    &gt; &gt; &gt; &gt;&gt; *Matthew (Rowedahelicon) Robinson*<br>
    &gt; &gt; &gt; &gt;&gt; Web Designer / Artist / Writer<br>
    &gt; &gt; &gt; &gt;&gt; Website - <a href=http://www.rowedahelicon.com/ rel=noreferrer target=_blank>http://www.rowedahelicon.com/</a><br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt;&gt; <br>
    &gt; &gt; &gt; &gt;&gt; please visit:<br>
    &gt; &gt; &gt; &gt;&gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;&gt;<br>
    &gt; &gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt; _______________________________________________<br>
    &gt; &gt; &gt; &gt; <br>
    &gt; &gt; &gt; &gt; please visit:<br>
    &gt; &gt; &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt; &gt;<br>
    &gt; &gt; &gt; &gt;<br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt; --<br>
    &gt; &gt; &gt; *Matthew (Rowedahelicon) Robinson*<br>
    &gt; &gt; &gt; Web Designer / Artist / Writer<br>
    &gt; &gt; &gt; Website - <a href=http://www.rowedahelicon.com/ rel=noreferrer target=_blank>http://www.rowedahelicon.com/</a><br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt; _______________________________________________<br>
    &gt; &gt; &gt; <br>
    &gt; &gt; please visit:<br>
    &gt; &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt; &gt;<br>
    &gt; &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; please visit:<br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; --<br>
    &gt; *Matthew (Rowedahelicon) Robinson*<br>
    &gt; Web Designer / Artist / Writer<br>
    &gt; Website - <a href=http://www.rowedahelicon.com/ rel=noreferrer target=_blank>http://www.rowedahelicon.com/</a><br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </div></div></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a11c12574a2d21b0528ef6883--


     
  25. ED-E

    ED-E Guest

    This is a multipart message in MIME format.

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    Gift Wraps have been secretly pulled from the store, the ones people have do not work anymore (due an update before Christmas). Rumor has it, it
     
  26. NomaanAhmad

    NomaanAhmad Guest

    --001a1143f52c4a4ac2052a1512b1
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    The safest password manager out there imo is the SpiderOaks Encryptr:
    https://spideroak.com/solutions/encryptr


    On 24 January 2016 at 12:05, Vivien FRENOT-MATHEVON <vivien.frenot@gmail.com
    > wrote:

    > Hello everyone,
    >
    > IMO, the best way to keep passwords safe, are to have different, random
    > passwords. To be honest, for a human memory, its impossible to remember
    > all your passwords using this method. To achieve this, you can use tools
    > like KeePass. Your problematic became not how my password is secured but
    > how can I access to my password, safely, from any point of the world.
    > To do that, Im using a VPS server, dedicated to this, hosted in a place I
    > trust (not in my country, and well known for there security). As it is
    > dedicated to this specific usage, I can have a very strict security policy,
    > using the firewall options of my hoster.
    >
    > Dont forget to activate dual authentication when available etc etc.
    >
    > My 2 cents.
    > Vivien
    >
    > Le ven. 15 janv. 2016 20:00, Adam Walker <me@adam-walker.me.uk> a crit :
    >
    >> Personally, if you cant be bothered to check the links you click (given
    >> that Steam says YOURE LEAVING STEAM for all non-official links now) then
    >> Steam Support really should refuse to help you. Youve failed to secure
    >> your account.
    >>
    >> On the flip side, Steam Support should educate users who are hacked in
    >> proper security manners. First time, they should assist you and try to
    >> recover as much as they can. Thereafter, if you cant see what went wrong
    >> then youre on your own.
    >>
    >> Im not saying that the link warning is a bad idea, Im saying the
    >> security should be ample that a normal user can use it without it
    >> interfering with everyday use and be secure. It should not be designed for
    >> the very lowest denominator in such a way that it becomes a hand-holder:
    >> Are you sure?, Are you REALLY sure?, Are you REALLY, REALLY sure?,
    >> Are you ABSOLUTELY POSITIVELY REALLY, REALLY sure?, Okay, well, we dont
    >> think you are, so we better be safe.
    >>
    >> If everyone took steps to ensure their password was strong, they didnt
    >> repeat that password elsewhere and actually checked what they receive from
    >> people in terms of links then Steam would be a much safer place.
    >>
    >> Tl;dr: Secure your password, secure your email (DONT USE THE SAME
    >> PASSWORD), DONT click links from random users or suspicious links from
    >> people you know, Use Steam Guard Mobile Authenticator to ensure people
    >> cant log onto your account in the first place, Use common sense, Educate
    >> your friends.
    >>
    >> Dont hold my hand because others cant use common sense.
    >>
    >> Thanks,
    >> Adam
    >>
    >> Sent from my iPhone
    >>
    >> On 15 Jan 2016, at 18:19, Kyle Sanderson <kyle.leet@gmail.com> wrote:
    >>
    >> >> I wonder how much time gets wasted in total for the majority due these
    >> security measurements for trading, so a small percentage can continue to
    >> happily click every link they get.
    >> > /me.
    >> >
    >> > Thanks,
    >> > Kyle.
    >> >
    >> >> On Wed, Jan 13, 2016 at 5:00 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >> >> Gift Wraps have been secretly pulled from the store, the ones people
    >> have do
    >> >> not work anymore (due an update before Christmas). Rumor has it, it
     
  27. BartekS

    BartekS Guest

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    Can we have the festive wrench/knife fix? (Festive wrench and knife do not
    have the festive attachment on them - they look default everywhere except
    the loadout menu)
    On 7 Jan 2016 23:40, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for TF2. The update notes are below. The
    > new version is 3214643.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed some random client crashes related to memory exhaustion for Mac
    > clients
    > - Significantly reduced memory usage on Mac and Linux clients
    > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals
    > - Added the ability to restore festivized weapons via the context menu
    > - Fixed an issue causing maps with packed assets to occasionally have pink
    > textures when played on servers using sv_pure
    > - Fixed the Australium Minigun and Scattergun materials
    > - Fixed objective names in deathnotice HUD using white text when the local
    > player was involved
    > - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away
    > from the Medi Gun and back while the charge is draining
    > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    > Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    > Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    > - Updated The Frenchmans Formals so it can also be equipped by the Scout
    > and added a new paint style
    > - Updated the backpack image for the Taunt: Soldiers Requiem
    > - Updated the Man Melter so extinguishing a teammate will return 20 health
    > to the Pyro
    > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction
    > when used to extinguish a burning teammate.
    > - Updated the server log entry for kick votes to include the ID of the
    > vote initiator
    > - Updated cp_vanguard to fix an exploit related to spawn room doors
    > - Updated pl_snowycoast
    > - Fixed several unintended perches
    > - Fixed being able to damage through the setup gates
    > - Added some fences & cover inside BLUs first spawn to reduce
    > spam angles
    > - Added an extra resupply in BLUs first spawn and REDs last spawn
    > - Moved medium health kit at 1st point back towards BLUs side of
    > choke
    > - Changed collision on large railings to allow projectiles
    > - Added some cover to the sentry platform inside last
    > - Adjusted lighting/detailing at stair to 2nd point low flank to
    > make it more obvious
    > - Quonset hut sniper deck raised
    > - Spawn locations in REDs first moved further from the door
    > - Added windows to main entrance of REDs first spawn
    > - Adjusted the narrow fence near RED spawn
    > - Prevented building teleporters at the edge of spawn doors
    > - Fixed an exploit related to BLUs 2nd forward spawns entrances
    > - Added some logic to prevent players getting stuck when REDs
    > first spawn closes
    > - Changed how RED spawn moves players to their last spawn when 2nd
    > is capped (no longer slays & respawns)
    > - Replaced dump truck in kennels with crates
    > - Door near REDs first spawn now opens as the cart approaches 2nd
    > instead of after capture
    > - Switched main exit and window on REDs last spawn
    > - Adjusted placement of health and ammo near REDs last spawn
    > - Fixed various floating props
    > - Fixed some texture alignment issues in the tunnels
    > - Fixed spot on last ramp that would keep the cart from rolling
    > back
    > - Fixed some smoothing/geometry problems on crates at last
    > - Reduced size of kill zone on falling crates during finale
    > - Added map menu photos
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <p dir=ltr>Can we have the festive wrench/knife fix? (Festive wrench and knife do not have the festive attachment on them - they look default everywhere except the loadout menu)</p>
    <div class=gmail_quote>On 7 Jan 2016 23:40, &quot;Eric Smith&quot; &lt;<a href=mailto:erics@valvesoftware.com>erics@valvesoftware.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed some random client crashes related to memory exhaustion for Mac clients<br>
    - Significantly reduced memory usage on Mac and Linux clients<br>
    - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>
    - Added the ability to restore festivized weapons via the context menu<br>
    - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>
    - Fixed the Australium Minigun and Scattergun materials<br>
    - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>
    - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>
    - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    - Updated The Frenchman&#39;s Formals so it can also be equipped by the Scout and added a new paint style<br>
    - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>
    - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>
    - Updated the server log entry for kick votes to include the ID of the vote initiator<br>
    - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    - Updated pl_snowycoast<br>
            - Fixed several unintended perches<br>
            - Fixed being able to damage through the setup gates<br>
            - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce spam angles<br>
            - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last spawn<br>
            - Moved medium health kit at 1st point back towards BLU&#39;s side of choke<br>
            - Changed collision on large railings to allow projectiles<br>
            - Added some cover to the sentry platform inside last<br>
            - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>
            - Quonset hut sniper deck raised<br>
            - Spawn locations in RED&#39;s first moved further from the door<br>
            - Added windows to main entrance of RED&#39;s first spawn<br>
            - Adjusted the narrow fence near RED spawn<br>
            - Prevented building teleporters at the edge of spawn doors<br>
            - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
            - Added some logic to prevent players getting stuck when RED&#39;s first spawn closes<br>
            - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>
            - Replaced dump truck in kennels with crates<br>
            - Door near RED&#39;s first spawn now opens as the cart approaches 2nd instead of after capture<br>
            - Switched main exit and window on RED&#39;s last spawn<br>
            - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
            - Fixed various floating props<br>
            - Fixed some texture alignment issues in the tunnels<br>
            - Fixed spot on last ramp that would keep the cart from rolling back<br>
            - Fixed some smoothing/geometry problems on crates at last<br>
            - Reduced size of kill zone on falling crates during finale<br>
            - Added map menu photos<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div>

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    Oh wow haha, didnt even notice

    On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <spotsfromabove@gmail.com>
    wrote:

    > *Speaking of false advertising:*
    >
    >
    >
    > *Q. Wont going Free to Play mean more griefers and cheaters?Were
    > increasing our focus on making sure that hostile players cant ruin your
    > fun. Specifically, well be keeping a close eye on players exploiting the
    > ability to make infinite free accounts to bypass bans. Weve built systems
    > thatll allow us to measure and track what these players are doing, and
    > respond quickly.*
    > I practically fell off my chair laughing when I read that.
    >
    > On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> Has there been any talk about hatgate recently?
    >> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >> havent dropped in a while
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >


    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

    --001a1139b012c06633052a238222
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    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>Oh wow haha, didn&#39;t even notice<br></div><div class=gmail_extra><br><div class=gmail_quote>On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><span class=><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a1139b012c06633052a238222--


     
  29. EmilLarsson

    EmilLarsson Guest

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    While I think this is going very offtopic, I think Source 2 would be proof
    enough that valve hadnt given up on the game making business. But I also
    suspect theyre not going to announce a new game until there is 9-6 months
    before release or even closer.

    On Sat, Jan 9, 2016 at 11:33 PM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > My question is when is it time to declare Valve one of Those companies?
    > With Marc leaving after all this time it basically says they Half Life is
    > either written or just never going to progress anymore. Valve doesnt have
    > the drive or energy to make games anymore, they only profit from the few
    > theyve made and spend the rest of their time making business decisions.
    >
    > I mean, there is the upcoming Vive of course but will that really be
    > anything redeeming? How have those Steam machines and Steam OS been doing?
    >
    > On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <weasel@weaselslair.com>
    > wrote:
    >
    >> Looks like nobody may be working on HL franchise any more (with Marc
    >> Laidlaw leaving). Just hope the multiplayer stuff stays working for a few
    >> more years.
    >>
    >> On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <
    >> theoneandonly@rowedahelicon.com> wrote:
    >>
    >>> When this works he says
    >>>
    >>> Still, it would have been nice to get a nice little message telling
    >>> everyone, theyll tell us that the hats have stopped dropping eventually,
    >>> right?
    >>>
    >>> On Sat, Jan 9, 2016 at 11:47 AM, ED-E <ED-E_Forum@wobre.com> wrote:
    >>>
    >>>> Thanks man, that makes sense, i have seen they removed it from the
    >>>> store too. Communication with the customers leaves a lot to be desired by
    >>>> Valve though.
    >>>>
    >>>> I wanted to surprise my staff of my community with items (worth 2 keys
    >>>> each) last year, special name/description tagged and in the end gift
    >>>> wrapped. I pushed it from christmas to new year (for other reasons though)
    >>>> and now im still having them in my inventory, in hopes this would be fixed
    >>>> soon. Well I guess once this works again, Ill go with Hey guys, random
    >>>> surprise for no reason other than you are awesome! :)
    >>>>
    >>>> ----- Original Message -----
    >>>> From: uasmatrix <uasmatrix@aim.com>
    >>>> To: hlds@.com
    >>>> Date: Sat, 9 Jan 2016 10:20:05 -0500
    >>>> Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >>>>
    >>>> > Supposedly its not really broken, but Valve disabled it for the time
    >>>> being due to the fact that people could bypass their Escrow / confirmation
    >>>> bullshit with it.
    >>>> >
    >>>> > Basically if someone had their account taken, then the hijacker could
    >>>> gift away the persons items to some alt, and there would be no issue with
    >>>> having to confirm anything since its a gift.
    >>>> > Plus, since you can remove gift text now, it wouldnt even devalue
    >>>> anything in the eyes of the hijacker or anyone else.
    >>>> >
    >>>> > I dont know how true that is, but there was some discussion about it
    >>>> here:
    >>>> >
    >>>> >
    >>>> http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/
    >>>> >
    >>>> >
    >>>> > In that thread theres a link to some Reddit post where some guy
    >>>> apparently had the above happen to him.
    >>>> >
    >>>> >
    >>>> >
    >>>> >
    >>>> >
    >>>> >
    >>>> >
    >>>> > -----Original Message-----
    >>>> > From: ED-E <ed-e_forum@wobre.com>
    >>>> > To: Half-Life dedicated Win32 server mailing list <
    >>>> hlds@.com>
    >>>> > Sent: Fri, Jan 8, 2016 1:26 pm
    >>>> > Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    >>>> >
    >>>> > Gift Wraps are broken since Tough Break update.
    >>>> >
    >>>> > You cannot wrap items anymore (this is tested by multiple people), you
    >>>> > hear the sound, your see the counter going down, but thats about it.
    >>>> > I tried to inform last year via TF Team contact from the website,
    >>>> > support ticket and in the TF2 forum (where already were couple of
    >>>> > threads), but after seeing this patch it seems to be ignored, thus I
    >>>> > give this here a try. So please fix.
    >>>> >
    >>>> > Am 07.01.2016 um 23:40 schrieb Eric Smith:
    >>>> > > Weve released a mandatory update for TF2. The update notes are
    >>>> below. The new version is 3214643.
    >>>> > >
    >>>> > > -Eric
    >>>> > >
    >>>> > > -------------------------------
    >>>> > >
    >>>> > > - Fixed some random client crashes related to memory exhaustion for
    >>>> Mac clients
    >>>> > > - Significantly reduced memory usage on Mac and Linux clients
    >>>> > > - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3
    >>>> tournament medals
    >>>> > > - Added the ability to restore festivized weapons via the context
    >>>> menu
    >>>> > > - Fixed an issue causing maps with packed assets to occasionally
    >>>> have pink textures when played on servers using sv_pure
    >>>> > > - Fixed the Australium Minigun and Scattergun materials
    >>>> > > - Fixed objective names in deathnotice HUD using white text when
    >>>> the local player was involved
    >>>> > > - Fixed the Quick-Fix Medi Gun not healing the Medic after
    >>>> switching away from the Medi Gun and back while the charge is draining
    >>>> > > - Updated the model/materials for The Bolted Birdcage, The Scrumpy
    >>>> Strongbox, Pirate Bandana, The Crones Dome, The Hat With No Name, The
    >>>> Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)
    >>>> > > - Updated The Frenchmans Formals so it can also be equipped by the
    >>>> Scout and added a new paint style
    >>>> > > - Updated the backpack image for the Taunt: Soldiers Requiem
    >>>> > > - Updated the Man Melter so extinguishing a teammate will return 20
    >>>> health to the Pyro
    >>>> > > - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown
    >>>> reduction when used to extinguish a burning teammate.
    >>>> > > - Updated the server log entry for kick votes to include the ID of
    >>>> the vote initiator
    >>>> > > - Updated cp_vanguard to fix an exploit related to spawn room doors
    >>>> > > - Updated pl_snowycoast
    >>>> > > - Fixed several unintended perches
    >>>> > > - Fixed being able to damage through the setup gates
    >>>> > > - Added some fences & cover inside BLUs first spawn to reduce
    >>>> spam angles
    >>>> > > - Added an extra resupply in BLUs first spawn and REDs last
    >>>> spawn
    >>>> > > - Moved medium health kit at 1st point back towards BLUs side
    >>>> of choke
    >>>> > > - Changed collision on large railings to allow projectiles
    >>>> > > - Added some cover to the sentry platform inside last
    >>>> > > - Adjusted lighting/detailing at stair to 2nd point low flank
    >>>> to make it more obvious
    >>>> > > - Quonset hut sniper deck raised
    >>>> > > - Spawn locations in REDs first moved further from the door
    >>>> > > - Added windows to main entrance of REDs first spawn
    >>>> > > - Adjusted the narrow fence near RED spawn
    >>>> > > - Prevented building teleporters at the edge of spawn doors
    >>>> > > - Fixed an exploit related to BLUs 2nd forward spawns
    >>>> entrances
    >>>> > > - Added some logic to prevent players getting stuck when REDs
    >>>> first spawn closes
    >>>> > > - Changed how RED spawn moves players to their last spawn when
    >>>> 2nd is capped (no longer slays & respawns)
    >>>> > > - Replaced dump truck in kennels with crates
    >>>> > > - Door near REDs first spawn now opens as the cart approaches
    >>>> 2nd instead of after capture
    >>>> > > - Switched main exit and window on REDs last spawn
    >>>> > > - Adjusted placement of health and ammo near REDs last spawn
    >>>> > > - Fixed various floating props
    >>>> > > - Fixed some texture alignment issues in the tunnels
    >>>> > > - Fixed spot on last ramp that would keep the cart from rolling
    >>>> back
    >>>> > > - Fixed some smoothing/geometry problems on crates at last
    >>>> > > - Reduced size of kill zone on falling crates during finale
    >>>> > > - Added map menu photos
    >>>> > >
    >>>> > >
    >>>> > >
    >>>> > > _______________________________________________
    >>>> > > To unsubscribe, edit your list preferences, or view the list
    >>>> archives, please visit:
    >>>> > > https://i3d.net
    >>>> > >
    >>>> >
    >>>> >
    >>>> > _______________________________________________
    >>>> > To unsubscribe, edit your list preferences, or view the list
    >>>> archives, please visit:
    >>>> > https://i3d.net
    >>>> >
    >>>> >
    >>>> > _______________________________________________
    >>>> > To unsubscribe, edit your list preferences, or view the list
    >>>> archives, please visit:
    >>>> > https://i3d.net
    >>>> >
    >>>> >
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>
    >>>
    >>>
    >>> --
    >>> *Matthew (Rowedahelicon) Robinson*
    >>> Web Designer / Artist / Writer
    >>> Website - http://www.rowedahelicon.com/
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>While I think this is going very offtopic, I think Source 2 would be proof enough that valve hadn&#39;t given up on the game making business. But I also suspect they&#39;re not going to announce a new game until there is 9-6 months before release or even closer.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 11:33 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div>My question is when is it time to declare Valve one of &quot;Those&quot; companies? With Marc leaving after all this time it basically says they Half Life is either written or just never going to progress anymore. Valve doesn&#39;t have the drive or energy to make games anymore, they only profit from the few they&#39;ve made and spend the rest of their time making business decisions. <br><br></div>I mean, there is the upcoming Vive of course but will that really be anything redeeming? How have those Steam machines and Steam OS been doing?<br></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 5:18 PM, Weasels Lair <span dir=ltr>&lt;<a href=mailto:weasel@weaselslair.com target=_blank>weasel@weaselslair.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div class=gmail_default style=font-family:courier new,monospace>Looks like nobody may be working on HL franchise any more (with Marc Laidlaw leaving).  Just hope the multiplayer stuff stays working for a few more years.</div></div><div><div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 2:11 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div>When this works he says<br><br></div>Still, it would have been nice to get a nice little message telling everyone, they&#39;ll tell us that the hats have stopped dropping eventually, right?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Sat, Jan 9, 2016 at 11:47 AM, ED-E <span dir=ltr>&lt;<a href=mailto:ED-E_Forum@wobre.com target=_blank>ED-E_Forum@wobre.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>Thanks man, that makes sense, i have seen they removed it from the store too. Communication with the customers leaves a lot to be desired by Valve though.<br>
    <br>
    I wanted to surprise my staff of my community with items (worth 2 keys each) last year, special name/description tagged and in the end gift wrapped. I pushed it from christmas to new year (for other reasons though) and now i&#39;m still having them in my inventory, in hopes this would be fixed soon. Well I guess once this works again, I&#39;ll go with &quot;Hey guys, random surprise for no reason other than you are awesome!&quot; :)<br>
    <br>
    ----- Original Message -----<br>
    From: uasmatrix &lt;<a href=mailto:uasmatrix@aim.com target=_blank>uasmatrix@aim.com</a>&gt;<br>
    To: <a href=mailto:hlds@.com target=_blank>hlds@.com</a><br>
    Date: Sat, 9 Jan 2016 10:20:05 -0500<br>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    <br>
    &gt; Supposedly it&#39;s not really broken, but Valve disabled it for the time being due to the fact that people could bypass their Escrow / confirmation bullshit with it.<br>
    &gt;<br>
    &gt; Basically if someone had their account taken, then the hijacker could gift away the person&#39;s items to some alt, and there would be no issue with having to confirm anything since it&#39;s a gift.<br>
    &gt; Plus, since you can remove gift text now, it wouldn&#39;t even devalue anything in the eyes of the hijacker or anyone else.<br>
    &gt;<br>
    &gt; I don&#39;t know how true that is, but there was some discussion about it here:<br>
    &gt;<br>
    &gt; <a href=http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/ rel=noreferrer target=_blank>http://forums.backpack.tf/index.php?/topic/47275-psa-gift-wrap-and-giftapults/</a><br>
    &gt;<br>
    &gt;<br>
    &gt; In that thread there&#39;s a link to some Reddit post where some guy apparently had the above happen to him.<br>
    <div><div>&gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; -----Original Message-----<br>
    &gt; From: ED-E &lt;<a href=mailto:ed-e_forum@wobre.com target=_blank>ed-e_forum@wobre.com</a>&gt;<br>
    &gt; To: Half-Life dedicated Win32 server mailing list &lt;<a href=mailto:hlds@.com target=_blank>hlds@.com</a>&gt;<br>
    &gt; Sent: Fri, Jan 8, 2016 1:26 pm<br>
    &gt; Subject: Re: [hlds] Mandatory Team Fortress 2 update released<br>
    &gt;<br>
    &gt; Gift Wraps are broken since &quot;Tough Break&quot; update.<br>
    &gt;<br>
    &gt; You cannot wrap items anymore (this is tested by multiple people), you<br>
    &gt; hear the sound, your see the counter going down, but that&#39;s about it.<br>
    &gt; I tried to inform last year via TF Team contact from the website,<br>
    &gt; support ticket and in the TF2 forum (where already were couple of<br>
    &gt; threads), but after seeing this patch it seems to be ignored, thus I<br>
    &gt; give this here a try. So please fix.<br>
    &gt;<br>
    &gt; Am 07.01.2016 um 23:40 schrieb Eric Smith:<br>
    &gt; &gt; We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3214643.<br>
    &gt; &gt;<br>
    &gt; &gt; -Eric<br>
    &gt; &gt;<br>
    &gt; &gt; -------------------------------<br>
    &gt; &gt;<br>
    &gt; &gt; - Fixed some random client crashes related to memory exhaustion for Mac clients<br>
    &gt; &gt; - Significantly reduced memory usage on Mac and Linux clients<br>
    &gt; &gt; - Added LBTF2 6v6 Season 12 and LBTF2 Highlander Season 3 tournament medals<br>
    &gt; &gt; - Added the ability to restore festivized weapons via the context menu<br>
    &gt; &gt; - Fixed an issue causing maps with packed assets to occasionally have pink textures when played on servers using sv_pure<br>
    &gt; &gt; - Fixed the Australium Minigun and Scattergun materials<br>
    &gt; &gt; - Fixed objective names in deathnotice HUD using white text when the local player was involved<br>
    &gt; &gt; - Fixed the Quick-Fix Medi Gun not healing the Medic after switching away from the Medi Gun and back while the charge is draining<br>
    &gt; &gt; - Updated the model/materials for The Bolted Birdcage, The Scrumpy Strongbox, Pirate Bandana, The Crone&#39;s Dome, The Hat With No Name, The Gaelic Garb (now paintable), and A Well Wrapped Hat (new paint style)<br>
    &gt; &gt; - Updated The Frenchman&#39;s Formals so it can also be equipped by the Scout and added a new paint style<br>
    &gt; &gt; - Updated the backpack image for the Taunt: Soldier&#39;s Requiem<br>
    &gt; &gt; - Updated the Man Melter so extinguishing a teammate will return 20 health to the Pyro<br>
    &gt; &gt; - Updated Mad Milk and Mutated Milk so both grant a 20% cooldown reduction when used to extinguish a burning teammate.<br>
    &gt; &gt; - Updated the server log entry for kick votes to include the ID of the vote initiator<br>
    &gt; &gt; - Updated cp_vanguard to fix an exploit related to spawn room doors<br>
    &gt; &gt; - Updated pl_snowycoast<br>
    &gt; &gt;     - Fixed several unintended perches<br>
    &gt; &gt;     - Fixed being able to damage through the setup gates<br>
    &gt; &gt;     - Added some fences &amp; cover inside BLU&#39;s first spawn to reduce spam angles<br>
    &gt; &gt;     - Added an extra resupply in BLU&#39;s first spawn and RED&#39;s last spawn<br>
    &gt; &gt;     - Moved medium health kit at 1st point back towards BLU&#39;s side of choke<br>
    &gt; &gt;     - Changed collision on large railings to allow projectiles<br>
    &gt; &gt;     - Added some cover to the sentry platform inside last<br>
    &gt; &gt;     - Adjusted lighting/detailing at stair to 2nd point low flank to make it more obvious<br>
    &gt; &gt;     - Quonset hut sniper deck raised<br>
    &gt; &gt;     - Spawn locations in RED&#39;s first moved further from the door<br>
    &gt; &gt;     - Added windows to main entrance of RED&#39;s first spawn<br>
    &gt; &gt;     - Adjusted the narrow fence near RED spawn<br>
    &gt; &gt;     - Prevented building teleporters at the edge of spawn doors<br>
    &gt; &gt;     - Fixed an exploit related to BLU&#39;s 2nd forward spawn&#39;s entrances<br>
    &gt; &gt;     - Added some logic to prevent players getting stuck when RED&#39;s first spawn closes<br>
    &gt; &gt;     - Changed how RED spawn moves players to their last spawn when 2nd is capped (no longer slays &amp; respawns)<br>
    &gt; &gt;     - Replaced dump truck in kennels with crates<br>
    &gt; &gt;     - Door near RED&#39;s first spawn now opens as the cart approaches 2nd instead of after capture<br>
    &gt; &gt;     - Switched main exit and window on RED&#39;s last spawn<br>
    &gt; &gt;     - Adjusted placement of health and ammo near RED&#39;s last spawn<br>
    &gt; &gt;     - Fixed various floating props<br>
    &gt; &gt;     - Fixed some texture alignment issues in the tunnels<br>
    &gt; &gt;     - Fixed spot on last ramp that would keep the cart from rolling back<br>
    &gt; &gt;     - Fixed some smoothing/geometry problems on crates at last<br>
    &gt; &gt;     - Reduced size of kill zone on falling crates during finale<br>
    &gt; &gt;     - Added map menu photos<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt;<br>
    &gt; &gt; _______________________________________________<br>
    &gt; &gt; <br>
    &gt; &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt; &gt;<br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    &gt; _______________________________________________<br>
    &gt; <br>
    &gt; <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    &gt;<br>
    &gt;<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><span><font color=#888888><br>
    </font></span></div></div></blockquote></div><span><font color=#888888><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </font></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --047d7bd7598c5afec40528ee6332--


     
  30. --001a11c1257451b37f052a44d35b
    Content-Type: text/plain; charset=UTF-8

    http://www.tf2tools.net/articles/hatgate Hats are actually dropping again,
    thank you guys for listening to us and putting them back!

    On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > Oh wow haha, didnt even notice
    >
    > On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <spotsfromabove@gmail.com
    > > wrote:
    >
    >> *Speaking of false advertising:*
    >>
    >>
    >>
    >> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >> increasing our focus on making sure that hostile players cant ruin your
    >> fun. Specifically, well be keeping a close eye on players exploiting the
    >> ability to make infinite free accounts to bypass bans. Weve built systems
    >> thatll allow us to measure and track what these players are doing, and
    >> respond quickly.*
    >> I practically fell off my chair laughing when I read that.
    >>
    >> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >> theoneandonly@rowedahelicon.com> wrote:
    >>
    >>> Has there been any talk about hatgate recently?
    >>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>> havent dropped in a while
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >



    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

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    <div dir=ltr><a href=http://www.tf2tools.net/articles/hatgate>http://www.tf2tools.net/articles/hatgate</a> Hats are actually dropping again, thank you guys for listening to us and putting them back!<br></div><div class=gmail_extra><br><div class=gmail_quote>On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Oh wow haha, didn&#39;t even notice<br></div><div class=gmail_extra><br><div class=gmail_quote><div><div class=h5>On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div class=h5><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><span><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></span></div>
    <br></div></div><span class=>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><span class=><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </span></div>
    </blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a11c1257451b37f052a44d35b--


     
  31. --089e01229c2a98358e052a45134f
    Content-Type: text/plain; charset=UTF-8

    I think when it comes to gift wraps, its a hard problem. Giftapults cant
    function at all. You could make it so you have to trade the gift but that
    doesnt solve giftapults. Its also more annoying but yeah.

    On Tue, Jan 26, 2016 at 6:12 PM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > http://www.tf2tools.net/articles/hatgate Hats are actually dropping
    > again, thank you guys for listening to us and putting them back!
    >
    > On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> Oh wow haha, didnt even notice
    >>
    >> On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <
    >> spotsfromabove@gmail.com> wrote:
    >>
    >>> *Speaking of false advertising:*
    >>>
    >>>
    >>>
    >>> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >>> increasing our focus on making sure that hostile players cant ruin your
    >>> fun. Specifically, well be keeping a close eye on players exploiting the
    >>> ability to make infinite free accounts to bypass bans. Weve built systems
    >>> thatll allow us to measure and track what these players are doing, and
    >>> respond quickly.*
    >>> I practically fell off my chair laughing when I read that.
    >>>
    >>> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >>> theoneandonly@rowedahelicon.com> wrote:
    >>>
    >>>> Has there been any talk about hatgate recently?
    >>>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>>> havent dropped in a while
    >>>>
    >>>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >>
    >> --
    >> *Matthew (Rowedahelicon) Robinson*
    >> Web Designer / Artist / Writer
    >> Website - http://www.rowedahelicon.com/
    >>
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --089e01229c2a98358e052a45134f
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    <div dir=ltr>I think when it comes to gift wraps, it&#39;s a hard problem. Giftapults can&#39;t function at all. You could make it so you have to trade the gift but that doesn&#39;t solve giftapults. It&#39;s also more annoying but yeah.</div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 26, 2016 at 6:12 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> Hats are actually dropping again, thank you guys for listening to us and putting them back!<br></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Oh wow haha, didn&#39;t even notice<br></div><div class=gmail_extra><br><div class=gmail_quote><div><div>On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><span><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></span></div>
    <br></div></div><span>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><span><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </span></div>
    </blockquote></div><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --089e01229c2a98358e052a45134f--


     
  32. EmilLarsson

    EmilLarsson Guest

    --001a1140c252f3614a052a45775d
    Content-Type: text/plain; charset=UTF-8

    Weird, this actually gets me confused cause I assumed it was on purpose to
    control the economy. Oh well, maybe it didnt make enough of a difference
    anyway haha.

    On Wed, Jan 27, 2016 at 12:12 AM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    > http://www.tf2tools.net/articles/hatgate Hats are actually dropping
    > again, thank you guys for listening to us and putting them back!
    >
    > On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> Oh wow haha, didnt even notice
    >>
    >> On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <
    >> spotsfromabove@gmail.com> wrote:
    >>
    >>> *Speaking of false advertising:*
    >>>
    >>>
    >>>
    >>> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >>> increasing our focus on making sure that hostile players cant ruin your
    >>> fun. Specifically, well be keeping a close eye on players exploiting the
    >>> ability to make infinite free accounts to bypass bans. Weve built systems
    >>> thatll allow us to measure and track what these players are doing, and
    >>> respond quickly.*
    >>> I practically fell off my chair laughing when I read that.
    >>>
    >>> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >>> theoneandonly@rowedahelicon.com> wrote:
    >>>
    >>>> Has there been any talk about hatgate recently?
    >>>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>>> havent dropped in a while
    >>>>
    >>>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >>
    >> --
    >> *Matthew (Rowedahelicon) Robinson*
    >> Web Designer / Artist / Writer
    >> Website - http://www.rowedahelicon.com/
    >>
    >
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>Weird, this actually gets me confused cause I assumed it was on purpose to control the economy. Oh well, maybe it didn&#39;t make enough of a difference anyway haha.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Jan 27, 2016 at 12:12 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> Hats are actually dropping again, thank you guys for listening to us and putting them back!<br></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Oh wow haha, didn&#39;t even notice<br></div><div class=gmail_extra><br><div class=gmail_quote><div><div>On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><span><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></span></div>
    <br></div></div><span>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><span><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </span></div>
    </blockquote></div><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a1140c252f3614a052a45775d--


     
  33. HD

    HD Guest

    This is a multipart message in MIME format.

    ------=_NextPart_000_0038_01D1586C.3A0E1A10
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    So let me get this straight
     
  34. --089e0115ebf069c845052a458463
    Content-Type: text/plain; charset=UTF-8

    It may have been done on purpose and was supposed to be undone and they
    forgot. Could have been a bug and we had another one of those situations
    where everyone bitched in community places and it never made it to Valve
    that it was broken. They could have changed drop rates.

    On Tue, Jan 26, 2016 at 6:58 PM, Emil Larsson <ailure@gmail.com> wrote:

    > Weird, this actually gets me confused cause I assumed it was on purpose to
    > control the economy. Oh well, maybe it didnt make enough of a difference
    > anyway haha.
    >
    > On Wed, Jan 27, 2016 at 12:12 AM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> http://www.tf2tools.net/articles/hatgate Hats are actually dropping
    >> again, thank you guys for listening to us and putting them back!
    >>
    >> On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <
    >> theoneandonly@rowedahelicon.com> wrote:
    >>
    >>> Oh wow haha, didnt even notice
    >>>
    >>> On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <
    >>> spotsfromabove@gmail.com> wrote:
    >>>
    >>>> *Speaking of false advertising:*
    >>>>
    >>>>
    >>>>
    >>>> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >>>> increasing our focus on making sure that hostile players cant ruin your
    >>>> fun. Specifically, well be keeping a close eye on players exploiting the
    >>>> ability to make infinite free accounts to bypass bans. Weve built systems
    >>>> thatll allow us to measure and track what these players are doing, and
    >>>> respond quickly.*
    >>>> I practically fell off my chair laughing when I read that.
    >>>>
    >>>> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >>>> theoneandonly@rowedahelicon.com> wrote:
    >>>>
    >>>>> Has there been any talk about hatgate recently?
    >>>>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>>>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>>>> havent dropped in a while
    >>>>>
    >>>>>
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>>
    >>>
    >>> --
    >>> *Matthew (Rowedahelicon) Robinson*
    >>> Web Designer / Artist / Writer
    >>> Website - http://www.rowedahelicon.com/
    >>>
    >>
    >>
    >>
    >> --
    >> *Matthew (Rowedahelicon) Robinson*
    >> Web Designer / Artist / Writer
    >> Website - http://www.rowedahelicon.com/
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>It may have been done on purpose and was supposed to be undone and they forgot. Could have been a bug and we had another one of those situations where everyone bitched in community places and it never made it to Valve that it was broken. They could have changed drop rates.</div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 26, 2016 at 6:58 PM, Emil Larsson <span dir=ltr>&lt;<a href=mailto:ailure@gmail.com target=_blank>ailure@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Weird, this actually gets me confused cause I assumed it was on purpose to control the economy. Oh well, maybe it didn&#39;t make enough of a difference anyway haha.<br></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Wed, Jan 27, 2016 at 12:12 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> Hats are actually dropping again, thank you guys for listening to us and putting them back!<br></div><div><div><div class=gmail_extra><br><div class=gmail_quote>On Mon, Jan 25, 2016 at 2:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Oh wow haha, didn&#39;t even notice<br></div><div class=gmail_extra><br><div class=gmail_quote><div><div>On Mon, Jan 25, 2016 at 1:56 AM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><span><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></span></div>
    <br></div></div><span>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><span><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </span></div>
    </blockquote></div><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --089e0115ebf069c845052a458463--


     
  35. --001a1133bf6c8ee967052a458bb1
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    I think it was only random drops, not crates?

    On Tue, Jan 26, 2016 at 7:03 PM, HD <admin@gamerscrib.net> wrote:

    > So let me get this straight
     
  36. --089e0149cbe8e22ad5052a45ab77
    Content-Type: text/plain; charset=UTF-8

    HAHAHAHAHAHA!!!! Wow! Now that is funny!

    On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <spotsfromabove@gmail.com>
    wrote:

    > *Speaking of false advertising:*
    >
    >
    >
    > *Q. Wont going Free to Play mean more griefers and cheaters?Were
    > increasing our focus on making sure that hostile players cant ruin your
    > fun. Specifically, well be keeping a close eye on players exploiting the
    > ability to make infinite free accounts to bypass bans. Weve built systems
    > thatll allow us to measure and track what these players are doing, and
    > respond quickly.*
    > I practically fell off my chair laughing when I read that.
    >
    > On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >> Has there been any talk about hatgate recently?
    >> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >> havent dropped in a while
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --089e0149cbe8e22ad5052a45ab77
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    <div dir=ltr>HAHAHAHAHAHA!!!! Wow! Now that is funny!</div><div class=gmail_extra><br><div class=gmail_quote>On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --089e0149cbe8e22ad5052a45ab77--


     
  37. --001a11c12574f30b38052a7aafa4
    Content-Type: text/plain; charset=UTF-8

    https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/
    Can we get any insight as to if this will happen in TF2 or not? This is
    already pretty outrageous for any Valve game consider that modding was how
    they formed a lot of everything to start with. If this were to happen in
    TF2 , itd kill a number of popular community mods right away. I really
    dont want to see this happen.

    On Tue, Jan 26, 2016 at 7:13 PM, support@boomgaming.net <
    support@boomgaming.net> wrote:

    > HAHAHAHAHAHA!!!! Wow! Now that is funny!
    >
    > On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <
    > spotsfromabove@gmail.com> wrote:
    >
    >> *Speaking of false advertising:*
    >>
    >>
    >>
    >> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >> increasing our focus on making sure that hostile players cant ruin your
    >> fun. Specifically, well be keeping a close eye on players exploiting the
    >> ability to make infinite free accounts to bypass bans. Weve built systems
    >> thatll allow us to measure and track what these players are doing, and
    >> respond quickly.*
    >> I practically fell off my chair laughing when I read that.
    >>
    >> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >> theoneandonly@rowedahelicon.com> wrote:
    >>
    >>> Has there been any talk about hatgate recently?
    >>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>> havent dropped in a while
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >


    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

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    <div dir=ltr><a href=https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/>https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/</a> Can we get any insight as to if this will happen in TF2 or not? This is already pretty outrageous for any Valve game consider that modding was how they formed a lot of everything to start with. If this were to happen in TF2 , it&#39;d kill a number of popular community mods right away. I really don&#39;t want to see this happen.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 26, 2016 at 7:13 PM, <a href=mailto:support@boomgaming.net>support@boomgaming.net</a> <span dir=ltr>&lt;<a href=mailto:support@boomgaming.net target=_blank>support@boomgaming.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>HAHAHAHAHAHA!!!! Wow! Now that is funny!</div><div class=gmail_extra><br><div class=gmail_quote><div><div class=h5>On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div class=h5><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></div>
    <br></div></div><span class=>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a11c12574f30b38052a7aafa4--


     
  38. E.Olsen

    E.Olsen Guest

    --047d7b5d26c2c00c9a052a7addf2
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    This is actually one reason I think competitive TF2 is going to be good for
    community servers. Those folks that want the vanilla competitive ranked
    experience can find it in that system, while folks that want variety and
    diversity can find it on community servers. Who knows - Valve might
    actually surprise us and start pointing players back towards community
    servers for casual TF2 by default.

    ...one can dream, anyway ;-)

    On Fri, Jan 29, 2016 at 10:28 AM, Rowedahelicon <
    theoneandonly@rowedahelicon.com> wrote:

    >
    > https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/
    > Can we get any insight as to if this will happen in TF2 or not? This is
    > already pretty outrageous for any Valve game consider that modding was how
    > they formed a lot of everything to start with. If this were to happen in
    > TF2 , itd kill a number of popular community mods right away. I really
    > dont want to see this happen.
    >
    > On Tue, Jan 26, 2016 at 7:13 PM, support@boomgaming.net <
    > support@boomgaming.net> wrote:
    >
    >> HAHAHAHAHAHA!!!! Wow! Now that is funny!
    >>
    >> On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <
    >> spotsfromabove@gmail.com> wrote:
    >>
    >>> *Speaking of false advertising:*
    >>>
    >>>
    >>>
    >>> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >>> increasing our focus on making sure that hostile players cant ruin your
    >>> fun. Specifically, well be keeping a close eye on players exploiting the
    >>> ability to make infinite free accounts to bypass bans. Weve built systems
    >>> thatll allow us to measure and track what these players are doing, and
    >>> respond quickly.*
    >>> I practically fell off my chair laughing when I read that.
    >>>
    >>> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >>> theoneandonly@rowedahelicon.com> wrote:
    >>>
    >>>> Has there been any talk about hatgate recently?
    >>>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>>> havent dropped in a while
    >>>>
    >>>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    >
    > --
    > *Matthew (Rowedahelicon) Robinson*
    > Web Designer / Artist / Writer
    > Website - http://www.rowedahelicon.com/
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --047d7b5d26c2c00c9a052a7addf2
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>This is actually one reason I think competitive TF2 is going to be good for community servers. Those folks that want the vanilla competitive &quot;ranked&quot; experience can find it in that system, while folks that want variety and diversity can find it on community servers. Who knows - Valve might actually surprise us and start pointing players back towards community servers for &quot;casual&quot; TF2 by default.<div><br></div><div>...one can dream, anyway ;-)</div></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jan 29, 2016 at 10:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><a href=https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/ target=_blank>https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/</a> Can we get any insight as to if this will happen in TF2 or not? This is already pretty outrageous for any Valve game consider that modding was how they formed a lot of everything to start with. If this were to happen in TF2 , it&#39;d kill a number of popular community mods right away. I really don&#39;t want to see this happen.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 26, 2016 at 7:13 PM, <a href=mailto:support@boomgaming.net target=_blank>support@boomgaming.net</a> <span dir=ltr>&lt;<a href=mailto:support@boomgaming.net target=_blank>support@boomgaming.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>HAHAHAHAHAHA!!!! Wow! Now that is funny!</div><div class=gmail_extra><br><div class=gmail_quote><div><div>On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></div>
    <br></div></div><span>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><span class=HOEnZb><font color=#888888><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </font></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --047d7b5d26c2c00c9a052a7addf2--


     
  39. --001a11394fca4d8199052a81f265
    Content-Type: text/plain; charset=UTF-8

    Well if they want players to be any good and actually learn how the game
    works in an environment setup to do so, they better make community servers
    the default again.

    On Fri, Jan 29, 2016 at 10:41 AM, E. Olsen <ceo.eolsen@gmail.com> wrote:

    > This is actually one reason I think competitive TF2 is going to be good
    > for community servers. Those folks that want the vanilla competitive
    > ranked experience can find it in that system, while folks that want
    > variety and diversity can find it on community servers. Who knows - Valve
    > might actually surprise us and start pointing players back towards
    > community servers for casual TF2 by default.
    >
    > ...one can dream, anyway ;-)
    >
    > On Fri, Jan 29, 2016 at 10:28 AM, Rowedahelicon <
    > theoneandonly@rowedahelicon.com> wrote:
    >
    >>
    >> https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/
    >> Can we get any insight as to if this will happen in TF2 or not? This is
    >> already pretty outrageous for any Valve game consider that modding was how
    >> they formed a lot of everything to start with. If this were to happen in
    >> TF2 , itd kill a number of popular community mods right away. I really
    >> dont want to see this happen.
    >>
    >> On Tue, Jan 26, 2016 at 7:13 PM, support@boomgaming.net <
    >> support@boomgaming.net> wrote:
    >>
    >>> HAHAHAHAHAHA!!!! Wow! Now that is funny!
    >>>
    >>> On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <
    >>> spotsfromabove@gmail.com> wrote:
    >>>
    >>>> *Speaking of false advertising:*
    >>>>
    >>>>
    >>>>
    >>>> *Q. Wont going Free to Play mean more griefers and cheaters?Were
    >>>> increasing our focus on making sure that hostile players cant ruin your
    >>>> fun. Specifically, well be keeping a close eye on players exploiting the
    >>>> ability to make infinite free accounts to bypass bans. Weve built systems
    >>>> thatll allow us to measure and track what these players are doing, and
    >>>> respond quickly.*
    >>>> I practically fell off my chair laughing when I read that.
    >>>>
    >>>> On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <
    >>>> theoneandonly@rowedahelicon.com> wrote:
    >>>>
    >>>>> Has there been any talk about hatgate recently?
    >>>>> http://www.tf2tools.net/articles/hatgate It seems like blatant false
    >>>>> advertising saying you can get cosmetic drops when you pay for TF2 but they
    >>>>> havent dropped in a while
    >>>>>
    >>>>>
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >>
    >> --
    >> *Matthew (Rowedahelicon) Robinson*
    >> Web Designer / Artist / Writer
    >> Website - http://www.rowedahelicon.com/
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >


    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

    --001a11394fca4d8199052a81f265
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    <div dir=ltr>Well if they want players to be any good and actually learn how the game works in an environment setup to do so, they better make community servers the default again. <br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jan 29, 2016 at 10:41 AM, E. Olsen <span dir=ltr>&lt;<a href=mailto:ceo.eolsen@gmail.com target=_blank>ceo.eolsen@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>This is actually one reason I think competitive TF2 is going to be good for community servers. Those folks that want the vanilla competitive &quot;ranked&quot; experience can find it in that system, while folks that want variety and diversity can find it on community servers. Who knows - Valve might actually surprise us and start pointing players back towards community servers for &quot;casual&quot; TF2 by default.<div><br></div><div>...one can dream, anyway ;-)</div></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jan 29, 2016 at 10:28 AM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><a href=https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/ target=_blank>https://www.reddit.com/r/GlobalOffensive/comments/4378gz/valve_clarifies_that_custom_weapons_arent_allowed/</a> Can we get any insight as to if this will happen in TF2 or not? This is already pretty outrageous for any Valve game consider that modding was how they formed a lot of everything to start with. If this were to happen in TF2 , it&#39;d kill a number of popular community mods right away. I really don&#39;t want to see this happen.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Jan 26, 2016 at 7:13 PM, <a href=mailto:support@boomgaming.net target=_blank>support@boomgaming.net</a> <span dir=ltr>&lt;<a href=mailto:support@boomgaming.net target=_blank>support@boomgaming.net</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>HAHAHAHAHAHA!!!! Wow! Now that is funny!</div><div class=gmail_extra><br><div class=gmail_quote><div><div>On Sun, Jan 24, 2016 at 10:56 PM, Cats From Above <span dir=ltr>&lt;<a href=mailto:spotsfromabove@gmail.com target=_blank>spotsfromabove@gmail.com</a>&gt;</span> wrote:<br></div></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div><div><div dir=ltr><div><b>Speaking of false advertising:</b><br><i>&quot;Q. Won&#39;t going Free to Play mean more griefers and cheaters?<br>We&#39;re increasing our focus on making sure that hostile players can&#39;t ruin your fun. Specifically, we&#39;ll be keeping a close eye on players exploiting the ability to make infinite free accounts to bypass bans. We&#39;ve built systems that&#39;ll allow us to measure and track what these players are doing, <u><b>and respond quickly.</b></u>&quot;<br><br></i></div><div class=gmail_extra>I practically fell off my chair laughing when I read that.<br><br></div><div class=gmail_extra><div class=gmail_quote>On Mon, Jan 25, 2016 at 12:07 PM, Rowedahelicon <span dir=ltr>&lt;<a href=mailto:theoneandonly@rowedahelicon.com target=_blank>theoneandonly@rowedahelicon.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex><div dir=ltr>Has there been any talk about &#39;hatgate&#39; recently? <a href=http://www.tf2tools.net/articles/hatgate target=_blank>http://www.tf2tools.net/articles/hatgate</a> It seems like blatant false advertising saying you can get cosmetic drops when you pay for TF2 but they haven&#39;t dropped in a while<br></div><br></blockquote></div><br></div><div></div></div>
    <br></div></div><span>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></span></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><span><font color=#888888><br><br clear=all><br>-- <br><div>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </font></span></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a11394fca4d8199052a81f265--


     
  40. EmilLarsson

    EmilLarsson Guest

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    What was this security issue exactly? Any concerns for us server owners for
    previously leaked rcon passwords? Or files being uploaded that arent
    sprays?
    Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com>:

    > Weve released a mandatory update for TF2. The update notes are below. The
    > new version is 3271684.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed a security issue related to the file system (thanks to Simon
    > Pinfold for this report)
    > - Fixed a client crash related to the material system
    > - Fixed a crash when using medium or low texture quality on maps with
    > static prop lighting
    > - Fixed not seeing team names when using custom scoreboards
    > - Fixed leaderboards occasionally not displaying when changing map
    > - Improved bspzip tool stability when packing maps with large amounts of
    > custom assets
    > - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate,
    > the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co.
    > Stockpile Crate
    > - Updated the model/materials for the Crusaders Getup and Arthropods
    > Aspect
    > - Updated The HazMat Headcase so it can be equipped by the Sniper
    > - Updated The Mustachioed Mann so it can be equipped by all classes and
    > added a second style
    > - Updated The Special Eyes so it can be equipped by the Pyro and added a
    > second style
    > - Updated The Frenchmans Formals to hide the Scouts dog-tags
    > - Updated the equip_region for the Cheaters Lament and added a new style
    > - Updated the Backburner to add the pilot light
    > - Updated the Rainblower to remove the pilot light
    > - Updated several materials to fix issues caused by mat_picmip
    > - Updated the localization files
    > - Updated pl_borneo
    > - Fixed an exploit where players could get outside the map
    > - Updated ctf_landfall
    > - Fixed some material issues
    > - Updated cp_vanguard
    > - Added new path to the last point
    > - New geometry to reduce sightlines on the middle point
    > - Reorganized spawn points to better exit final spawns
    > - Fixed Red forward spawn door blocking when held open
    > - Fixed some material issues
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

    --001a113ee9b68bc8e5052ad16650
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    <p dir=ltr>What was this security issue exactly? Any concerns for us server owners for previously leaked rcon passwords? Or files being uploaded that aren&#39;t sprays?</p>
    <div class=gmail_quote>Den 2 feb 2016 23:26 skrev &quot;Eric Smith&quot; &lt;<a href=mailto:erics@valvesoftware.com>erics@valvesoftware.com</a>&gt;:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for TF2. The update notes are below. The new version is 3271684.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed a security issue related to the file system (thanks to Simon Pinfold for this report)<br>
    - Fixed a client crash related to the material system<br>
    - Fixed a crash when using medium or low texture quality on maps with static prop lighting<br>
    - Fixed not seeing team names when using custom scoreboards<br>
    - Fixed leaderboards occasionally not displaying when changing map<br>
    - Improved bspzip tool stability when packing maps with large amounts of custom assets<br>
    - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co. Stockpile Crate<br>
    - Updated the model/materials for the Crusader&#39;s Getup and Arthropod&#39;s Aspect<br>
    - Updated The HazMat Headcase so it can be equipped by the Sniper<br>
    - Updated The Mustachioed Mann so it can be equipped by all classes and added a second style<br>
    - Updated The Special Eyes so it can be equipped by the Pyro and added a second style<br>
    - Updated The Frenchman&#39;s Formals to hide the Scout&#39;s dog-tags<br>
    - Updated the equip_region for the Cheater&#39;s Lament and added a new style<br>
    - Updated the Backburner to add the pilot light<br>
    - Updated the Rainblower to remove the pilot light<br>
    - Updated several materials to fix issues caused by mat_picmip<br>
    - Updated the localization files<br>
    - Updated pl_borneo<br>
            - Fixed an exploit where players could get outside the map<br>
    - Updated ctf_landfall<br>
            - Fixed some material issues<br>
    - Updated cp_vanguard<br>
            - Added new path to the last point<br>
            - New geometry to reduce sightlines on the middle point<br>
            - Reorganized spawn points to better exit final spawns<br>
            - Fixed Red forward spawn door blocking when held open<br>
            - Fixed some material issues<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div>

    --001a113ee9b68bc8e5052ad16650--


     
  41. ics

    ics Guest

    I suspect it allowed malicious server owners to do harm / gain access
    through malware of connected users. They seem to be fixing it for all
    game branches so it must have been quite serious.

    -ics

    Emil Larsson kirjoitti:
    >
    > What was this security issue exactly? Any concerns for us server
    > owners for previously leaked rcon passwords? Or files being uploaded
    > that arent sprays?
    >
    > Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com
    > <mailto:erics@valvesoftware.com>>:
    >
    > Weve released a mandatory update for TF2. The update notes are
    > below. The new version is 3271684.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed a security issue related to the file system (thanks to
    > Simon Pinfold for this report)
    > - Fixed a client crash related to the material system
    > - Fixed a crash when using medium or low texture quality on maps
    > with static prop lighting
    > - Fixed not seeing team names when using custom scoreboards
    > - Fixed leaderboards occasionally not displaying when changing map
    > - Improved bspzip tool stability when packing maps with large
    > amounts of custom assets
    > - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns
    > Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox,
    > and the Mann Co. Stockpile Crate
    > - Updated the model/materials for the Crusaders Getup and
    > Arthropods Aspect
    > - Updated The HazMat Headcase so it can be equipped by the Sniper
    > - Updated The Mustachioed Mann so it can be equipped by all
    > classes and added a second style
    > - Updated The Special Eyes so it can be equipped by the Pyro and
    > added a second style
    > - Updated The Frenchmans Formals to hide the Scouts dog-tags
    > - Updated the equip_region for the Cheaters Lament and added a
    > new style
    > - Updated the Backburner to add the pilot light
    > - Updated the Rainblower to remove the pilot light
    > - Updated several materials to fix issues caused by mat_picmip
    > - Updated the localization files
    > - Updated pl_borneo
    > - Fixed an exploit where players could get outside the map
    > - Updated ctf_landfall
    > - Fixed some material issues
    > - Updated cp_vanguard
    > - Added new path to the last point
    > - New geometry to reduce sightlines on the middle point
    > - Reorganized spawn points to better exit final spawns
    > - Fixed Red forward spawn door blocking when held open
    > - Fixed some material issues
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


    _______________________________________________

    https://i3d.net
     
  42. BartekS

    BartekS Guest

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    Content-Type: text/plain; charset=UTF-8

    Maybe it was the dll exploit that recently surfaced?
    On 3 Feb 2016 00:01, ics <ics@ics-base.net> wrote:

    > I suspect it allowed malicious server owners to do harm / gain access
    > through malware of connected users. They seem to be fixing it for all game
    > branches so it must have been quite serious.
    >
    > -ics
    >
    > Emil Larsson kirjoitti:
    >
    >>
    >> What was this security issue exactly? Any concerns for us server owners
    >> for previously leaked rcon passwords? Or files being uploaded that arent
    >> sprays?
    >>
    >> Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com <mailto:
    >> erics@valvesoftware.com>>:
    >>
    >> Weve released a mandatory update for TF2. The update notes are
    >> below. The new version is 3271684.
    >>
    >> -Eric
    >>
    >> -------------------------------
    >>
    >> - Fixed a security issue related to the file system (thanks to
    >> Simon Pinfold for this report)
    >> - Fixed a client crash related to the material system
    >> - Fixed a crash when using medium or low texture quality on maps
    >> with static prop lighting
    >> - Fixed not seeing team names when using custom scoreboards
    >> - Fixed leaderboards occasionally not displaying when changing map
    >> - Improved bspzip tool stability when packing maps with large
    >> amounts of custom assets
    >> - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns
    >> Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox,
    >> and the Mann Co. Stockpile Crate
    >> - Updated the model/materials for the Crusaders Getup and
    >> Arthropods Aspect
    >> - Updated The HazMat Headcase so it can be equipped by the Sniper
    >> - Updated The Mustachioed Mann so it can be equipped by all
    >> classes and added a second style
    >> - Updated The Special Eyes so it can be equipped by the Pyro and
    >> added a second style
    >> - Updated The Frenchmans Formals to hide the Scouts dog-tags
    >> - Updated the equip_region for the Cheaters Lament and added a
    >> new style
    >> - Updated the Backburner to add the pilot light
    >> - Updated the Rainblower to remove the pilot light
    >> - Updated several materials to fix issues caused by mat_picmip
    >> - Updated the localization files
    >> - Updated pl_borneo
    >> - Fixed an exploit where players could get outside the map
    >> - Updated ctf_landfall
    >> - Fixed some material issues
    >> - Updated cp_vanguard
    >> - Added new path to the last point
    >> - New geometry to reduce sightlines on the middle point
    >> - Reorganized spawn points to better exit final spawns
    >> - Fixed Red forward spawn door blocking when held open
    >> - Fixed some material issues
    >>
    >> _______________________________________________
    >> To unsubscribe, edit your list preferences, or view the list
    >> archives, please visit:
    >> https://i3d.net
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

    --001a114128b643b4af052ad1d3cb
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <p dir=ltr>Maybe it was &quot;the dll exploit&quot; that recently surfaced?</p>
    <div class=gmail_quote>On 3 Feb 2016 00:01, &quot;ics&quot; &lt;<a href=mailto:ics@ics-base.net>ics@ics-base.net</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>I suspect it allowed malicious server owners to do harm / gain access through malware of connected users. They seem to be fixing it for all game branches so it must have been quite serious.<br>
    <br>
    -ics<br>
    <br>
    Emil Larsson kirjoitti:<br>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    <br>
    What was this security issue exactly? Any concerns for us server owners for previously leaked rcon passwords? Or files being uploaded that aren&#39;t sprays?<br>
    <br>
    Den 2 feb 2016 23:26 skrev &quot;Eric Smith&quot; &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a> &lt;mailto:<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;&gt;:<br>
    <br>
        We&#39;ve released a mandatory update for TF2. The update notes are<br>
        below. The new version is 3271684.<br>
    <br>
        -Eric<br>
    <br>
        -------------------------------<br>
    <br>
        - Fixed a security issue related to the file system (thanks to<br>
        Simon Pinfold for this report)<br>
        - Fixed a client crash related to the material system<br>
        - Fixed a crash when using medium or low texture quality on maps<br>
        with static prop lighting<br>
        - Fixed not seeing team names when using custom scoreboards<br>
        - Fixed leaderboards occasionally not displaying when changing map<br>
        - Improved bspzip tool stability when packing maps with large<br>
        amounts of custom assets<br>
        - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns<br>
        Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox,<br>
        and the Mann Co. Stockpile Crate<br>
        - Updated the model/materials for the Crusader&#39;s Getup and<br>
        Arthropod&#39;s Aspect<br>
        - Updated The HazMat Headcase so it can be equipped by the Sniper<br>
        - Updated The Mustachioed Mann so it can be equipped by all<br>
        classes and added a second style<br>
        - Updated The Special Eyes so it can be equipped by the Pyro and<br>
        added a second style<br>
        - Updated The Frenchman&#39;s Formals to hide the Scout&#39;s dog-tags<br>
        - Updated the equip_region for the Cheater&#39;s Lament and added a<br>
        new style<br>
        - Updated the Backburner to add the pilot light<br>
        - Updated the Rainblower to remove the pilot light<br>
        - Updated several materials to fix issues caused by mat_picmip<br>
        - Updated the localization files<br>
        - Updated pl_borneo<br>
                - Fixed an exploit where players could get outside the map<br>
        - Updated ctf_landfall<br>
                - Fixed some material issues<br>
        - Updated cp_vanguard<br>
                - Added new path to the last point<br>
                - New geometry to reduce sightlines on the middle point<br>
                - Reorganized spawn points to better exit final spawns<br>
                - Fixed Red forward spawn door blocking when held open<br>
                - Fixed some material issues<br>
    <br>
        _______________________________________________<br>
        To unsubscribe, edit your list preferences, or view the list<br>
        archives, please visit:<br>
        <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div>

    --001a114128b643b4af052ad1d3cb--


     
  43. --------------010107020102080009010600
    Content-Type: text/plain; charset=utf-8
    Content-Transfer-Encoding: 7bit

    The issue in question was discovered and reported to us privately, so we
    dont expect any action should be necessary for up-to-date servers.

    It is always, of course, a good idea to ensure you are running servers
    with the least necessary privilege to limit the scope of any
    vulnerabilities future or present.

    - John

    On 02/02/2016 02:55 PM, Emil Larsson wrote:
    >
    > What was this security issue exactly? Any concerns for us server
    > owners for previously leaked rcon passwords? Or files being uploaded
    > that arent sprays?
    >
    > Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com
    > <mailto:erics@valvesoftware.com>>:
    >
    > Weve released a mandatory update for TF2. The update notes are
    > below. The new version is 3271684.
    >
    > -Eric
    >
    > -------------------------------
    >
    > - Fixed a security issue related to the file system (thanks to
    > Simon Pinfold for this report)
    > - Fixed a client crash related to the material system
    > - Fixed a crash when using medium or low texture quality on maps
    > with static prop lighting
    > - Fixed not seeing team names when using custom scoreboards
    > - Fixed leaderboards occasionally not displaying when changing map
    > - Improved bspzip tool stability when packing maps with large
    > amounts of custom assets
    > - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns
    > Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox,
    > and the Mann Co. Stockpile Crate
    > - Updated the model/materials for the Crusaders Getup and
    > Arthropods Aspect
    > - Updated The HazMat Headcase so it can be equipped by the Sniper
    > - Updated The Mustachioed Mann so it can be equipped by all
    > classes and added a second style
    > - Updated The Special Eyes so it can be equipped by the Pyro and
    > added a second style
    > - Updated The Frenchmans Formals to hide the Scouts dog-tags
    > - Updated the equip_region for the Cheaters Lament and added a
    > new style
    > - Updated the Backburner to add the pilot light
    > - Updated the Rainblower to remove the pilot light
    > - Updated several materials to fix issues caused by mat_picmip
    > - Updated the localization files
    > - Updated pl_borneo
    > - Fixed an exploit where players could get outside the map
    > - Updated ctf_landfall
    > - Fixed some material issues
    > - Updated cp_vanguard
    > - Added new path to the last point
    > - New geometry to reduce sightlines on the middle point
    > - Reorganized spawn points to better exit final spawns
    > - Fixed Red forward spawn door blocking when held open
    > - Fixed some material issues
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


    --------------010107020102080009010600
    Content-Type: text/html; charset=utf-8
    Content-Transfer-Encoding: 8bit

    <html>
    <head>
    <meta content=text/html; charset=utf-8 http-equiv=Content-Type>
    </head>
    <body smarttemplateinserted=true bgcolor=#FFFFFF text=#000000>
    The issue in question was discovered and reported to us privately,
    so we dont expect any action should be necessary for up-to-date
    servers.<br>
    <br>
    It is always, of course, a good idea to ensure you are running
    servers with the least necessary privilege to limit the scope of any
    vulnerabilities future or present.<br>
    <br>
    - John<br>
    <br>
    <div class=moz-cite-prefix>On 02/02/2016 02:55 PM, Emil Larsson
    wrote:<br>
    </div>
    <blockquote
    cite=mid:CACM8Wn2v2OtHvaOsdotURFebk1=XbCHRf_Yv7OW5V7ZM_m5mHQ@mail.gmail.com
    type=cite>
    <meta http-equiv=Content-Type content=text/html; charset=utf-8>
    <p dir=ltr>What was this security issue exactly? Any concerns
    for us server owners for previously leaked rcon passwords? Or
    files being uploaded that arent sprays?</p>
    <div class=gmail_quote>Den 2 feb 2016 23:26 skrev Eric Smith
    &lt;<a moz-do-not-send=true
    href=mailto:erics@valvesoftware.com>erics@valvesoftware.com</a>&gt;:<br
    type=attribution>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>Weve
    released a mandatory update for TF2. The update notes are
    below. The new version is 3271684.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed a security issue related to the file system (thanks to
    Simon Pinfold for this report)<br>
    - Fixed a client crash related to the material system<br>
    - Fixed a crash when using medium or low texture quality on
    maps with static prop lighting<br>
    - Fixed not seeing team names when using custom scoreboards<br>
    - Fixed leaderboards occasionally not displaying when changing
    map<br>
    - Improved bspzip tool stability when packing maps with large
    amounts of custom assets<br>
    - Updated the contents of the Gargoyle Case, the Fall 2013
    Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co.
    Strongbox, and the Mann Co. Stockpile Crate<br>
    - Updated the model/materials for the Crusaders Getup and
    Arthropods Aspect<br>
    - Updated The HazMat Headcase so it can be equipped by the
    Sniper<br>
    - Updated The Mustachioed Mann so it can be equipped by all
    classes and added a second style<br>
    - Updated The Special Eyes so it can be equipped by the Pyro
    and added a second style<br>
    - Updated The Frenchmans Formals to hide the Scouts dog-tags<br>
    - Updated the equip_region for the Cheaters Lament and added
    a new style<br>
    - Updated the Backburner to add the pilot light<br>
    - Updated the Rainblower to remove the pilot light<br>
    - Updated several materials to fix issues caused by mat_picmip<br>
    - Updated the localization files<br>
    - Updated pl_borneo<br>
            - Fixed an exploit where players could get outside the
    map<br>
    - Updated ctf_landfall<br>
            - Fixed some material issues<br>
    - Updated cp_vanguard<br>
            - Added new path to the last point<br>
            - New geometry to reduce sightlines on the middle
    point<br>
            - Reorganized spawn points to better exit final spawns<br>
            - Fixed Red forward spawn door blocking when held open<br>
            - Fixed some material issues<br>
    <br>
    _______________________________________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a moz-do-not-send=true
    href=https://i3d.net
    rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    </div>
    <br>
    <fieldset class=mimeAttachmentHeader></fieldset>
    <br>
    <pre wrap=>_______________________________________________

    <a class=moz-txt-link-freetext href=https://i3d.net>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </body>
    </html>

    --------------010107020102080009010600--


     
  44. HasserCss

    HasserCss Guest

    --001a11c33f8063fea6052ae4bfab
    Content-Type: text/plain; charset=UTF-8

    Thanks for being one of the few Valve people who give any kind of
    communication, but that is a pretty bad explanation.

    One can say it is unlikely that people have been exploited because it was
    disclosed privately and such... but that is not a good security mindset.
    What exactly is the harm in saying the scope of the vulnerability,
    especially now that it is fixed? :/

    On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <johns@valvesoftware.com>
    wrote:

    > The issue in question was discovered and reported to us privately, so we
    > dont expect any action should be necessary for up-to-date servers.
    >
    > It is always, of course, a good idea to ensure you are running servers
    > with the least necessary privilege to limit the scope of any
    > vulnerabilities future or present.
    >
    > - John
    >
    >
    > On 02/02/2016 02:55 PM, Emil Larsson wrote:
    >
    > What was this security issue exactly? Any concerns for us server owners
    > for previously leaked rcon passwords? Or files being uploaded that arent
    > sprays?
    > Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com>:
    >
    >> Weve released a mandatory update for TF2. The update notes are below.
    >> The new version is 3271684.
    >>
    >> -Eric
    >>
    >> -------------------------------
    >>
    >> - Fixed a security issue related to the file system (thanks to Simon
    >> Pinfold for this report)
    >> - Fixed a client crash related to the material system
    >> - Fixed a crash when using medium or low texture quality on maps with
    >> static prop lighting
    >> - Fixed not seeing team names when using custom scoreboards
    >> - Fixed leaderboards occasionally not displaying when changing map
    >> - Improved bspzip tool stability when packing maps with large amounts of
    >> custom assets
    >> - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate,
    >> the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co.
    >> Stockpile Crate
    >> - Updated the model/materials for the Crusaders Getup and Arthropods
    >> Aspect
    >> - Updated The HazMat Headcase so it can be equipped by the Sniper
    >> - Updated The Mustachioed Mann so it can be equipped by all classes and
    >> added a second style
    >> - Updated The Special Eyes so it can be equipped by the Pyro and added a
    >> second style
    >> - Updated The Frenchmans Formals to hide the Scouts dog-tags
    >> - Updated the equip_region for the Cheaters Lament and added a new style
    >> - Updated the Backburner to add the pilot light
    >> - Updated the Rainblower to remove the pilot light
    >> - Updated several materials to fix issues caused by mat_picmip
    >> - Updated the localization files
    >> - Updated pl_borneo
    >> - Fixed an exploit where players could get outside the map
    >> - Updated ctf_landfall
    >> - Fixed some material issues
    >> - Updated cp_vanguard
    >> - Added new path to the last point
    >> - New geometry to reduce sightlines on the middle point
    >> - Reorganized spawn points to better exit final spawns
    >> - Fixed Red forward spawn door blocking when held open
    >> - Fixed some material issues
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --001a11c33f8063fea6052ae4bfab
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>Thanks for being one of the few Valve people who give any kind of communication, but that is a pretty bad explanation.<div><br></div><div>One can say it is unlikely that people have been exploited because it was disclosed privately and such... but that is not a good security mindset. What exactly is the harm in saying the scope of the vulnerability, especially now that it is fixed? :/</div></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <span dir=ltr>&lt;<a href=mailto:johns@valvesoftware.com target=_blank>johns@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    The issue in question was discovered and reported to us privately,
    so we don&#39;t expect any action should be necessary for up-to-date
    servers.<br>
    <br>
    It is always, of course, a good idea to ensure you are running
    servers with the least necessary privilege to limit the scope of any
    vulnerabilities future or present.<span class=HOEnZb><font color=#888888><br>
    <br>
    - John</font></span><div><div class=h5><br>
    <br>
    <div>On 02/02/2016 02:55 PM, Emil Larsson
    wrote:<br>
    </div>
    <blockquote type=cite>
    &nbsp;
    <p dir=ltr>What was this security issue exactly? Any concerns
    for us server owners for previously leaked rcon passwords? Or
    files being uploaded that aren&#39;t sprays?</p>
    <div class=gmail_quote>Den 2 feb 2016 23:26 skrev &quot;Eric Smith&quot;
    &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;:<br type=attribution>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve
    released a mandatory update for TF2. The update notes are
    below. The new version is 3271684.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed a security issue related to the file system (thanks to
    Simon Pinfold for this report)<br>
    - Fixed a client crash related to the material system<br>
    - Fixed a crash when using medium or low texture quality on
    maps with static prop lighting<br>
    - Fixed not seeing team names when using custom scoreboards<br>
    - Fixed leaderboards occasionally not displaying when changing
    map<br>
    - Improved bspzip tool stability when packing maps with large
    amounts of custom assets<br>
    - Updated the contents of the Gargoyle Case, the Fall 2013
    Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co.
    Strongbox, and the Mann Co. Stockpile Crate<br>
    - Updated the model/materials for the Crusader&#39;s Getup and
    Arthropod&#39;s Aspect<br>
    - Updated The HazMat Headcase so it can be equipped by the
    Sniper<br>
    - Updated The Mustachioed Mann so it can be equipped by all
    classes and added a second style<br>
    - Updated The Special Eyes so it can be equipped by the Pyro
    and added a second style<br>
    - Updated The Frenchman&#39;s Formals to hide the Scout&#39;s dog-tags<br>
    - Updated the equip_region for the Cheater&#39;s Lament and added
    a new style<br>
    - Updated the Backburner to add the pilot light<br>
    - Updated the Rainblower to remove the pilot light<br>
    - Updated several materials to fix issues caused by mat_picmip<br>
    - Updated the localization files<br>
    - Updated pl_borneo<br>
            - Fixed an exploit where players could get outside the
    map<br>
    - Updated ctf_landfall<br>
            - Fixed some material issues<br>
    - Updated cp_vanguard<br>
            - Added new path to the last point<br>
            - New geometry to reduce sightlines on the middle
    point<br>
            - Reorganized spawn points to better exit final spawns<br>
            - Fixed Red forward spawn door blocking when held open<br>
            - Fixed some material issues<br>
    <br>
    _______________________________________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    </div>
    <br>
    <fieldset></fieldset>
    <br>
    <pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </div></div></div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a11c33f8063fea6052ae4bfab--


     
  45. BartekS

    BartekS Guest

    --001a11c3869a136cb4052ae4ce3b
    Content-Type: text/plain; charset=UTF-8

    Half-done fix, possibly. If they tell people where to aim, theyll find
    another way to exploit.. Dont get me wrong, thats not hate.
    On 3 Feb 2016 23:02, Hasser Css <hasservalve@gmail.com> wrote:

    > Thanks for being one of the few Valve people who give any kind of
    > communication, but that is a pretty bad explanation.
    >
    > One can say it is unlikely that people have been exploited because it was
    > disclosed privately and such... but that is not a good security mindset.
    > What exactly is the harm in saying the scope of the vulnerability,
    > especially now that it is fixed? :/
    >
    > On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <johns@valvesoftware.com>
    > wrote:
    >
    >> The issue in question was discovered and reported to us privately, so we
    >> dont expect any action should be necessary for up-to-date servers.
    >>
    >> It is always, of course, a good idea to ensure you are running servers
    >> with the least necessary privilege to limit the scope of any
    >> vulnerabilities future or present.
    >>
    >> - John
    >>
    >>
    >> On 02/02/2016 02:55 PM, Emil Larsson wrote:
    >>
    >> What was this security issue exactly? Any concerns for us server owners
    >> for previously leaked rcon passwords? Or files being uploaded that arent
    >> sprays?
    >> Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com>:
    >>
    >>> Weve released a mandatory update for TF2. The update notes are below.
    >>> The new version is 3271684.
    >>>
    >>> -Eric
    >>>
    >>> -------------------------------
    >>>
    >>> - Fixed a security issue related to the file system (thanks to Simon
    >>> Pinfold for this report)
    >>> - Fixed a client crash related to the material system
    >>> - Fixed a crash when using medium or low texture quality on maps with
    >>> static prop lighting
    >>> - Fixed not seeing team names when using custom scoreboards
    >>> - Fixed leaderboards occasionally not displaying when changing map
    >>> - Improved bspzip tool stability when packing maps with large amounts of
    >>> custom assets
    >>> - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns Crate,
    >>> the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the Mann Co.
    >>> Stockpile Crate
    >>> - Updated the model/materials for the Crusaders Getup and Arthropods
    >>> Aspect
    >>> - Updated The HazMat Headcase so it can be equipped by the Sniper
    >>> - Updated The Mustachioed Mann so it can be equipped by all classes and
    >>> added a second style
    >>> - Updated The Special Eyes so it can be equipped by the Pyro and added a
    >>> second style
    >>> - Updated The Frenchmans Formals to hide the Scouts dog-tags
    >>> - Updated the equip_region for the Cheaters Lament and added a new style
    >>> - Updated the Backburner to add the pilot light
    >>> - Updated the Rainblower to remove the pilot light
    >>> - Updated several materials to fix issues caused by mat_picmip
    >>> - Updated the localization files
    >>> - Updated pl_borneo
    >>> - Fixed an exploit where players could get outside the map
    >>> - Updated ctf_landfall
    >>> - Fixed some material issues
    >>> - Updated cp_vanguard
    >>> - Added new path to the last point
    >>> - New geometry to reduce sightlines on the middle point
    >>> - Reorganized spawn points to better exit final spawns
    >>> - Fixed Red forward spawn door blocking when held open
    >>> - Fixed some material issues
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >> _______________________________________________
    >> https://i3d.net
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --001a11c3869a136cb4052ae4ce3b
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <p dir=ltr>Half-done fix, possibly. If they tell people where to aim, they&#39;ll find another way to exploit.. Don&#39;t get me wrong, that&#39;s not hate.</p>
    <div class=gmail_quote>On 3 Feb 2016 23:02, &quot;Hasser Css&quot; &lt;<a href=mailto:hasservalve@gmail.com>hasservalve@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Thanks for being one of the few Valve people who give any kind of communication, but that is a pretty bad explanation.<div><br></div><div>One can say it is unlikely that people have been exploited because it was disclosed privately and such... but that is not a good security mindset. What exactly is the harm in saying the scope of the vulnerability, especially now that it is fixed? :/</div></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <span dir=ltr>&lt;<a href=mailto:johns@valvesoftware.com target=_blank>johns@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    The issue in question was discovered and reported to us privately,
    so we don&#39;t expect any action should be necessary for up-to-date
    servers.<br>
    <br>
    It is always, of course, a good idea to ensure you are running
    servers with the least necessary privilege to limit the scope of any
    vulnerabilities future or present.<span><font color=#888888><br>
    <br>
    - John</font></span><div><div><br>
    <br>
    <div>On 02/02/2016 02:55 PM, Emil Larsson
    wrote:<br>
    </div>
    <blockquote type=cite>
    &nbsp;
    <p dir=ltr>What was this security issue exactly? Any concerns
    for us server owners for previously leaked rcon passwords? Or
    files being uploaded that aren&#39;t sprays?</p>
    <div class=gmail_quote>Den 2 feb 2016 23:26 skrev &quot;Eric Smith&quot;
    &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;:<br type=attribution>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve
    released a mandatory update for TF2. The update notes are
    below. The new version is 3271684.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed a security issue related to the file system (thanks to
    Simon Pinfold for this report)<br>
    - Fixed a client crash related to the material system<br>
    - Fixed a crash when using medium or low texture quality on
    maps with static prop lighting<br>
    - Fixed not seeing team names when using custom scoreboards<br>
    - Fixed leaderboards occasionally not displaying when changing
    map<br>
    - Improved bspzip tool stability when packing maps with large
    amounts of custom assets<br>
    - Updated the contents of the Gargoyle Case, the Fall 2013
    Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co.
    Strongbox, and the Mann Co. Stockpile Crate<br>
    - Updated the model/materials for the Crusader&#39;s Getup and
    Arthropod&#39;s Aspect<br>
    - Updated The HazMat Headcase so it can be equipped by the
    Sniper<br>
    - Updated The Mustachioed Mann so it can be equipped by all
    classes and added a second style<br>
    - Updated The Special Eyes so it can be equipped by the Pyro
    and added a second style<br>
    - Updated The Frenchman&#39;s Formals to hide the Scout&#39;s dog-tags<br>
    - Updated the equip_region for the Cheater&#39;s Lament and added
    a new style<br>
    - Updated the Backburner to add the pilot light<br>
    - Updated the Rainblower to remove the pilot light<br>
    - Updated several materials to fix issues caused by mat_picmip<br>
    - Updated the localization files<br>
    - Updated pl_borneo<br>
            - Fixed an exploit where players could get outside the
    map<br>
    - Updated ctf_landfall<br>
            - Fixed some material issues<br>
    - Updated cp_vanguard<br>
            - Added new path to the last point<br>
            - New geometry to reduce sightlines on the middle
    point<br>
            - Reorganized spawn points to better exit final spawns<br>
            - Fixed Red forward spawn door blocking when held open<br>
            - Fixed some material issues<br>
    <br>
    _______________________________________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    </div>
    <br>
    <fieldset></fieldset>
    <br>
    <pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </div></div></div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>

    --001a11c3869a136cb4052ae4ce3b--


     
  46. --001a113a5c1e98effa052ae53410
    Content-Type: text/plain; charset=UTF-8

    @Hasser, there is a mass update slated for a few Source Games including the
    Source SDK 2013 stuff so I imagine the fix needs to be implemented
    everywhere? Maybe thats why they cant detail it.

    On Wed, Feb 3, 2016 at 5:04 PM, Bartek S <bartek.skorek@gmail.com> wrote:

    > Half-done fix, possibly. If they tell people where to aim, theyll find
    > another way to exploit.. Dont get me wrong, thats not hate.
    > On 3 Feb 2016 23:02, Hasser Css <hasservalve@gmail.com> wrote:
    >
    >> Thanks for being one of the few Valve people who give any kind of
    >> communication, but that is a pretty bad explanation.
    >>
    >> One can say it is unlikely that people have been exploited because it was
    >> disclosed privately and such... but that is not a good security mindset.
    >> What exactly is the harm in saying the scope of the vulnerability,
    >> especially now that it is fixed? :/
    >>
    >> On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <johns@valvesoftware.com>
    >> wrote:
    >>
    >>> The issue in question was discovered and reported to us privately, so we
    >>> dont expect any action should be necessary for up-to-date servers.
    >>>
    >>> It is always, of course, a good idea to ensure you are running servers
    >>> with the least necessary privilege to limit the scope of any
    >>> vulnerabilities future or present.
    >>>
    >>> - John
    >>>
    >>>
    >>> On 02/02/2016 02:55 PM, Emil Larsson wrote:
    >>>
    >>> What was this security issue exactly? Any concerns for us server owners
    >>> for previously leaked rcon passwords? Or files being uploaded that arent
    >>> sprays?
    >>> Den 2 feb 2016 23:26 skrev Eric Smith <erics@valvesoftware.com>:
    >>>
    >>>> Weve released a mandatory update for TF2. The update notes are below.
    >>>> The new version is 3271684.
    >>>>
    >>>> -Eric
    >>>>
    >>>> -------------------------------
    >>>>
    >>>> - Fixed a security issue related to the file system (thanks to Simon
    >>>> Pinfold for this report)
    >>>> - Fixed a client crash related to the material system
    >>>> - Fixed a crash when using medium or low texture quality on maps with
    >>>> static prop lighting
    >>>> - Fixed not seeing team names when using custom scoreboards
    >>>> - Fixed leaderboards occasionally not displaying when changing map
    >>>> - Improved bspzip tool stability when packing maps with large amounts
    >>>> of custom assets
    >>>> - Updated the contents of the Gargoyle Case, the Fall 2013 Acorns
    >>>> Crate, the Love And War Cosmetics Bundle, the Mann Co. Strongbox, and the
    >>>> Mann Co. Stockpile Crate
    >>>> - Updated the model/materials for the Crusaders Getup and Arthropods
    >>>> Aspect
    >>>> - Updated The HazMat Headcase so it can be equipped by the Sniper
    >>>> - Updated The Mustachioed Mann so it can be equipped by all classes and
    >>>> added a second style
    >>>> - Updated The Special Eyes so it can be equipped by the Pyro and added
    >>>> a second style
    >>>> - Updated The Frenchmans Formals to hide the Scouts dog-tags
    >>>> - Updated the equip_region for the Cheaters Lament and added a new
    >>>> style
    >>>> - Updated the Backburner to add the pilot light
    >>>> - Updated the Rainblower to remove the pilot light
    >>>> - Updated several materials to fix issues caused by mat_picmip
    >>>> - Updated the localization files
    >>>> - Updated pl_borneo
    >>>> - Fixed an exploit where players could get outside the map
    >>>> - Updated ctf_landfall
    >>>> - Fixed some material issues
    >>>> - Updated cp_vanguard
    >>>> - Added new path to the last point
    >>>> - New geometry to reduce sightlines on the middle point
    >>>> - Reorganized spawn points to better exit final spawns
    >>>> - Fixed Red forward spawn door blocking when held open
    >>>> - Fixed some material issues
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>
    >>>
    >>> _______________________________________________
    >>> https://i3d.net
    >>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >


    --
    *Matthew (Rowedahelicon) Robinson*
    Web Designer / Artist / Writer
    Website - http://www.rowedahelicon.com/

    --001a113a5c1e98effa052ae53410
    Content-Type: text/html; charset=UTF-8
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    <div dir=ltr>@Hasser, there is a mass update slated for a few Source Games including the Source SDK 2013 stuff so I imagine the fix needs to be implemented everywhere? Maybe that&#39;s why they can&#39;t detail it.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Feb 3, 2016 at 5:04 PM, Bartek S <span dir=ltr>&lt;<a href=mailto:bartek.skorek@gmail.com target=_blank>bartek.skorek@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>Half-done fix, possibly. If they tell people where to aim, they&#39;ll find another way to exploit.. Don&#39;t get me wrong, that&#39;s not hate.</p><div class=HOEnZb><div class=h5>
    <div class=gmail_quote>On 3 Feb 2016 23:02, &quot;Hasser Css&quot; &lt;<a href=mailto:hasservalve@gmail.com target=_blank>hasservalve@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Thanks for being one of the few Valve people who give any kind of communication, but that is a pretty bad explanation.<div><br></div><div>One can say it is unlikely that people have been exploited because it was disclosed privately and such... but that is not a good security mindset. What exactly is the harm in saying the scope of the vulnerability, especially now that it is fixed? :/</div></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Feb 3, 2016 at 7:29 PM, John Schoenick <span dir=ltr>&lt;<a href=mailto:johns@valvesoftware.com target=_blank>johns@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    The issue in question was discovered and reported to us privately,
    so we don&#39;t expect any action should be necessary for up-to-date
    servers.<br>
    <br>
    It is always, of course, a good idea to ensure you are running
    servers with the least necessary privilege to limit the scope of any
    vulnerabilities future or present.<span><font color=#888888><br>
    <br>
    - John</font></span><div><div><br>
    <br>
    <div>On 02/02/2016 02:55 PM, Emil Larsson
    wrote:<br>
    </div>
    <blockquote type=cite>
    &nbsp;
    <p dir=ltr>What was this security issue exactly? Any concerns
    for us server owners for previously leaked rcon passwords? Or
    files being uploaded that aren&#39;t sprays?</p>
    <div class=gmail_quote>Den 2 feb 2016 23:26 skrev &quot;Eric Smith&quot;
    &lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;:<br type=attribution>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve
    released a mandatory update for TF2. The update notes are
    below. The new version is 3271684.<br>
    <br>
    -Eric<br>
    <br>
    -------------------------------<br>
    <br>
    - Fixed a security issue related to the file system (thanks to
    Simon Pinfold for this report)<br>
    - Fixed a client crash related to the material system<br>
    - Fixed a crash when using medium or low texture quality on
    maps with static prop lighting<br>
    - Fixed not seeing team names when using custom scoreboards<br>
    - Fixed leaderboards occasionally not displaying when changing
    map<br>
    - Improved bspzip tool stability when packing maps with large
    amounts of custom assets<br>
    - Updated the contents of the Gargoyle Case, the Fall 2013
    Acorns Crate, the Love And War Cosmetics Bundle, the Mann Co.
    Strongbox, and the Mann Co. Stockpile Crate<br>
    - Updated the model/materials for the Crusader&#39;s Getup and
    Arthropod&#39;s Aspect<br>
    - Updated The HazMat Headcase so it can be equipped by the
    Sniper<br>
    - Updated The Mustachioed Mann so it can be equipped by all
    classes and added a second style<br>
    - Updated The Special Eyes so it can be equipped by the Pyro
    and added a second style<br>
    - Updated The Frenchman&#39;s Formals to hide the Scout&#39;s dog-tags<br>
    - Updated the equip_region for the Cheater&#39;s Lament and added
    a new style<br>
    - Updated the Backburner to add the pilot light<br>
    - Updated the Rainblower to remove the pilot light<br>
    - Updated several materials to fix issues caused by mat_picmip<br>
    - Updated the localization files<br>
    - Updated pl_borneo<br>
            - Fixed an exploit where players could get outside the
    map<br>
    - Updated ctf_landfall<br>
            - Fixed some material issues<br>
    - Updated cp_vanguard<br>
            - Added new path to the last point<br>
            - New geometry to reduce sightlines on the middle
    point<br>
            - Reorganized spawn points to better exit final spawns<br>
            - Fixed Red forward spawn door blocking when held open<br>
            - Fixed some material issues<br>
    <br>
    _______________________________________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    </div>
    <br>
    <fieldset></fieldset>
    <br>
    <pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </div></div></div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br><br clear=all><br>-- <br><div class=gmail_signature>*Matthew (Rowedahelicon) Robinson*<br>Web Designer / Artist / Writer<br>Website - <a href=http://www.rowedahelicon.com/ target=_blank>http://www.rowedahelicon.com/</a><br></div>
    </div>

    --001a113a5c1e98effa052ae53410--


     
  47. SaintK.

    SaintK. Guest

    --=-IoBvHTGaiZYntZOMfn+Q
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    Hi,
    &nbsp;
    I have to agree with the user below. In the field of security it
     
  48. AsherBaker

    AsherBaker Guest

    --047d7b3a8682c4ff6b052aefe1fe
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    Full disclosure happens AFTER fixes are released.
    As has already been said, there are patches pending release for numerous
    other engine branches.
    While the ship is halfway to sea given that a patch has released for at
    least one engine, It would be irresponsible to expose the several thousand
    game servers on the other mainline branches to attack.



    Their heads are green, and their hands are blue,
    And they went to sea in a Sieve. - Edward Lear

    On Thu, Feb 4, 2016 at 10:54 AM, Saint K. <saintk@specialattack.net> wrote:

    > Hi,
    >
    >
    >
    > I have to agree with the user below. In the field of security it
     
  49. AnAkkk

    AnAkkk Guest

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    Unfortunately some branches never get updated and still have exploits that
    were discovered years ago.

    2016-02-04 12:17 GMT+01:00 Asher Baker <asherkin@gmail.com>:

    > Full disclosure happens AFTER fixes are released.
    > As has already been said, there are patches pending release for numerous
    > other engine branches.
    > While the ship is halfway to sea given that a patch has released for at
    > least one engine, It would be irresponsible to expose the several thousand
    > game servers on the other mainline branches to attack.
    >
    >
    >
    > Their heads are green, and their hands are blue,
    > And they went to sea in a Sieve. - Edward Lear
    >
    > On Thu, Feb 4, 2016 at 10:54 AM, Saint K. <saintk@specialattack.net>
    > wrote:
    >
    >> Hi,
    >>
    >>
    >>
    >> I have to agree with the user below. In the field of security it
     
  50. SaintK.

    SaintK. Guest

    --=-e4ybwVVZykSaXrDaP+Jl
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    Ah, sorry. I was not aware that the problem also existed in other branches and were yet to be patched. You are absolutely correct.
    &nbsp;
    Saint K.
    &nbsp;
    From: hlds-bounces@.com [mailto:hlds-bounces@.com] On Behalf Of Asher Baker
    Sent: Thursday, February 04, 2016 12:17 PM
    To: Half-Life dedicated Win32 server mailing list <hlds@.com>
    Subject: Re: [hlds] Mandatory Team Fortress 2 update released
    &nbsp;
    Full disclosure happens AFTER fixes are released.
    As has already been said, there are patches pending release for numerous other engine branches.
    While the ship is halfway to sea given that a patch has released for at least one engine, It would be irresponsible to expose the several thousand game servers on the other mainline branches to attack.



    Their heads are green, and their hands are blue,
    And they went to sea in a Sieve. - Edward Lear
    &nbsp;
    On Thu, Feb 4, 2016 at 10:54 AM, Saint K. <saintk@specialattack.net> wrote:
    Hi,
    &nbsp;
    I have to agree with the user below. In the field of security it
     
  51. LiamTurnbull

    LiamTurnbull Guest

    Animation mods dont work on sv_pure as a heads up for animation creators





    > On Apr 25, 2016, at 13:34, Eric Smith <erics@valvesoftware.com> wrote:
    >
    > Weve released a mandatory update for TF2. The update notes are below. The new version number is 3407456.
    >
    > -Eric
    >
    > ---------------------------------------
    >
    > - Updated content and features for the TF2 Competitive Mode Beta
    > - For more information on how you can participate in testing, please visit https://steamcommunity.com/groups/tfcompetitive
    > - Added a ten second countdown to the beginning of each round after the first
    > - Added cp_gorge to the map rotation to test attack/defense format (using stopwatch mode)
    > - Fixed a potential security issue (thanks to Justin G., aka sigsegv, for this report)
    > - Fixed ragdolls not drawing the head properly when a Spy feigns death
    > - Fixed the Festive Backburner missing the pilot light
    > - Fixed The Classic leaving laser particles in the world
    > - Fixed a problem with the Mann Co. Catalog images being drawn off-screen
    > - Updated models/materials for The Hot Dogger, Brim-Full Of Bullets, The One-Man Army, Your Worst Nightmare, The Patriot Peak, The Diplomat, The Bruisers Bandanna, The Eliminators Safeguard, and Storm Stompers
    > - Added tournament medals for AsiaFortress Cup Season 9, ozfortress Season 15, and ozfortress Summer Cup 2016, ETF2L 6v6 Season 22 and Season 23, and ETF2L Highlander Season 9 and Season 10
    > - Added the class viewmodel animation files to the list of files allowed on servers using sv_pure 1
    > - Updated the equip_region settings for The Tools of the Trade and Captain Space Mann
    > - Updated the localization files
    > - Added a new Quickplay category for Alternative game modes
    > - Moved Territorial Control, Special Delivery, and Player Destruction maps to this new category
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net

    _______________________________________________

    https://i3d.net
     
  52. MarcoRamos

    MarcoRamos Guest

    --001a1140c38ea6377a053428c3c6
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    Sorry to use the list for this, but HECK YEAH!!! I wanted this feature
    since replays came out and ages later is finally here! Thanks Valve!

    Em tera-feira, 31 de maio de 2016, Eric Smith <erics@valvesoftware.com>
    escreveu:

    > Weve released a mandatory update for TF2. The update notes are below. The
    > new version number is 3475087.
    >
    > -Eric
    >
    > ================================
    >
    > - Added a new Demo Support feature to auto-record matches
    > - Can be configured via the Adv. Options menu
    > - Automatically records .dem files of your matches (or can be set
    > to Manual) and puts them into the specified folder
    > - Logs killstreaks and bookmarks to a master _events.txt file in
    > the same folder as the recordings so the events can be easily reviewed
    > - Logs killstreaks and bookmarks for each specific .dem file to
    > .json file that has the same name as the .dem file (see the ds_mark command
    > below)
    > - Supports the following console commands:
    > - ds_record: manually start a recording
    > - ds_stop: manually stop recording
    > - ds_mark [comment]: bookmark the current demo tick count
    > for future reference. The [comment] is an optional descriptor you may
    > include.
    > - ds_status: report the current recording status
    > - Security fixes (thanks to Diodine for these reports)
    > - Fixed an exploit related to the Heavys gloves and blocking the payload
    > cart
    > - Fixed energy weapons not reloading when using cl_autoreload
    > - Fixed the team-win dialog not being displayed for SourceTV clients
    > - Updated several hats to fix the Sniper not removing the hats while
    > taunting
    > - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6
    > Seasons 19 and 20, and 4v4 Seasons 6 and 7
    > - Updated models/materials for The Dead Head, The Scoped Spartan, The
    > Patriots Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough Stuff
    > Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time, and The
    > Big Elfin Deal
    > - Updated The Federal Casemaker to hide the Scouts headphones
    > - Updated the localization files
    >
    >
    >
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    Sorry to use the list for this, but HECK YEAH!!! I wanted this feature since replays came out and ages later is finally here! Thanks Valve!<br><br>Em tera-feira, 31 de maio de 2016, Eric Smith &lt;<a href=mailto:erics@valvesoftware.com>erics@valvesoftware.com</a>&gt; escreveu:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for TF2. The update notes are below. The new version number is 3475087.<br>
    <br>
    -Eric<br>
    <br>
    ================================<br>
    <br>
    - Added a new Demo Support feature to auto-record matches<br>
            - Can be configured via the Adv. Options menu<br>
            - Automatically records .dem files of your matches (or can be set to Manual) and puts them into the specified folder<br>
            - Logs killstreaks and bookmarks to a master _events.txt file in the same folder as the recordings so the events can be easily reviewed<br>
            - Logs killstreaks and bookmarks for each specific .dem file to .json file that has the same name as the .dem file (see the ds_mark command below)<br>
            - Supports the following console commands:<br>
                    - ds_record: manually start a recording<br>
                    - ds_stop: manually stop recording<br>
                    - ds_mark [comment]: bookmark the current demo tick count for future reference. The [comment] is an optional descriptor you may include.<br>
                    - ds_status: report the current recording status<br>
    - Security fixes (thanks to Diodine for these reports)<br>
    - Fixed an exploit related to the Heavy&#39;s gloves and blocking the payload cart<br>
    - Fixed energy weapons not reloading when using cl_autoreload<br>
    - Fixed the team-win dialog not being displayed for SourceTV clients<br>
    - Updated several hats to fix the Sniper not removing the hats while taunting<br>
    - Added UGC tournament medals for Highlander Seasons 17 and 18, 6v6 Seasons 19 and 20, and 4v4 Seasons 6 and 7<br>
    - Updated models/materials for The Dead Head, The Scoped Spartan, The Patriot&#39;s Pouches, The Sub Zero Suit, Fear Monger, Co-Pilot, Tough Stuff Muffs, The Toowoomba Tunic, Weight Room Warmer, The Bootie Time, and The Big Elfin Deal<br>
    - Updated The Federal Casemaker to hide the Scout&#39;s headphones<br>
    - Updated the localization files<br>
    <br>
    <br>
    <br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net target=_blank>https://i3d.net</a><br>
    </blockquote>

    --001a1140c38ea6377a053428c3c6--


     
  53. AFearts

    AFearts Guest

    --001a113d37ec2d1fc20535e6e5f2
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    Im getting a lot of issues. My server keeps spamming with:

    No match, but configured for MM, enrolling in matchmaking

    Also

    World triggered Round_Start

    On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose <rbemrose@gmail.com> wrote:

    > So... did something replace it as mode 1 or did all the existing values
    > shift down one?
    >
    > I ask because MvM is mode 2 on that same cvar.
    >
    >
    > On 6/22/2016 8:04 PM, John Schoenick wrote:
    >
    >> One of the internal changes in this patch removed the old quickplay
    >> value from tf_mm_servermode (which was no longer used) -- if you still
    >> have it set, youre likely enrolling in the bootcamp pool when empty.
    >> Setting this back to 0 should fix you. Apologies!
    >>
    >>
    >> On 06/22/2016 04:56 PM, Peter Jerde wrote:
    >>
    >>> - Internal system changes in preparation for a future update
    >>>>
    >>> So I know I
     
  54. PeterJerde

    PeterJerde Guest

    Cj4gT24gSnVuIDIyLCAyMDE2LCBhdCAxOTowNCBQTSwgSm9obiBTY2hvZW5pY2sgPGpvaG5zQHZh
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  56. --001a11414c544456830535e71ef3
    Content-Type: text/plain; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    This page should be updated:
    https://support.steampowered.com/kb_article.php?ref=6656-IAZN-7933
    What are the options for tf_mm_servermode now?

    From console:
    tf_mm_servermode : 1 : , sv, nf :
    Activates / deactivates Lobby-based hosting mode. 0 = not active 1 =
    Put in matchmaking pool (Lobby will control current map)

    On Wed, Jun 22, 2016 at 5:24 PM, Peter Jerde <peter-hlds@jerde.net> wrote:

    >
    > > On Jun 22, 2016, at 19:04 PM, John Schoenick <johns@valvesoftware.com>
    > wrote:
    > >
    > > One of the internal changes in this patch removed the old quickplay
    > > value from tf_mm_servermode (which was no longer used) -- if you still
    > > have it set, youre likely enrolling in the bootcamp pool when empty.
    > > Setting this back to 0 should fix you. Apologies!
    > >
    >
    > Thanks! That was, indeed, it. We had a bunch of
     
  57. RossBemrose

    RossBemrose Guest

    This is a multi-part message in MIME format.
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    That is updated. MvM used to be value 2.


    On 6/22/2016 8:27 PM, Christian Burns wrote:
    > This page should be updated:
    > https://support.steampowered.com/kb_article.php?reff56-IAZN-7933
    > What are the options for tf_mm_servermode now?
    >
    > From console:
    > tf_mm_servermode : 1 : , sv, nf
    > : Activates / deactivates Lobby-based hosting mode. 0 = not active
    > 1 = Put in matchmaking pool (Lobby will control current map)
    >
    > On Wed, Jun 22, 2016 at 5:24 PM, Peter Jerde <peter-hlds@jerde.net
    > <mailto:peter-hlds@jerde.net>> wrote:
    >
    >
    > > On Jun 22, 2016, at 19:04 PM, John Schoenick
    > <johns@valvesoftware.com <mailto:johns@valvesoftware.com>> wrote:
    > >
    > > One of the internal changes in this patch removed the old quickplay
    > > value from tf_mm_servermode (which was no longer used) -- if you
    > still
    > > have it set, youre likely enrolling in the bootcamp pool when
    > empty.
    > > Setting this back to 0 should fix you. Apologies!
    > >
    >
    > Thanks! That was, indeed, it. We had a bunch of tf_mm_servermode
    > 1 in our crusty old server configs.
    >
    > I think this will motivate me to clean out the last eight years
    > worth of weird settings that have crept in to our configs.
    >
    > - Peter
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > --
    > Christian Burns
    > e: christian.d.burns@gmail.com <mailto:christian.d.burns@gmail.com>
    > c: 714-705-5443
    > s: iamNTS
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


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    <p>That is updated.
     
  58. --------------3064B83847B7A1F0410EFC76
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    Do you have tf_mm_strict set?


    On 06/22/2016 05:11 PM, A Fearts wrote:
    > Im getting a lot of issues. My server keeps spamming with:
    >
    > No match, but configured for MM, enrolling in matchmaking
    >
    > Also
    >
    > World triggered Round_Start
    >
    > On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose <rbemrose@gmail.com
    > <mailto:rbemrose@gmail.com>> wrote:
    >
    > So... did something replace it as mode 1 or did all the existing
    > values shift down one?
    >
    > I ask because MvM is mode 2 on that same cvar.
    >
    >
    > On 6/22/2016 8:04 PM, John Schoenick wrote:
    >
    > One of the internal changes in this patch removed the old
    > quickplay
    > value from tf_mm_servermode (which was no longer used) -- if
    > you still
    > have it set, youre likely enrolling in the bootcamp pool when
    > empty.
    > Setting this back to 0 should fix you. Apologies!
    >
    >
    > On 06/22/2016 04:56 PM, Peter Jerde wrote:
    >
    > - Internal system changes in preparation for a future
    > update
    >
    > So I know Im running an outdated version of SourceMod
    > (1.7 branch), but I thought Id just throw this out and
    > see if anyone else is seeing it. Out of the blue, some of
    > my servers are switching to MvM mode:
    >
    > L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0 instanced
    > on this server in state SERVERSETUP
    >
    > That was on a 24/7 2fort server.
    >
    > Why would that suddenly start happening!?
    >
    > - Peter
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the
    > list archives, please visit:
    > https://i3d.net
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


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    <p>Do you have tf_mm_strict set?<br>
    </p>
    <br>
    <div class=moz-cite-prefix>On 06/22/2016 05:11 PM, A Fearts wrote:<br>
    </div>
    <blockquote
    cite=mid:CAM=qrKjp0qbU20mVhoWKtS+dcVUe-ob02SeNdzk-xWhAWF-+yQ@mail.gmail.com
    type=cite>
    <meta http-equiv=Content-Type content=text/html;
    charset=windows-1252>
    <div dir=ltr>
    <div>Im getting a lot of issues. My server keeps spamming with:<br>
    <br>
    No match, but configured for MM, enrolling in matchmaking<br>
    <br>
    </div>
    Also<br>
    <br>
    World triggered Round_Start<br>
    </div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Wed, Jun 22, 2016 at 8:06 PM, Ross
    Bemrose <span dir=ltr>&lt;<a moz-do-not-send=true
    href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>So... did
    something replace it as mode 1 or did all the existing
    values shift down one?<br>
    <br>
    I ask because MvM is mode 2 on that same cvar.
    <div class=HOEnZb>
    <div class=h5><br>
    <br>
    On 6/22/2016 8:04 PM, John Schoenick wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    One of the internal changes in this patch removed the
    old quickplay<br>
    value from tf_mm_servermode (which was no longer used)
    -- if you still<br>
    have it set, youre likely enrolling in the bootcamp
    pool when empty.<br>
    Setting this back to 0 should fix you. Apologies!<br>
    <br>
    <br>
    On 06/22/2016 04:56 PM, Peter Jerde wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    - Internal system changes in preparation for a
    future update<br>
    </blockquote>
    So I know Im running an outdated version of
    SourceMod (1.7 branch), but I thought Id just throw
    this out and see if anyone else is seeing it. Out of
    the blue, some of my servers are switching to MvM
    mode:<br>
    <br>
    L 06/22/2016 - 19:40:51: Lobby 0001594c4f91f5d0
    instanced on this server in state SERVERSETUP<br>
    <br>
    That was on a 24/7 2fort server.<br>
    <br>
    Why would that suddenly start happening!?<br>
    <br>
     
  59. AFearts

    AFearts Guest

    --001a1134f8acd7b64f0535e7a4bb
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    @John Schoenick

    On a completely Vanilla server if you only have:

    autoexec.cfg with sv_setsteamaccount #

    And

    server.cfg with only the entry: log 1

    And you go to a vanilla map like: arena_sawmill

    In console you will get spammed with: L 06/22/2016 - 21:04:33: World
    triggered Round_Start until there is a player on both teams.

    On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick <johns@valvesoftware.com>
    wrote:

    > Do you have tf_mm_strict set?
    >
    > On 06/22/2016 05:11 PM, A Fearts wrote:
    >
    > Im getting a lot of issues. My server keeps spamming with:
    >
    > No match, but configured for MM, enrolling in matchmaking
    >
    > Also
    >
    > World triggered Round_Start
    >
    > On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose <rbemrose@gmail.com> wrote:
    >
    >> So... did something replace it as mode 1 or did all the existing values
    >> shift down one?
    >>
    >> I ask because MvM is mode 2 on that same cvar.
    >>
    >>
    >> On 6/22/2016 8:04 PM, John Schoenick wrote:
    >>
    >>> One of the internal changes in this patch removed the old quickplay
    >>> value from tf_mm_servermode (which was no longer used) -- if you still
    >>> have it set, youre likely enrolling in the bootcamp pool when empty.
    >>> Setting this back to 0 should fix you. Apologies!
    >>>
    >>>
    >>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
    >>>
    >>>> - Internal system changes in preparation for a future update
    >>>>>
    >>>> So I know I
     
  60. AFearts

    AFearts Guest

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    This issue also only seems to happen on arena_ maps. Tested on koth, pl,
    ctf, cp maps.

    On Wed, Jun 22, 2016 at 9:05 PM, A Fearts <joewatshis100@gmail.com> wrote:

    > @John Schoenick
    >
    > On a completely Vanilla server if you only have:
    >
    > autoexec.cfg with sv_setsteamaccount #
    >
    > And
    >
    > server.cfg with only the entry: log 1
    >
    > And you go to a vanilla map like: arena_sawmill
    >
    > In console you will get spammed with: L 06/22/2016 - 21:04:33: World
    > triggered Round_Start until there is a player on both teams.
    >
    > On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick <johns@valvesoftware.com>
    > wrote:
    >
    >> Do you have tf_mm_strict set?
    >>
    >> On 06/22/2016 05:11 PM, A Fearts wrote:
    >>
    >> Im getting a lot of issues. My server keeps spamming with:
    >>
    >> No match, but configured for MM, enrolling in matchmaking
    >>
    >> Also
    >>
    >> World triggered Round_Start
    >>
    >> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose <rbemrose@gmail.com> wrote:
    >>
    >>> So... did something replace it as mode 1 or did all the existing values
    >>> shift down one?
    >>>
    >>> I ask because MvM is mode 2 on that same cvar.
    >>>
    >>>
    >>> On 6/22/2016 8:04 PM, John Schoenick wrote:
    >>>
    >>>> One of the internal changes in this patch removed the old quickplay
    >>>> value from tf_mm_servermode (which was no longer used) -- if you still
    >>>> have it set, youre likely enrolling in the bootcamp pool when empty.
    >>>> Setting this back to 0 should fix you. Apologies!
    >>>>
    >>>>
    >>>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
    >>>>
    >>>>> - Internal system changes in preparation for a future update
    >>>>>>
    >>>>> So I know I
     
  61. AFearts

    AFearts Guest

    --001a11418ca0ef08ec0535e826da
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    Also during my testing tf_mm_strict and tf_mm_servermode were both set to
    their default values of 0.

    On Wed, Jun 22, 2016 at 9:16 PM, A Fearts <joewatshis100@gmail.com> wrote:

    > This issue also only seems to happen on arena_ maps. Tested on koth, pl,
    > ctf, cp maps.
    >
    > On Wed, Jun 22, 2016 at 9:05 PM, A Fearts <joewatshis100@gmail.com> wrote:
    >
    >> @John Schoenick
    >>
    >> On a completely Vanilla server if you only have:
    >>
    >> autoexec.cfg with sv_setsteamaccount #
    >>
    >> And
    >>
    >> server.cfg with only the entry: log 1
    >>
    >> And you go to a vanilla map like: arena_sawmill
    >>
    >> In console you will get spammed with: L 06/22/2016 - 21:04:33: World
    >> triggered Round_Start until there is a player on both teams.
    >>
    >> On Wed, Jun 22, 2016 at 8:47 PM, John Schoenick <johns@valvesoftware.com>
    >> wrote:
    >>
    >>> Do you have tf_mm_strict set?
    >>>
    >>> On 06/22/2016 05:11 PM, A Fearts wrote:
    >>>
    >>> Im getting a lot of issues. My server keeps spamming with:
    >>>
    >>> No match, but configured for MM, enrolling in matchmaking
    >>>
    >>> Also
    >>>
    >>> World triggered Round_Start
    >>>
    >>> On Wed, Jun 22, 2016 at 8:06 PM, Ross Bemrose <rbemrose@gmail.com>
    >>> wrote:
    >>>
    >>>> So... did something replace it as mode 1 or did all the existing values
    >>>> shift down one?
    >>>>
    >>>> I ask because MvM is mode 2 on that same cvar.
    >>>>
    >>>>
    >>>> On 6/22/2016 8:04 PM, John Schoenick wrote:
    >>>>
    >>>>> One of the internal changes in this patch removed the old quickplay
    >>>>> value from tf_mm_servermode (which was no longer used) -- if you still
    >>>>> have it set, youre likely enrolling in the bootcamp pool when empty.
    >>>>> Setting this back to 0 should fix you. Apologies!
    >>>>>
    >>>>>
    >>>>> On 06/22/2016 04:56 PM, Peter Jerde wrote:
    >>>>>
    >>>>>> - Internal system changes in preparation for a future update
    >>>>>>>
    >>>>>> So I know I
     
  62. Guest

    I believe someone else had this problem earlier, but it seems that
    arena_ maps will spam World triggered round_start events in logs. I
    have no configuration settings related to Matchmaking, aside from the
    GSLT token which is going to be needed in the future

    the constant spam from the round_start calls is causing some plugins on
    my server which execute some code for custom gamemodes on the hook for
    that event are going a bit beserk when its violently spamming.

    Any help?


    On 22/06/2016 21:57, John Schoenick wrote:
    > Weve released a mandatory update for TF2. The update notes are below.
    > The new version is 3508298.
    >
    > - John
    >
    > -------------------------------
    >
    > - Internal system changes in preparation for a future update
    > - Updated the localization files
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net



    _______________________________________________

    https://i3d.net
     
  63. ED-E

    ED-E Guest

    This is a multipart message in MIME format.

    ------=_NextPart_000_006C_01D1CD75.38F800E0
    Content-Type: text/plain;
    charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    I hope Valve is fixing this constant World triggered Round_Start spam on servers with people connecting/-replay servers quick. This is very annoying, due a plugin of mine makes sql query on roundstart which kinda buttfucked my MariaDB database, cause I had
     
  64. --001a113ec6fe891b410535fdf8a5
    Content-Type: text/plain; charset=UTF-8
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    Is there a way to put the server in quickplay but NOT the mvm pool ? I dont
    want my server changing to mvm

    On Thu, Jun 23, 2016 at 11:32 AM ED-E <ED-E_Forum@wobre.com> wrote:

    > I hope Valve is fixing this constant World triggered Round_Start spam
    > on servers with people connecting/-replay servers quick. This is very
    > annoying, due a plugin of mine makes sql query on roundstart which kinda
    > buttfucked my MariaDB database, cause I had
     
  65. PeterJerde

    PeterJerde Guest


    > On Jun 23, 2016, at 22:43 PM, Chris Oryschak <chris@oryschak.com> wrote:
    >
    > Is there a way to put the server in quickplay but NOT the mvm pool ? I dont want my server changing to mvm

    Read the official guide at https://support.steampowered.com/kb_article.php?ref(25-AFGJ-3513 for all the details of what successfully gets your server to participate in quickplay.

    As long as tf_mm_servermode is set to 0 your server will not change to mvm.

    - Peter
    _______________________________________________

    https://i3d.net
     
  66. --001a11400eaa12e92a0535fe565c
    Content-Type: text/plain; charset=UTF-8

    Perfect. Thank you for the url and clarification.

    Chris

    On Thu, Jun 23, 2016, 11:53 PM Peter Jerde <peter-hlds@jerde.net> wrote:

    >
    > > On Jun 23, 2016, at 22:43 PM, Chris Oryschak <chris@oryschak.com> wrote:
    > >
    > > Is there a way to put the server in quickplay but NOT the mvm pool ? I
    > dont want my server changing to mvm
    >
    > Read the official guide at
    > https://support.steampowered.com/kb_article.php?ref(25-AFGJ-3513 for
    > all the details of what successfully gets your server to participate in
    > quickplay.
    >
    > As long as tf_mm_servermode is set to 0 your server will not change to mvm.
    >
    > - Peter
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    --

    Sent from my Galaxy S5

    --001a11400eaa12e92a0535fe565c
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    <p dir=ltr>Perfect. Thank you for the url and clarification.</p>
    <p dir=ltr>Chris<br>
    </p>
    <br><div class=gmail_quote><div dir=ltr>On Thu, Jun 23, 2016, 11:53 PM Peter Jerde &lt;<a href=mailto:peter-hlds@jerde.net>peter-hlds@jerde.net</a>&gt; wrote:<br></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><br>
    &gt; On Jun 23, 2016, at 22:43 PM, Chris Oryschak &lt;<a href=mailto:chris@oryschak.com target=_blank>chris@oryschak.com</a>&gt; wrote:<br>
    &gt;<br>
    &gt; Is there a way to put the server in quickplay but NOT the mvm pool ? I dont want my server changing to mvm<br>
    <br>
    Read the official guide at <a href=https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513 rel=noreferrer target=_blank>https://support.steampowered.com/kb_article.php?ref=2825-AFGJ-3513</a> for all the details of what successfully gets your server to participate in quickplay.<br>
    <br>
    As long as tf_mm_servermode is set to 0 your server will not change to mvm.<br>
    <br>
     - Peter<br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><div dir=ltr>-- <br></div><div data-smartmail=gmail_signature><p dir=ltr>Sent from my Galaxy S5</p>
    </div>

    --001a11400eaa12e92a0535fe565c--


     
  67. GuessWho

    GuessWho Guest

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    Maps previously using the stopwatch timer will now play to completion,
    regardless of the first teams time

    Please revert this. I know theres been some backlash to stopwatch mode for
    casual matchmaking, but its a purely reactionary thing from people who
    arent used to it. Its the only reasonable way to do these game modes in
    matchmaking. Besides, if youre still using stopwatch rules to determine
    the winner and loser and simply letting the timer run to completion instead
    of ending the round early (which is what this patch note makes it sound
    like), all this will do is 1) cause mass ragequitting from players on the
    losing team once its become clear they will lose, 2) make matches go on
    longer than needed (especially on multistage maps like Goldrush and
    Dustbowl, which could now go on for an hour after a winner has already been
    determined), and 3) cause people to join games-in-progress that they have
    no way of winning.

    Ive been having a lot of fun with payload and attack/defense maps in
    matchmaking precisely *because *stopwatch mode makes matches snappier. This
    change almost guarantees Im just not going to play these modes anymore -
    and honestly, since I only cue for those two modes and 5CP most of the time
    anyway, Im probably just going to quit using matchmaking entirely. I
    actually really enjoyed matchmaking as you released it - I even miss the
    abandon penalty! But now I feel like its being slowly dismantled because
    of kneejerk reactions from people who didnt even give it a chance and just
    want it to be Quick Play again.

    - Guess Who

    On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3537953.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Updated Casual Mode
    > - Fixed a problem where in-progress games with open slots would
    > not receive new players
    > - Fixed a case where players would sometimes not receive
    > experience (when playing a match to completion)
    > - Fixed not getting domination/revenge events
    > - Added a feature to the game mode selection screen that allows
    > players to play on specific maps
    > - Added the Vote Kick option
    > - Players that are kicked will receive partial experience
    > after the match ends
    > - Maps previously using the stopwatch timer will now play to
    > completion, regardless of the first teams time
    > - Added a Create Server button to the Find a Game menu
    > - Fixed the party chat window sometimes not drawing
    > - Fixed Australium weapons not drawing correctly in the character loadout
    > screen
    > - Updated the Drs Dapper Topper to fix a material issue
    > - Thanks to Justin G., aka sigsegv, for these reports:
    > - Fixed sentry buster sounds not being cleaned up properly after
    > detonating
    > - Fixed a bug related to bot death detection
    > - Updated Taunt: The Balloonibounce to end the taunt if the player is moved
    > - Fixed a regression in the Pyros flamethrower where flames could
    > sometimes damage players behind obstacles and walls
    > - PASS Time update
    > - Updated several HUD materials to support mat_picmip
    > - Fixed seeing the wrong cap limit in the win panel
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>&quot;<span style=font-size:12.800000190734863px>Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time&quot;</span><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>Please revert this. I know there&#39;s been some backlash to stopwatch mode for casual matchmaking, but it&#39;s a purely reactionary thing from people who aren&#39;t used to it. It&#39;s the only reasonable way to do these game modes in matchmaking. Besides, if you&#39;re still using stopwatch rules to determine the winner and loser and simply letting the timer run to completion instead of ending the round early (which is what this patch note makes it sound like), all this will do is 1) cause mass ragequitting from players on the losing team once it&#39;s become clear they will lose, 2) make matches go on longer than needed (especially on multistage maps like Goldrush and Dustbowl, which could now go on for an hour after a winner has already been determined), and 3) cause people to join games-in-progress that they have no way of winning.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>I&#39;ve been having a lot of fun with payload and attack/defense maps in matchmaking precisely <i>because </i>stopwatch mode makes matches snappier. This change almost guarantees I&#39;m just not going to play these modes anymore - and honestly, since I only cue for those two modes and 5CP most of the time anyway, I&#39;m probably just going to quit using matchmaking entirely. I actually really enjoyed matchmaking as you released it - I even miss the abandon penalty! But now I feel like it&#39;s being slowly dismantled because of kneejerk reactions from people who didn&#39;t even give it a chance and just want it to be Quick Play again.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>- Guess Who</span></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3537953.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Updated Casual Mode<br>
            - Fixed a problem where in-progress games with open slots would not receive new players<br>
            - Fixed a case where players would sometimes not receive experience (when playing a match to completion)<br>
            - Fixed not getting domination/revenge events<br>
            - Added a feature to the game mode selection screen that allows players to play on specific maps<br>
            - Added the Vote Kick option<br>
                    - Players that are kicked will receive partial experience after the match ends<br>
            - Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time<br>
    - Added a &quot;Create Server&quot; button to the &quot;Find a Game&quot; menu<br>
    - Fixed the party chat window sometimes not drawing<br>
    - Fixed Australium weapons not drawing correctly in the character loadout screen<br>
    - Updated the Dr&#39;s Dapper Topper to fix a material issue<br>
    - Thanks to Justin G., aka sigsegv, for these reports:<br>
            - Fixed sentry buster sounds not being cleaned up properly after detonating<br>
            - Fixed a bug related to bot death detection<br>
    - Updated Taunt: The Balloonibounce to end the taunt if the player is moved<br>
    - Fixed a regression in the Pyro&#39;s flamethrower where flames could sometimes damage players behind obstacles and walls<br>
    - PASS Time update<br>
            - Updated several HUD materials to support mat_picmip<br>
            - Fixed seeing the wrong cap limit in the win panel<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div></div>

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  68. JordanOlling

    JordanOlling Guest

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    I rarely reply to these things, but I actually wasnt liking how entire
    areas of maps werent seeing any action whatsoever because of the timer. I
    like playing the full map, so I think Ill like this change. Lets try it
    for a few days.

    On Jul 14, 2016 6:08 PM, Guess Who <guesswhosws2b@gmail.com> wrote:

    > Maps previously using the stopwatch timer will now play to completion,
    > regardless of the first teams time
    >
    > Please revert this. I know theres been some backlash to stopwatch mode
    > for casual matchmaking, but its a purely reactionary thing from people who
    > arent used to it. Its the only reasonable way to do these game modes in
    > matchmaking. Besides, if youre still using stopwatch rules to determine
    > the winner and loser and simply letting the timer run to completion instead
    > of ending the round early (which is what this patch note makes it sound
    > like), all this will do is 1) cause mass ragequitting from players on the
    > losing team once its become clear they will lose, 2) make matches go on
    > longer than needed (especially on multistage maps like Goldrush and
    > Dustbowl, which could now go on for an hour after a winner has already been
    > determined), and 3) cause people to join games-in-progress that they have
    > no way of winning.
    >
    > Ive been having a lot of fun with payload and attack/defense maps in
    > matchmaking precisely *because *stopwatch mode makes matches snappier.
    > This change almost guarantees Im just not going to play these modes
    > anymore - and honestly, since I only cue for those two modes and 5CP most
    > of the time anyway, Im probably just going to quit using matchmaking
    > entirely. I actually really enjoyed matchmaking as you released it - I even
    > miss the abandon penalty! But now I feel like its being slowly dismantled
    > because of kneejerk reactions from people who didnt even give it a chance
    > and just want it to be Quick Play again.
    >
    > - Guess Who
    >
    > On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3537953.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Updated Casual Mode
    >> - Fixed a problem where in-progress games with open slots would
    >> not receive new players
    >> - Fixed a case where players would sometimes not receive
    >> experience (when playing a match to completion)
    >> - Fixed not getting domination/revenge events
    >> - Added a feature to the game mode selection screen that allows
    >> players to play on specific maps
    >> - Added the Vote Kick option
    >> - Players that are kicked will receive partial experience
    >> after the match ends
    >> - Maps previously using the stopwatch timer will now play to
    >> completion, regardless of the first teams time
    >> - Added a Create Server button to the Find a Game menu
    >> - Fixed the party chat window sometimes not drawing
    >> - Fixed Australium weapons not drawing correctly in the character loadout
    >> screen
    >> - Updated the Drs Dapper Topper to fix a material issue
    >> - Thanks to Justin G., aka sigsegv, for these reports:
    >> - Fixed sentry buster sounds not being cleaned up properly after
    >> detonating
    >> - Fixed a bug related to bot death detection
    >> - Updated Taunt: The Balloonibounce to end the taunt if the player is
    >> moved
    >> - Fixed a regression in the Pyros flamethrower where flames could
    >> sometimes damage players behind obstacles and walls
    >> - PASS Time update
    >> - Updated several HUD materials to support mat_picmip
    >> - Fixed seeing the wrong cap limit in the win panel
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <p dir=ltr>I rarely reply to these things, but I actually wasn&#39;t liking how entire areas of maps weren&#39;t seeing any action whatsoever because of the timer. I like playing the full map, so I think I&#39;ll like this change. Let&#39;s try it for a few days.</p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 14, 2016 6:08 PM, &quot;Guess Who&quot; &lt;<a href=mailto:guesswhosws2b@gmail.com>guesswhosws2b@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>&quot;<span style=font-size:12.800000190734863px>Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time&quot;</span><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>Please revert this. I know there&#39;s been some backlash to stopwatch mode for casual matchmaking, but it&#39;s a purely reactionary thing from people who aren&#39;t used to it. It&#39;s the only reasonable way to do these game modes in matchmaking. Besides, if you&#39;re still using stopwatch rules to determine the winner and loser and simply letting the timer run to completion instead of ending the round early (which is what this patch note makes it sound like), all this will do is 1) cause mass ragequitting from players on the losing team once it&#39;s become clear they will lose, 2) make matches go on longer than needed (especially on multistage maps like Goldrush and Dustbowl, which could now go on for an hour after a winner has already been determined), and 3) cause people to join games-in-progress that they have no way of winning.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>I&#39;ve been having a lot of fun with payload and attack/defense maps in matchmaking precisely <i>because </i>stopwatch mode makes matches snappier. This change almost guarantees I&#39;m just not going to play these modes anymore - and honestly, since I only cue for those two modes and 5CP most of the time anyway, I&#39;m probably just going to quit using matchmaking entirely. I actually really enjoyed matchmaking as you released it - I even miss the abandon penalty! But now I feel like it&#39;s being slowly dismantled because of kneejerk reactions from people who didn&#39;t even give it a chance and just want it to be Quick Play again.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>- Guess Who</span></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3537953.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Updated Casual Mode<br>
            - Fixed a problem where in-progress games with open slots would not receive new players<br>
            - Fixed a case where players would sometimes not receive experience (when playing a match to completion)<br>
            - Fixed not getting domination/revenge events<br>
            - Added a feature to the game mode selection screen that allows players to play on specific maps<br>
            - Added the Vote Kick option<br>
                    - Players that are kicked will receive partial experience after the match ends<br>
            - Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time<br>
    - Added a &quot;Create Server&quot; button to the &quot;Find a Game&quot; menu<br>
    - Fixed the party chat window sometimes not drawing<br>
    - Fixed Australium weapons not drawing correctly in the character loadout screen<br>
    - Updated the Dr&#39;s Dapper Topper to fix a material issue<br>
    - Thanks to Justin G., aka sigsegv, for these reports:<br>
            - Fixed sentry buster sounds not being cleaned up properly after detonating<br>
            - Fixed a bug related to bot death detection<br>
    - Updated Taunt: The Balloonibounce to end the taunt if the player is moved<br>
    - Fixed a regression in the Pyro&#39;s flamethrower where flames could sometimes damage players behind obstacles and walls<br>
    - PASS Time update<br>
            - Updated several HUD materials to support mat_picmip<br>
            - Fixed seeing the wrong cap limit in the win panel<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>

    --001a113d693a2341b40537a29e83--


     
  69. zachisaac

    zachisaac Guest

    --94eb2c0b0964e2d6e00537a369a2
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    Making people play through the entirety of a game theyve already lost
    sounds like a really bad idea.

    On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling <jordanolling@gmail.com>
    wrote:

    > I rarely reply to these things, but I actually wasnt liking how entire
    > areas of maps werent seeing any action whatsoever because of the timer. I
    > like playing the full map, so I think Ill like this change. Lets try it
    > for a few days.
    >
    > On Jul 14, 2016 6:08 PM, Guess Who <guesswhosws2b@gmail.com> wrote:
    >
    >> Maps previously using the stopwatch timer will now play to completion,
    >> regardless of the first teams time
    >>
    >> Please revert this. I know theres been some backlash to stopwatch mode
    >> for casual matchmaking, but its a purely reactionary thing from people who
    >> arent used to it. Its the only reasonable way to do these game modes in
    >> matchmaking. Besides, if youre still using stopwatch rules to determine
    >> the winner and loser and simply letting the timer run to completion instead
    >> of ending the round early (which is what this patch note makes it sound
    >> like), all this will do is 1) cause mass ragequitting from players on the
    >> losing team once its become clear they will lose, 2) make matches go on
    >> longer than needed (especially on multistage maps like Goldrush and
    >> Dustbowl, which could now go on for an hour after a winner has already been
    >> determined), and 3) cause people to join games-in-progress that they have
    >> no way of winning.
    >>
    >> Ive been having a lot of fun with payload and attack/defense maps in
    >> matchmaking precisely *because *stopwatch mode makes matches snappier.
    >> This change almost guarantees Im just not going to play these modes
    >> anymore - and honestly, since I only cue for those two modes and 5CP most
    >> of the time anyway, Im probably just going to quit using matchmaking
    >> entirely. I actually really enjoyed matchmaking as you released it - I even
    >> miss the abandon penalty! But now I feel like its being slowly dismantled
    >> because of kneejerk reactions from people who didnt even give it a chance
    >> and just want it to be Quick Play again.
    >>
    >> - Guess Who
    >>
    >> On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <erics@valvesoftware.com>
    >> wrote:
    >>
    >>> Weve released a mandatory update for Team Fortress 2. The notes for the
    >>> update are below. The new version is 3537953.
    >>>
    >>> -Eric
    >>>
    >>> ------------------------------------------------------------
    >>>
    >>> - Updated Casual Mode
    >>> - Fixed a problem where in-progress games with open slots would
    >>> not receive new players
    >>> - Fixed a case where players would sometimes not receive
    >>> experience (when playing a match to completion)
    >>> - Fixed not getting domination/revenge events
    >>> - Added a feature to the game mode selection screen that allows
    >>> players to play on specific maps
    >>> - Added the Vote Kick option
    >>> - Players that are kicked will receive partial
    >>> experience after the match ends
    >>> - Maps previously using the stopwatch timer will now play to
    >>> completion, regardless of the first teams time
    >>> - Added a Create Server button to the Find a Game menu
    >>> - Fixed the party chat window sometimes not drawing
    >>> - Fixed Australium weapons not drawing correctly in the character
    >>> loadout screen
    >>> - Updated the Drs Dapper Topper to fix a material issue
    >>> - Thanks to Justin G., aka sigsegv, for these reports:
    >>> - Fixed sentry buster sounds not being cleaned up properly after
    >>> detonating
    >>> - Fixed a bug related to bot death detection
    >>> - Updated Taunt: The Balloonibounce to end the taunt if the player is
    >>> moved
    >>> - Fixed a regression in the Pyros flamethrower where flames could
    >>> sometimes damage players behind obstacles and walls
    >>> - PASS Time update
    >>> - Updated several HUD materials to support mat_picmip
    >>> - Fixed seeing the wrong cap limit in the win panel
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>Making people play through the entirety of a game they&#39;ve already lost sounds like a really bad idea.</div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling <span dir=ltr>&lt;<a href=mailto:jordanolling@gmail.com target=_blank>jordanolling@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I rarely reply to these things, but I actually wasn&#39;t liking how entire areas of maps weren&#39;t seeing any action whatsoever because of the timer. I like playing the full map, so I think I&#39;ll like this change. Let&#39;s try it for a few days.</p><div class=HOEnZb><div class=h5>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 14, 2016 6:08 PM, &quot;Guess Who&quot; &lt;<a href=mailto:guesswhosws2b@gmail.com target=_blank>guesswhosws2b@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>&quot;<span style=font-size:12.800000190734863px>Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time&quot;</span><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>Please revert this. I know there&#39;s been some backlash to stopwatch mode for casual matchmaking, but it&#39;s a purely reactionary thing from people who aren&#39;t used to it. It&#39;s the only reasonable way to do these game modes in matchmaking. Besides, if you&#39;re still using stopwatch rules to determine the winner and loser and simply letting the timer run to completion instead of ending the round early (which is what this patch note makes it sound like), all this will do is 1) cause mass ragequitting from players on the losing team once it&#39;s become clear they will lose, 2) make matches go on longer than needed (especially on multistage maps like Goldrush and Dustbowl, which could now go on for an hour after a winner has already been determined), and 3) cause people to join games-in-progress that they have no way of winning.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>I&#39;ve been having a lot of fun with payload and attack/defense maps in matchmaking precisely <i>because </i>stopwatch mode makes matches snappier. This change almost guarantees I&#39;m just not going to play these modes anymore - and honestly, since I only cue for those two modes and 5CP most of the time anyway, I&#39;m probably just going to quit using matchmaking entirely. I actually really enjoyed matchmaking as you released it - I even miss the abandon penalty! But now I feel like it&#39;s being slowly dismantled because of kneejerk reactions from people who didn&#39;t even give it a chance and just want it to be Quick Play again.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>- Guess Who</span></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3537953.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Updated Casual Mode<br>
            - Fixed a problem where in-progress games with open slots would not receive new players<br>
            - Fixed a case where players would sometimes not receive experience (when playing a match to completion)<br>
            - Fixed not getting domination/revenge events<br>
            - Added a feature to the game mode selection screen that allows players to play on specific maps<br>
            - Added the Vote Kick option<br>
                    - Players that are kicked will receive partial experience after the match ends<br>
            - Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time<br>
    - Added a &quot;Create Server&quot; button to the &quot;Find a Game&quot; menu<br>
    - Fixed the party chat window sometimes not drawing<br>
    - Fixed Australium weapons not drawing correctly in the character loadout screen<br>
    - Updated the Dr&#39;s Dapper Topper to fix a material issue<br>
    - Thanks to Justin G., aka sigsegv, for these reports:<br>
            - Fixed sentry buster sounds not being cleaned up properly after detonating<br>
            - Fixed a bug related to bot death detection<br>
    - Updated Taunt: The Balloonibounce to end the taunt if the player is moved<br>
    - Fixed a regression in the Pyro&#39;s flamethrower where flames could sometimes damage players behind obstacles and walls<br>
    - PASS Time update<br>
            - Updated several HUD materials to support mat_picmip<br>
            - Fixed seeing the wrong cap limit in the win panel<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --94eb2c0b0964e2d6e00537a369a2--


     
  70. BartekS

    BartekS Guest

    --001a11447798c478c10537a3ed6f
    Content-Type: text/plain; charset=UTF-8

    Original stopwatch mode is alright. The backlash you received for it
    working as it does is from people who are not used to this. Comp players,
    myself included, play stopwatch games DAILY and have no issues with the
    games ending on stopwatch timeout. Also, if the attacking team goes over
    the time limit they have, they automatically lost. If they capture the last
    point AFTER stopwatch time expires then what happens? They cannot win,
    because they lost time-wise but they also should win because they capped.
    The change defies logic and defeats the purpose of stopwatch entirely,
    please revert it. Also, altering stopwatch in this update may break
    automated lobby/pug game systems. Please, DO NOT DO IT. Leave it as is.
    On 15 Jul 2016 04:33, zach isaac <drgnzach@gmail.com> wrote:

    > Making people play through the entirety of a game theyve already lost
    > sounds like a really bad idea.
    >
    > On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling <jordanolling@gmail.com>
    > wrote:
    >
    >> I rarely reply to these things, but I actually wasnt liking how entire
    >> areas of maps werent seeing any action whatsoever because of the timer. I
    >> like playing the full map, so I think Ill like this change. Lets try it
    >> for a few days.
    >>
    >> On Jul 14, 2016 6:08 PM, Guess Who <guesswhosws2b@gmail.com> wrote:
    >>
    >>> Maps previously using the stopwatch timer will now play to completion,
    >>> regardless of the first teams time
    >>>
    >>> Please revert this. I know theres been some backlash to stopwatch mode
    >>> for casual matchmaking, but its a purely reactionary thing from people who
    >>> arent used to it. Its the only reasonable way to do these game modes in
    >>> matchmaking. Besides, if youre still using stopwatch rules to determine
    >>> the winner and loser and simply letting the timer run to completion instead
    >>> of ending the round early (which is what this patch note makes it sound
    >>> like), all this will do is 1) cause mass ragequitting from players on the
    >>> losing team once its become clear they will lose, 2) make matches go on
    >>> longer than needed (especially on multistage maps like Goldrush and
    >>> Dustbowl, which could now go on for an hour after a winner has already been
    >>> determined), and 3) cause people to join games-in-progress that they have
    >>> no way of winning.
    >>>
    >>> Ive been having a lot of fun with payload and attack/defense maps in
    >>> matchmaking precisely *because *stopwatch mode makes matches snappier.
    >>> This change almost guarantees Im just not going to play these modes
    >>> anymore - and honestly, since I only cue for those two modes and 5CP most
    >>> of the time anyway, Im probably just going to quit using matchmaking
    >>> entirely. I actually really enjoyed matchmaking as you released it - I even
    >>> miss the abandon penalty! But now I feel like its being slowly dismantled
    >>> because of kneejerk reactions from people who didnt even give it a chance
    >>> and just want it to be Quick Play again.
    >>>
    >>> - Guess Who
    >>>
    >>> On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <erics@valvesoftware.com>
    >>> wrote:
    >>>
    >>>> Weve released a mandatory update for Team Fortress 2. The notes for
    >>>> the update are below. The new version is 3537953.
    >>>>
    >>>> -Eric
    >>>>
    >>>> ------------------------------------------------------------
    >>>>
    >>>> - Updated Casual Mode
    >>>> - Fixed a problem where in-progress games with open slots would
    >>>> not receive new players
    >>>> - Fixed a case where players would sometimes not receive
    >>>> experience (when playing a match to completion)
    >>>> - Fixed not getting domination/revenge events
    >>>> - Added a feature to the game mode selection screen that allows
    >>>> players to play on specific maps
    >>>> - Added the Vote Kick option
    >>>> - Players that are kicked will receive partial
    >>>> experience after the match ends
    >>>> - Maps previously using the stopwatch timer will now play to
    >>>> completion, regardless of the first teams time
    >>>> - Added a Create Server button to the Find a Game menu
    >>>> - Fixed the party chat window sometimes not drawing
    >>>> - Fixed Australium weapons not drawing correctly in the character
    >>>> loadout screen
    >>>> - Updated the Drs Dapper Topper to fix a material issue
    >>>> - Thanks to Justin G., aka sigsegv, for these reports:
    >>>> - Fixed sentry buster sounds not being cleaned up properly
    >>>> after detonating
    >>>> - Fixed a bug related to bot death detection
    >>>> - Updated Taunt: The Balloonibounce to end the taunt if the player is
    >>>> moved
    >>>> - Fixed a regression in the Pyros flamethrower where flames could
    >>>> sometimes damage players behind obstacles and walls
    >>>> - PASS Time update
    >>>> - Updated several HUD materials to support mat_picmip
    >>>> - Fixed seeing the wrong cap limit in the win panel
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <p dir=ltr>Original stopwatch mode is alright. The backlash you received for it working as it does is from people who are not used to this. Comp players, myself included, play stopwatch games DAILY and have no issues with the games ending on stopwatch timeout. Also, if the attacking team goes over the time limit they have, they automatically lost. If they capture the last point AFTER stopwatch time expires then what happens? They cannot win, because they lost time-wise but they also should win because they capped. The change defies logic and defeats the purpose of stopwatch entirely, please revert it. Also, altering stopwatch in this update may break automated lobby/pug game systems. Please, DO NOT DO IT. Leave it as is.</p>
    <div class=gmail_quote>On 15 Jul 2016 04:33, &quot;zach isaac&quot; &lt;<a href=mailto:drgnzach@gmail.com>drgnzach@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Making people play through the entirety of a game they&#39;ve already lost sounds like a really bad idea.</div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling <span dir=ltr>&lt;<a href=mailto:jordanolling@gmail.com target=_blank>jordanolling@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I rarely reply to these things, but I actually wasn&#39;t liking how entire areas of maps weren&#39;t seeing any action whatsoever because of the timer. I like playing the full map, so I think I&#39;ll like this change. Let&#39;s try it for a few days.</p><div><div>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 14, 2016 6:08 PM, &quot;Guess Who&quot; &lt;<a href=mailto:guesswhosws2b@gmail.com target=_blank>guesswhosws2b@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>&quot;<span style=font-size:12.800000190734863px>Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time&quot;</span><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>Please revert this. I know there&#39;s been some backlash to stopwatch mode for casual matchmaking, but it&#39;s a purely reactionary thing from people who aren&#39;t used to it. It&#39;s the only reasonable way to do these game modes in matchmaking. Besides, if you&#39;re still using stopwatch rules to determine the winner and loser and simply letting the timer run to completion instead of ending the round early (which is what this patch note makes it sound like), all this will do is 1) cause mass ragequitting from players on the losing team once it&#39;s become clear they will lose, 2) make matches go on longer than needed (especially on multistage maps like Goldrush and Dustbowl, which could now go on for an hour after a winner has already been determined), and 3) cause people to join games-in-progress that they have no way of winning.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>I&#39;ve been having a lot of fun with payload and attack/defense maps in matchmaking precisely <i>because </i>stopwatch mode makes matches snappier. This change almost guarantees I&#39;m just not going to play these modes anymore - and honestly, since I only cue for those two modes and 5CP most of the time anyway, I&#39;m probably just going to quit using matchmaking entirely. I actually really enjoyed matchmaking as you released it - I even miss the abandon penalty! But now I feel like it&#39;s being slowly dismantled because of kneejerk reactions from people who didn&#39;t even give it a chance and just want it to be Quick Play again.</span></div><div><span style=font-size:12.800000190734863px><br></span></div><div><span style=font-size:12.800000190734863px>- Guess Who</span></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3537953.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Updated Casual Mode<br>
            - Fixed a problem where in-progress games with open slots would not receive new players<br>
            - Fixed a case where players would sometimes not receive experience (when playing a match to completion)<br>
            - Fixed not getting domination/revenge events<br>
            - Added a feature to the game mode selection screen that allows players to play on specific maps<br>
            - Added the Vote Kick option<br>
                    - Players that are kicked will receive partial experience after the match ends<br>
            - Maps previously using the stopwatch timer will now play to completion, regardless of the first team&#39;s time<br>
    - Added a &quot;Create Server&quot; button to the &quot;Find a Game&quot; menu<br>
    - Fixed the party chat window sometimes not drawing<br>
    - Fixed Australium weapons not drawing correctly in the character loadout screen<br>
    - Updated the Dr&#39;s Dapper Topper to fix a material issue<br>
    - Thanks to Justin G., aka sigsegv, for these reports:<br>
            - Fixed sentry buster sounds not being cleaned up properly after detonating<br>
            - Fixed a bug related to bot death detection<br>
    - Updated Taunt: The Balloonibounce to end the taunt if the player is moved<br>
    - Fixed a regression in the Pyro&#39;s flamethrower where flames could sometimes damage players behind obstacles and walls<br>
    - PASS Time update<br>
            - Updated several HUD materials to support mat_picmip<br>
            - Fixed seeing the wrong cap limit in the win panel<br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>

    --001a11447798c478c10537a3ed6f--


     
  71. RossBemrose

    RossBemrose Guest

    This is a multi-part message in MIME format.
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    You guys know this only affects Casual mode and not Competitive, right?


    On 7/14/2016 11:08 PM, Bartek S wrote:
    >
    > Original stopwatch mode is alright. The backlash you received for it
    > working as it does is from people who are not used to this. Comp
    > players, myself included, play stopwatch games DAILY and have no
    > issues with the games ending on stopwatch timeout. Also, if the
    > attacking team goes over the time limit they have, they automatically
    > lost. If they capture the last point AFTER stopwatch time expires then
    > what happens? They cannot win, because they lost time-wise but they
    > also should win because they capped. The change defies logic and
    > defeats the purpose of stopwatch entirely, please revert it. Also,
    > altering stopwatch in this update may break automated lobby/pug game
    > systems. Please, DO NOT DO IT. Leave it as is.
    >
    > On 15 Jul 2016 04:33, zach isaac <drgnzach@gmail.com
    > <mailto:drgnzach@gmail.com>> wrote:
    >
    > Making people play through the entirety of a game theyve already
    > lost sounds like a really bad idea.
    >
    > On Thu, Jul 14, 2016 at 6:34 PM, Jordan Olling
    > <jordanolling@gmail.com <mailto:jordanolling@gmail.com>> wrote:
    >
    > I rarely reply to these things, but I actually wasnt liking
    > how entire areas of maps werent seeing any action whatsoever
    > because of the timer. I like playing the full map, so I think
    > Ill like this change. Lets try it for a few days.
    >
    >
    > On Jul 14, 2016 6:08 PM, Guess Who <guesswhosws2b@gmail.com
    > <mailto:guesswhosws2b@gmail.com>> wrote:
    >
    > Maps previously using the stopwatch timer will now play
    > to completion, regardless of the first teams time
    >
    > Please revert this. I know theres been some backlash to
    > stopwatch mode for casual matchmaking, but its a purely
    > reactionary thing from people who arent used to it. Its
    > the only reasonable way to do these game modes in
    > matchmaking. Besides, if youre still using stopwatch
    > rules to determine the winner and loser and simply letting
    > the timer run to completion instead of ending the round
    > early (which is what this patch note makes it sound like),
    > all this will do is 1) cause mass ragequitting from
    > players on the losing team once its become clear they
    > will lose, 2) make matches go on longer than needed
    > (especially on multistage maps like Goldrush and Dustbowl,
    > which could now go on for an hour after a winner has
    > already been determined), and 3) cause people to join
    > games-in-progress that they have no way of winning.
    >
    > Ive been having a lot of fun with payload and
    > attack/defense maps in matchmaking precisely /because
    > /stopwatch mode makes matches snappier. This change almost
    > guarantees Im just not going to play these modes anymore
    > - and honestly, since I only cue for those two modes and
    > 5CP most of the time anyway, Im probably just going to
    > quit using matchmaking entirely. I actually really enjoyed
    > matchmaking as you released it - I even miss the abandon
    > penalty! But now I feel like its being slowly dismantled
    > because of kneejerk reactions from people who didnt even
    > give it a chance and just want it to be Quick Play again.
    >
    > - Guess Who
    >
    > On Thu, Jul 14, 2016 at 7:50 PM, Eric Smith
    > <erics@valvesoftware.com <mailto:erics@valvesoftware.com>>
    > wrote:
    >
    > Weve released a mandatory update for Team Fortress 2.
    > The notes for the update are below. The new version is
    > 3537953.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Updated Casual Mode
    > - Fixed a problem where in-progress games with
    > open slots would not receive new players
    > - Fixed a case where players would sometimes
    > not receive experience (when playing a match to
    > completion)
    > - Fixed not getting domination/revenge events
    > - Added a feature to the game mode selection
    > screen that allows players to play on specific maps
    > - Added the Vote Kick option
    > - Players that are kicked will receive
    > partial experience after the match ends
    > - Maps previously using the stopwatch timer
    > will now play to completion, regardless of the first
    > teams time
    > - Added a Create Server button to the Find a Game menu
    > - Fixed the party chat window sometimes not drawing
    > - Fixed Australium weapons not drawing correctly in
    > the character loadout screen
    > - Updated the Drs Dapper Topper to fix a material issue
    > - Thanks to Justin G., aka sigsegv, for these reports:
    > - Fixed sentry buster sounds not being cleaned
    > up properly after detonating
    > - Fixed a bug related to bot death detection
    > - Updated Taunt: The Balloonibounce to end the taunt
    > if the player is moved
    > - Fixed a regression in the Pyros flamethrower where
    > flames could sometimes damage players behind obstacles
    > and walls
    > - PASS Time update
    > - Updated several HUD materials to support
    > mat_picmip
    > - Fixed seeing the wrong cap limit in the win
    > panel
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view
    > the list archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the
    > list archives, please visit:
    > https://i3d.net
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


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    <p>You guys know this only affects Casual mode and not Competitive,
    right?<br>
    </p>
    <br>
    <div class=moz-cite-prefix>On 7/14/2016 11:08 PM, Bartek S wrote:<br>
    </div>
    <blockquote
    cite=mid:CAKyniabfjQ_HKX7hj1tHaT-yTsvVckSWBPFekzpSggYfyFg@mail.gmail.com
    type=cite>
    <p dir=ltr>Original stopwatch mode is alright. The backlash you
    received for it working as it does is from people who are not
    used to this. Comp players, myself included, play stopwatch
    games DAILY and have no issues with the games ending on
    stopwatch timeout. Also, if the attacking team goes over the
    time limit they have, they automatically lost. If they capture
    the last point AFTER stopwatch time expires then what happens?
    They cannot win, because they lost time-wise but they also
    should win because they capped. The change defies logic and
    defeats the purpose of stopwatch entirely, please revert it.
    Also, altering stopwatch in this update may break automated
    lobby/pug game systems. Please, DO NOT DO IT. Leave it as is.</p>
    <div class=gmail_quote>On 15 Jul 2016 04:33, zach isaac &lt;<a
    moz-do-not-send=true href=mailto:drgnzach@gmail.com>drgnzach@gmail.com</a>&gt;
    wrote:<br type=attribution>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    <div dir=ltr>Making people play through the entirety of a
    game theyve already lost sounds like a really bad idea.</div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Thu, Jul 14, 2016 at 6:34 PM,
    Jordan Olling <span dir=ltr>&lt;<a
    moz-do-not-send=true
    href=mailto:jordanolling@gmail.com target=_blank>jordanolling@gmail.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>
    <p dir=ltr>I rarely reply to these things, but I
    actually wasnt liking how entire areas of maps
    werent seeing any action whatsoever because of the
    timer. I like playing the full map, so I think Ill
    like this change. Lets try it for a few days.</p>
    <div>
    <div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Jul 14, 2016 6:08 PM,
    Guess Who &lt;<a moz-do-not-send=true
    href=mailto:guesswhosws2b@gmail.com
    target=_blank>guesswhosws2b@gmail.com</a>&gt;
    wrote:<br type=attribution>
    <blockquote class=gmail_quote style=margin:0
    0 0 .8ex;border-left:1px #ccc
    solid;padding-left:1ex>
    <div dir=ltr><span
    style=font-size:12.800000190734863px>Maps
    previously using the stopwatch timer will
    now play to completion, regardless of the
    first teams time</span>
    <div><span
    style=font-size:12.800000190734863px><br>
    </span></div>
    <div><span
    style=font-size:12.800000190734863px>Please
    revert this. I know theres been some
    backlash to stopwatch mode for casual
    matchmaking, but its a purely
    reactionary thing from people who arent
    used to it. Its the only reasonable way
    to do these game modes in matchmaking.
    Besides, if youre still using stopwatch
    rules to determine the winner and loser
    and simply letting the timer run to
    completion instead of ending the round
    early (which is what this patch note
    makes it sound like), all this will do
    is 1) cause mass ragequitting from
    players on the losing team once its
    become clear they will lose, 2) make
    matches go on longer than needed
    (especially on multistage maps like
    Goldrush and Dustbowl, which could now
    go on for an hour after a winner has
    already been determined), and 3) cause
    people to join games-in-progress that
    they have no way of winning.</span></div>
    <div><span
    style=font-size:12.800000190734863px><br>
    </span></div>
    <div><span
    style=font-size:12.800000190734863px>Ive
    been having a lot of fun with payload
    and attack/defense maps in matchmaking
    precisely <i>because </i>stopwatch
    mode makes matches snappier. This change
    almost guarantees Im just not going to
    play these modes anymore - and honestly,
    since I only cue for those two modes and
    5CP most of the time anyway, Im
    probably just going to quit using
    matchmaking entirely. I actually really
    enjoyed matchmaking as you released it -
    I even miss the abandon penalty! But now
    I feel like its being slowly dismantled
    because of kneejerk reactions from
    people who didnt even give it a chance
    and just want it to be Quick Play again.</span></div>
    <div><span
    style=font-size:12.800000190734863px><br>
    </span></div>
    <div><span
    style=font-size:12.800000190734863px>-
    Guess Who</span></div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Thu, Jul 14,
    2016 at 7:50 PM, Eric Smith <span
    dir=ltr>&lt;<a
    moz-do-not-send=true
    href=mailto:erics@valvesoftware.com
    target=_blank>erics@valvesoftware.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote
    style=margin:0 0 0
    .8ex;border-left:1px #ccc
    solid;padding-left:1ex>Weve released
    a mandatory update for Team Fortress
    2. The notes for the update are below.
    The new version is 3537953.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Updated Casual Mode<br>
     
  72. BartekS

    BartekS Guest

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    If they change stopwatch mode code-wise without adding a cvar that defaults
    to old behavior and is used with a different value for casual, all
    stopwatch based games will be affected.

    --001a1141afe2a2357f0537a4dc08
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    <p dir=ltr>If they change stopwatch mode code-wise without adding a cvar that defaults to old behavior and is used with a different value for casual, all stopwatch based games will be affected.</p>

    --001a1141afe2a2357f0537a4dc08--


     
  73. RossBemrose

    RossBemrose Guest

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    I imagine theyd just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.

    Youre on the server mailing list, theres an unwritten assumption that
    youd know about things like this.

    On 7/15/2016 12:14 AM, Bartek S wrote:
    >
    > If they change stopwatch mode code-wise without adding a cvar that
    > defaults to old behavior and is used with a different value for
    > casual, all stopwatch based games will be affected.
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


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    I imagine theyd just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    Youre on the server mailing list, theres an unwritten assumption
    that youd know about things like this.<br>
    <br>
    <div class=moz-cite-prefix>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    <blockquote
    cite=mid:CAKyniaZTTDnW3mpas0nvXOtkShsOKC5Xf4VNXR_wGP+qcjjgXg@mail.gmail.com
    type=cite>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset class=mimeAttachmentHeader></fieldset>
    <br>
    <pre wrap=>_______________________________________________

    <a class=moz-txt-link-freetext href=https://i3d.net>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </body>
    </html>

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  74. AFearts

    AFearts Guest

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    Has anyone running a 32 slot server been getting Buffer Overflow kicking
    players after last couple updates? I think its like last time and due to
    the new taunts but Im not sure.

    On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com> wrote:

    > I imagine theyd just change mp_tournament_stopwatch 1 to
    > mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >
    > Youre on the server mailing list, theres an unwritten assumption that
    > youd know about things like this.
    >
    > On 7/15/2016 12:14 AM, Bartek S wrote:
    >
    > If they change stopwatch mode code-wise without adding a cvar that
    > defaults to old behavior and is used with a different value for casual, all
    > stopwatch based games will be affected.
    >
    >
    > _______________________________________________
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span class=><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span class=>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span class=><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --94eb2c0313103db5880537b4a4f0--


     
  75. RyukeDragon

    RyukeDragon Guest

    --94eb2c05ce5e5a5b5c0537b4b695
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    I heard from Vatican trade servers that the Carlton was crashing them out,
    to the point that they disabled the taunt on their servers.

    On Jul 15, 2016 7:06 PM, A Fearts <joewatshis100@gmail.com> wrote:

    > Has anyone running a 32 slot server been getting Buffer Overflow kicking
    > players after last couple updates? I think its like last time and due to
    > the new taunts but Im not sure.
    >
    > On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com> wrote:
    >
    >> I imagine theyd just change mp_tournament_stopwatch 1 to
    >> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >>
    >> Youre on the server mailing list, theres an unwritten assumption that
    >> youd know about things like this.
    >>
    >> On 7/15/2016 12:14 AM, Bartek S wrote:
    >>
    >> If they change stopwatch mode code-wise without adding a cvar that
    >> defaults to old behavior and is used with a different value for casual, all
    >> stopwatch based games will be affected.
    >>
    >>
    >> _______________________________________________
    >> https://i3d.net
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --94eb2c05ce5e5a5b5c0537b4b695
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    <p dir=ltr>I heard from Vatican trade servers that the Carlton was crashing them out, to the point that they disabled the taunt on their servers. </p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 15, 2016 7:06 PM, &quot;A Fearts&quot; &lt;<a href=mailto:joewatshis100@gmail.com>joewatshis100@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>

    --94eb2c05ce5e5a5b5c0537b4b695--


     
  76. BartekS

    BartekS Guest

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    This is indeed the case: Client overflowed reliable buffer. Its mannrobics
    all over again.
    About what you said earlier:
    Casual will still have stopwatch, but without the game ending prematurely
    when time runs out, is what I thought the patchnote implied, which then
    means theyd have to modify stopwatch to allow games to continue after time
    ends. You didnt have to be a dick about it, though.
    On 16 Jul 2016 01:11, Ryuke Dragon <damnratbastard@gmail.com> wrote:

    > I heard from Vatican trade servers that the Carlton was crashing them out,
    > to the point that they disabled the taunt on their servers.
    >
    > On Jul 15, 2016 7:06 PM, A Fearts <joewatshis100@gmail.com> wrote:
    >
    >> Has anyone running a 32 slot server been getting Buffer Overflow kicking
    >> players after last couple updates? I think its like last time and due to
    >> the new taunts but Im not sure.
    >>
    >> On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com>
    >> wrote:
    >>
    >>> I imagine theyd just change mp_tournament_stopwatch 1 to
    >>> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >>>
    >>> Youre on the server mailing list, theres an unwritten assumption that
    >>> youd know about things like this.
    >>>
    >>> On 7/15/2016 12:14 AM, Bartek S wrote:
    >>>
    >>> If they change stopwatch mode code-wise without adding a cvar that
    >>> defaults to old behavior and is used with a different value for casual, all
    >>> stopwatch based games will be affected.
    >>>
    >>>
    >>> _______________________________________________
    >>> https://i3d.net
    >>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    Content-Transfer-Encoding: quoted-printable

    <p dir=ltr>This is indeed the case: Client overflowed reliable buffer. It&#39;s mannrobics all over again. <br>
    About what you said earlier: <br>
    Casual will still have stopwatch, but without the game ending prematurely when time runs out, is what I thought the patchnote implied, which then means they&#39;d have to modify stopwatch to allow games to continue after time ends. You didn&#39;t have to be a dick about it, though.</p>
    <div class=gmail_quote>On 16 Jul 2016 01:11, &quot;Ryuke Dragon&quot; &lt;<a href=mailto:damnratbastard@gmail.com>damnratbastard@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I heard from Vatican trade servers that the Carlton was crashing them out, to the point that they disabled the taunt on their servers. </p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 15, 2016 7:06 PM, &quot;A Fearts&quot; &lt;<a href=mailto:joewatshis100@gmail.com target=_blank>joewatshis100@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>

    --001a113e40c60790990537b8d1e1--


     
  77. ghostboy1225

    ghostboy1225 Guest

    --001a113d232af4412b0537dff2e9
    Content-Type: text/plain; charset=UTF-8

    not to derail it but is anyone having a black server setup screen with the
    gui version of the TF dedicated server?

    On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <bartek.skorek@gmail.com> wrote:

    > This is indeed the case: Client overflowed reliable buffer. Its
    > mannrobics all over again.
    > About what you said earlier:
    > Casual will still have stopwatch, but without the game ending prematurely
    > when time runs out, is what I thought the patchnote implied, which then
    > means theyd have to modify stopwatch to allow games to continue after time
    > ends. You didnt have to be a dick about it, though.
    > On 16 Jul 2016 01:11, Ryuke Dragon <damnratbastard@gmail.com> wrote:
    >
    >> I heard from Vatican trade servers that the Carlton was crashing them
    >> out, to the point that they disabled the taunt on their servers.
    >>
    >> On Jul 15, 2016 7:06 PM, A Fearts <joewatshis100@gmail.com> wrote:
    >>
    >>> Has anyone running a 32 slot server been getting Buffer Overflow kicking
    >>> players after last couple updates? I think its like last time and due to
    >>> the new taunts but Im not sure.
    >>>
    >>> On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com>
    >>> wrote:
    >>>
    >>>> I imagine theyd just change mp_tournament_stopwatch 1 to
    >>>> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >>>>
    >>>> Youre on the server mailing list, theres an unwritten assumption that
    >>>> youd know about things like this.
    >>>>
    >>>> On 7/15/2016 12:14 AM, Bartek S wrote:
    >>>>
    >>>> If they change stopwatch mode code-wise without adding a cvar that
    >>>> defaults to old behavior and is used with a different value for casual, all
    >>>> stopwatch based games will be affected.
    >>>>
    >>>>
    >>>> _______________________________________________
    >>>> https://i3d.net
    >>>>
    >>>>
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --001a113d232af4412b0537dff2e9
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>not to derail it but is anyone having a black server setup screen with the gui version of the TF dedicated server?</div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <span dir=ltr>&lt;<a href=mailto:bartek.skorek@gmail.com target=_blank>bartek.skorek@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>This is indeed the case: Client overflowed reliable buffer. It&#39;s mannrobics all over again. <br>
    About what you said earlier: <br>
    Casual will still have stopwatch, but without the game ending prematurely when time runs out, is what I thought the patchnote implied, which then means they&#39;d have to modify stopwatch to allow games to continue after time ends. You didn&#39;t have to be a dick about it, though.</p><div class=HOEnZb><div class=h5>
    <div class=gmail_quote>On 16 Jul 2016 01:11, &quot;Ryuke Dragon&quot; &lt;<a href=mailto:damnratbastard@gmail.com target=_blank>damnratbastard@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I heard from Vatican trade servers that the Carlton was crashing them out, to the point that they disabled the taunt on their servers. </p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 15, 2016 7:06 PM, &quot;A Fearts&quot; &lt;<a href=mailto:joewatshis100@gmail.com target=_blank>joewatshis100@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a113d232af4412b0537dff2e9--


     
  78. --001a1142c2369431be0537e0a9eb
    Content-Type: text/plain; charset=UTF-8

    That happened to me when the Meet Your Match update released. Verifying the
    server files worked for me. Try app_update 232250 *validate*

    On Sun, Jul 17, 2016 at 10:44 PM, ghostboy 1225 <ghostboy21134@gmail.com>
    wrote:

    > not to derail it but is anyone having a black server setup screen with the
    > gui version of the TF dedicated server?
    >
    > On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <bartek.skorek@gmail.com>
    > wrote:
    >
    >> This is indeed the case: Client overflowed reliable buffer. Its
    >> mannrobics all over again.
    >> About what you said earlier:
    >> Casual will still have stopwatch, but without the game ending prematurely
    >> when time runs out, is what I thought the patchnote implied, which then
    >> means theyd have to modify stopwatch to allow games to continue after time
    >> ends. You didnt have to be a dick about it, though.
    >> On 16 Jul 2016 01:11, Ryuke Dragon <damnratbastard@gmail.com> wrote:
    >>
    >>> I heard from Vatican trade servers that the Carlton was crashing them
    >>> out, to the point that they disabled the taunt on their servers.
    >>>
    >>> On Jul 15, 2016 7:06 PM, A Fearts <joewatshis100@gmail.com> wrote:
    >>>
    >>>> Has anyone running a 32 slot server been getting Buffer Overflow
    >>>> kicking players after last couple updates? I think its like last time and
    >>>> due to the new taunts but Im not sure.
    >>>>
    >>>> On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com>
    >>>> wrote:
    >>>>
    >>>>> I imagine theyd just change mp_tournament_stopwatch 1 to
    >>>>> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >>>>>
    >>>>> Youre on the server mailing list, theres an unwritten assumption
    >>>>> that youd know about things like this.
    >>>>>
    >>>>> On 7/15/2016 12:14 AM, Bartek S wrote:
    >>>>>
    >>>>> If they change stopwatch mode code-wise without adding a cvar that
    >>>>> defaults to old behavior and is used with a different value for casual, all
    >>>>> stopwatch based games will be affected.
    >>>>>
    >>>>>
    >>>>> _______________________________________________
    >>>>> https://i3d.net
    >>>>>
    >>>>>
    >>>>>
    >>>>> _______________________________________________
    >>>>>
    >>>>> please visit:
    >>>>> https://i3d.net
    >>>>>
    >>>>>
    >>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --001a1142c2369431be0537e0a9eb
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>That happened to me when the Meet Your Match update released. Verifying the server files worked for me. Try app_update 232250 <b>validate</b></div><div class=gmail_extra><br><div class=gmail_quote>On Sun, Jul 17, 2016 at 10:44 PM, ghostboy 1225 <span dir=ltr>&lt;<a href=mailto:ghostboy21134@gmail.com target=_blank>ghostboy21134@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>not to derail it but is anyone having a black server setup screen with the gui version of the TF dedicated server?</div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <span dir=ltr>&lt;<a href=mailto:bartek.skorek@gmail.com target=_blank>bartek.skorek@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>This is indeed the case: Client overflowed reliable buffer. It&#39;s mannrobics all over again. <br>
    About what you said earlier: <br>
    Casual will still have stopwatch, but without the game ending prematurely when time runs out, is what I thought the patchnote implied, which then means they&#39;d have to modify stopwatch to allow games to continue after time ends. You didn&#39;t have to be a dick about it, though.</p><div><div>
    <div class=gmail_quote>On 16 Jul 2016 01:11, &quot;Ryuke Dragon&quot; &lt;<a href=mailto:damnratbastard@gmail.com target=_blank>damnratbastard@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I heard from Vatican trade servers that the Carlton was crashing them out, to the point that they disabled the taunt on their servers. </p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 15, 2016 7:06 PM, &quot;A Fearts&quot; &lt;<a href=mailto:joewatshis100@gmail.com target=_blank>joewatshis100@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a1142c2369431be0537e0a9eb--


     
  79. ghostboy1225

    ghostboy1225 Guest

    --001a113d232a3ab6ba0537e0e5c0
    Content-Type: text/plain; charset=UTF-8

    i already have done that and it hasnt worked yet for me

    On Sun, Jul 17, 2016 at 9:35 PM, Michael Waddell <mybackandfront@gmail.com>
    wrote:

    > That happened to me when the Meet Your Match update released. Verifying
    > the server files worked for me. Try app_update 232250 *validate*
    >
    > On Sun, Jul 17, 2016 at 10:44 PM, ghostboy 1225 <ghostboy21134@gmail.com>
    > wrote:
    >
    >> not to derail it but is anyone having a black server setup screen with
    >> the gui version of the TF dedicated server?
    >>
    >> On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <bartek.skorek@gmail.com>
    >> wrote:
    >>
    >>> This is indeed the case: Client overflowed reliable buffer. Its
    >>> mannrobics all over again.
    >>> About what you said earlier:
    >>> Casual will still have stopwatch, but without the game ending
    >>> prematurely when time runs out, is what I thought the patchnote implied,
    >>> which then means theyd have to modify stopwatch to allow games to continue
    >>> after time ends. You didnt have to be a dick about it, though.
    >>> On 16 Jul 2016 01:11, Ryuke Dragon <damnratbastard@gmail.com> wrote:
    >>>
    >>>> I heard from Vatican trade servers that the Carlton was crashing them
    >>>> out, to the point that they disabled the taunt on their servers.
    >>>>
    >>>> On Jul 15, 2016 7:06 PM, A Fearts <joewatshis100@gmail.com> wrote:
    >>>>
    >>>>> Has anyone running a 32 slot server been getting Buffer Overflow
    >>>>> kicking players after last couple updates? I think its like last time and
    >>>>> due to the new taunts but Im not sure.
    >>>>>
    >>>>> On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <rbemrose@gmail.com>
    >>>>> wrote:
    >>>>>
    >>>>>> I imagine theyd just change mp_tournament_stopwatch 1 to
    >>>>>> mp_tournament_stopwatch 0 rather than changing how Stopwatch works.
    >>>>>>
    >>>>>> Youre on the server mailing list, theres an unwritten assumption
    >>>>>> that youd know about things like this.
    >>>>>>
    >>>>>> On 7/15/2016 12:14 AM, Bartek S wrote:
    >>>>>>
    >>>>>> If they change stopwatch mode code-wise without adding a cvar that
    >>>>>> defaults to old behavior and is used with a different value for casual, all
    >>>>>> stopwatch based games will be affected.
    >>>>>>
    >>>>>>
    >>>>>> _______________________________________________
    >>>>>> https://i3d.net
    >>>>>>
    >>>>>>
    >>>>>>
    >>>>>> _______________________________________________
    >>>>>> To unsubscribe, edit your list preferences, or view the list
    >>>>>> archives, please visit:
    >>>>>> https://i3d.net
    >>>>>>
    >>>>>>
    >>>>>
    >>>>> _______________________________________________
    >>>>>
    >>>>> please visit:
    >>>>> https://i3d.net
    >>>>>
    >>>>>
    >>>> _______________________________________________
    >>>>
    >>>> please visit:
    >>>> https://i3d.net
    >>>>
    >>>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>i already have done that and it hasn&#39;t worked yet for me</div><div class=gmail_extra><br><div class=gmail_quote>On Sun, Jul 17, 2016 at 9:35 PM, Michael Waddell <span dir=ltr>&lt;<a href=mailto:mybackandfront@gmail.com target=_blank>mybackandfront@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>That happened to me when the Meet Your Match update released. Verifying the server files worked for me. Try app_update 232250 <b>validate</b></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Sun, Jul 17, 2016 at 10:44 PM, ghostboy 1225 <span dir=ltr>&lt;<a href=mailto:ghostboy21134@gmail.com target=_blank>ghostboy21134@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>not to derail it but is anyone having a black server setup screen with the gui version of the TF dedicated server?</div><div><div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 10:03 PM, Bartek S <span dir=ltr>&lt;<a href=mailto:bartek.skorek@gmail.com target=_blank>bartek.skorek@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>This is indeed the case: Client overflowed reliable buffer. It&#39;s mannrobics all over again. <br>
    About what you said earlier: <br>
    Casual will still have stopwatch, but without the game ending prematurely when time runs out, is what I thought the patchnote implied, which then means they&#39;d have to modify stopwatch to allow games to continue after time ends. You didn&#39;t have to be a dick about it, though.</p><div><div>
    <div class=gmail_quote>On 16 Jul 2016 01:11, &quot;Ryuke Dragon&quot; &lt;<a href=mailto:damnratbastard@gmail.com target=_blank>damnratbastard@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><p dir=ltr>I heard from Vatican trade servers that the Carlton was crashing them out, to the point that they disabled the taunt on their servers. </p>
    <div class=gmail_extra><br><div class=gmail_quote>On Jul 15, 2016 7:06 PM, &quot;A Fearts&quot; &lt;<a href=mailto:joewatshis100@gmail.com target=_blank>joewatshis100@gmail.com</a>&gt; wrote:<br type=attribution><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Has anyone running a 32 slot server been getting Buffer Overflow kicking players after last couple updates? I think it&#39;s like last time and due to the new taunts but I&#39;m not sure.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 15, 2016 at 12:26 AM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    I imagine they&#39;d just change mp_tournament_stopwatch 1 to
    mp_tournament_stopwatch 0 rather than changing how Stopwatch works.<br>
    <br>
    You&#39;re on the server mailing list, there&#39;s an unwritten assumption
    that you&#39;d know about things like this.<span><br>
    <br>
    <div>On 7/15/2016 12:14 AM, Bartek S wrote:<br>
    </div>
    </span><blockquote type=cite><span>
    <p dir=ltr>If they change stopwatch mode code-wise without
    adding a cvar that defaults to old behavior and is used with a
    different value for casual, all stopwatch based games will be
    affected.</p>
    <br>
    <fieldset></fieldset>
    <br>
    </span><span><pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </span></blockquote>
    <br>
    </div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

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  80. AnsonBridges

    AnsonBridges Guest

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    This is a very good update pretty much all around, all youve got to do to
    make casual great is add an option to keep playing or vote for the next
    match or something.

    On Thu, Jul 28, 2016 at 3:28 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3553149.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Matchmaking
    > - Competitive Mode
    > - Abandon penalty times are now longer for first-time
    > abandoners with a low number of games played
    > - Abandoning a game now results in significant rank loss.
    > This loss is always greater than losing a given match.
    > - Fixed an issue where players could drop and reconnect
    > too many times before triggering an abandon
    > - Casual Mode
    > - Matches can now start with fewer than 24 players when
    > there are not enough compatible players in queue
    > - The match will still add additional players (up
    > to 24) as they become available
    > - This should improve queue times for
    > low-population regions and game modes
    > - Added maps cp_gullywash, cp_snakewater, and koth_probed
    > - Fixed not being able to cycle between spectator modes
    > - Weapon viewmodels
    > - The field-of-view slider has been re-added to Adv. Options menu
    > (range: 54 to 70 degrees)
    > - This feature is now allowed in Competitive Mode
    > - Improved and fixed many animations when using a higher viewmodel
    > field-of-view
    > - Removed custom animations from the sv_pure whitelist because it
    > was being exploited
    > - Adjusted The Cow Mangler and Black Box reload animations to be
    > slightly faster (they now match the default rocket launcher)
    > - Your class portrait will now always be the innermost in the match status
    > HUD (top center) and will have a slightly brighter background
    > - Added the Prinny promo items to the Mann Co. Store
    > - Added the Florida LAN 2016 community medal
    > - PASS Time update
    > - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    > cloaking with the Spy
    > - Tweaks and fixes for all maps
    > - Fix pack speed not being updated sometimes
    > - Aiming players will no longer receive pack speed bonus
    > - Some adjustments to reduce average round length
    > - Overtime will end immediately if the winning team
    > touches the ball
    > - Overtime wont happen if its impossible for the losing
    > team to win
    > - Fixed players being able to avoid a vote-kick by reconnecting to the
    > server at the right time
    > - Fixed the pd_watergate HUD not drawing
    > - Fixed Engineer teleporter exits sometimes detonating when used due to
    > invisible geometry
    > - Fixed getting a black screen if the chat window was open when the match
    > stats were being shown
    > - Fixed weapons not being hidden during some taunts for the Engineer,
    > Medic, and Soldier
    > - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the
    > Spy is disguised as
    > - Fixed a client crash related to the animation system
    > - Fixed a bug where players in looping taunts could sometimes cause other
    > clients to drop from the server
    > - Fixed not seeing particle effects for Unusual versions of Baseball
    > Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    > - Fixed hearing the team wipe Announcer audio at the incorrect times
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>This is a very good update pretty much all around, all you&#39;ve got to do to make casual great is add an option to keep playing or vote for the next match or something.</div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 3:28 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.<br>
                    - Fixed an issue where players could drop and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24 players when there are not enough compatible players in queue<br>
                            - The match will still add additional players (up to 24) as they become available<br>
                            - This should improve queue times for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater, and koth_probed<br>
                    - Fixed not being able to cycle between spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive Mode<br>
            - Improved and fixed many animations when using a higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)<br>
    - Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative, and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>

    --001a114660183148480538b9cec6--


     
  81. N-Gon

    N-Gon Guest

    --001a11494efc77e1f30538b9d639
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    Eric,

    Sorry for bringing up something silly in the HLDS but seeing as it involves
    my event I feel like I should note...
    The Florida Lan medals have been added, awesome! But for some reason it
    appears they are giftable?
    http://www.trade.tf/items/updates

    On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3553149.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Matchmaking
    > - Competitive Mode
    > - Abandon penalty times are now longer for first-time
    > abandoners with a low number of games played
    > - Abandoning a game now results in significant rank loss.
    > This loss is always greater than losing a given match.
    > - Fixed an issue where players could drop and reconnect
    > too many times before triggering an abandon
    > - Casual Mode
    > - Matches can now start with fewer than 24 players when
    > there are not enough compatible players in queue
    > - The match will still add additional players (up
    > to 24) as they become available
    > - This should improve queue times for
    > low-population regions and game modes
    > - Added maps cp_gullywash, cp_snakewater, and koth_probed
    > - Fixed not being able to cycle between spectator modes
    > - Weapon viewmodels
    > - The field-of-view slider has been re-added to Adv. Options menu
    > (range: 54 to 70 degrees)
    > - This feature is now allowed in Competitive Mode
    > - Improved and fixed many animations when using a higher viewmodel
    > field-of-view
    > - Removed custom animations from the sv_pure whitelist because it
    > was being exploited
    > - Adjusted The Cow Mangler and Black Box reload animations to be
    > slightly faster (they now match the default rocket launcher)
    > - Your class portrait will now always be the innermost in the match status
    > HUD (top center) and will have a slightly brighter background
    > - Added the Prinny promo items to the Mann Co. Store
    > - Added the Florida LAN 2016 community medal
    > - PASS Time update
    > - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    > cloaking with the Spy
    > - Tweaks and fixes for all maps
    > - Fix pack speed not being updated sometimes
    > - Aiming players will no longer receive pack speed bonus
    > - Some adjustments to reduce average round length
    > - Overtime will end immediately if the winning team
    > touches the ball
    > - Overtime wont happen if its impossible for the losing
    > team to win
    > - Fixed players being able to avoid a vote-kick by reconnecting to the
    > server at the right time
    > - Fixed the pd_watergate HUD not drawing
    > - Fixed Engineer teleporter exits sometimes detonating when used due to
    > invisible geometry
    > - Fixed getting a black screen if the chat window was open when the match
    > stats were being shown
    > - Fixed weapons not being hidden during some taunts for the Engineer,
    > Medic, and Soldier
    > - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the
    > Spy is disguised as
    > - Fixed a client crash related to the animation system
    > - Fixed a bug where players in looping taunts could sometimes cause other
    > clients to drop from the server
    > - Fixed not seeing particle effects for Unusual versions of Baseball
    > Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    > - Fixed hearing the team wipe Announcer audio at the incorrect times
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

    --001a11494efc77e1f30538b9d639
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    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr>Eric,<div><br></div><div>Sorry for bringing up something silly in the HLDS but seeing as it involves my event I feel like I should note...</div><div>The Florida Lan medals have been added, awesome! But for some reason it appears they are giftable?</div><div><a href=http://www.trade.tf/items/updates>http://www.trade.tf/items/updates</a><br></div></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.<br>
                    - Fixed an issue where players could drop and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24 players when there are not enough compatible players in queue<br>
                            - The match will still add additional players (up to 24) as they become available<br>
                            - This should improve queue times for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater, and koth_probed<br>
                    - Fixed not being able to cycle between spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive Mode<br>
            - Improved and fixed many animations when using a higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)<br>
    - Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative, and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>

    --001a11494efc77e1f30538b9d639--


     
  82. Nebras

    Nebras Guest

    --001a113f1628044d3d0538b9f281
    Content-Type: text/plain; charset=UTF-8

    most items appear gifaable on trade.tf , however theyre not actually
    giftable after the changes in tough break, if an item is not tradable then
    its not giftable

    On Fri, Jul 29, 2016 at 1:41 AM, N-Gon <ngongamedesign@gmail.com> wrote:

    > Eric,
    >
    > Sorry for bringing up something silly in the HLDS but seeing as it
    > involves my event I feel like I should note...
    > The Florida Lan medals have been added, awesome! But for some reason it
    > appears they are giftable?
    > http://www.trade.tf/items/updates
    >
    > On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3553149.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Matchmaking
    >> - Competitive Mode
    >> - Abandon penalty times are now longer for first-time
    >> abandoners with a low number of games played
    >> - Abandoning a game now results in significant rank loss.
    >> This loss is always greater than losing a given match.
    >> - Fixed an issue where players could drop and reconnect
    >> too many times before triggering an abandon
    >> - Casual Mode
    >> - Matches can now start with fewer than 24 players when
    >> there are not enough compatible players in queue
    >> - The match will still add additional players (up
    >> to 24) as they become available
    >> - This should improve queue times for
    >> low-population regions and game modes
    >> - Added maps cp_gullywash, cp_snakewater, and koth_probed
    >> - Fixed not being able to cycle between spectator modes
    >> - Weapon viewmodels
    >> - The field-of-view slider has been re-added to Adv. Options menu
    >> (range: 54 to 70 degrees)
    >> - This feature is now allowed in Competitive Mode
    >> - Improved and fixed many animations when using a higher
    >> viewmodel field-of-view
    >> - Removed custom animations from the sv_pure whitelist because it
    >> was being exploited
    >> - Adjusted The Cow Mangler and Black Box reload animations to be
    >> slightly faster (they now match the default rocket launcher)
    >> - Your class portrait will now always be the innermost in the match
    >> status HUD (top center) and will have a slightly brighter background
    >> - Added the Prinny promo items to the Mann Co. Store
    >> - Added the Florida LAN 2016 community medal
    >> - PASS Time update
    >> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    >> cloaking with the Spy
    >> - Tweaks and fixes for all maps
    >> - Fix pack speed not being updated sometimes
    >> - Aiming players will no longer receive pack speed bonus
    >> - Some adjustments to reduce average round length
    >> - Overtime will end immediately if the winning team
    >> touches the ball
    >> - Overtime wont happen if its impossible for the losing
    >> team to win
    >> - Fixed players being able to avoid a vote-kick by reconnecting to the
    >> server at the right time
    >> - Fixed the pd_watergate HUD not drawing
    >> - Fixed Engineer teleporter exits sometimes detonating when used due to
    >> invisible geometry
    >> - Fixed getting a black screen if the chat window was open when the match
    >> stats were being shown
    >> - Fixed weapons not being hidden during some taunts for the Engineer,
    >> Medic, and Soldier
    >> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player
    >> the Spy is disguised as
    >> - Fixed a client crash related to the animation system
    >> - Fixed a bug where players in looping taunts could sometimes cause other
    >> clients to drop from the server
    >> - Fixed not seeing particle effects for Unusual versions of Baseball
    >> Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    >> - Fixed hearing the team wipe Announcer audio at the incorrect times
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>most items appear gifaable on <a href=http://trade.tf>trade.tf</a> , however they&#39;re not actually giftable after the changes in tough break, if an item is not tradable then it&#39;s not giftable<br><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 29, 2016 at 1:41 AM, N-Gon <span dir=ltr>&lt;<a href=mailto:ngongamedesign@gmail.com target=_blank>ngongamedesign@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Eric,<div><br></div><div>Sorry for bringing up something silly in the HLDS but seeing as it involves my event I feel like I should note...</div><div>The Florida Lan medals have been added, awesome! But for some reason it appears they are giftable?</div><div><a href=http://www.trade.tf/items/updates target=_blank>http://www.trade.tf/items/updates</a><br></div></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.<br>
                    - Fixed an issue where players could drop and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24 players when there are not enough compatible players in queue<br>
                            - The match will still add additional players (up to 24) as they become available<br>
                            - This should improve queue times for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater, and koth_probed<br>
                    - Fixed not being able to cycle between spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive Mode<br>
            - Improved and fixed many animations when using a higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)<br>
    - Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative, and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div></div>

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  83. N-Gon

    N-Gon Guest

    --001a114e50f6c51ef90538ba0059
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    Wewlad
    Thank you, was worried there for a bit :(

    >most items appear gifaable on trade.tf , however theyre not actually
    giftable after the changes in tough break, if an item is not tradable then
    its not giftable

    On Thu, Jul 28, 2016 at 6:48 PM, Nebras <nebras30@gmail.com> wrote:

    > most items appear gifaable on trade.tf , however theyre not actually
    > giftable after the changes in tough break, if an item is not tradable then
    > its not giftable
    >
    >
    > On Fri, Jul 29, 2016 at 1:41 AM, N-Gon <ngongamedesign@gmail.com> wrote:
    >
    >> Eric,
    >>
    >> Sorry for bringing up something silly in the HLDS but seeing as it
    >> involves my event I feel like I should note...
    >> The Florida Lan medals have been added, awesome! But for some reason it
    >> appears they are giftable?
    >> http://www.trade.tf/items/updates
    >>
    >> On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com>
    >> wrote:
    >>
    >>> Weve released a mandatory update for Team Fortress 2. The notes for the
    >>> update are below. The new version is 3553149.
    >>>
    >>> -Eric
    >>>
    >>> ------------------------------------------------------------
    >>>
    >>> - Matchmaking
    >>> - Competitive Mode
    >>> - Abandon penalty times are now longer for first-time
    >>> abandoners with a low number of games played
    >>> - Abandoning a game now results in significant rank
    >>> loss. This loss is always greater than losing a given match.
    >>> - Fixed an issue where players could drop and reconnect
    >>> too many times before triggering an abandon
    >>> - Casual Mode
    >>> - Matches can now start with fewer than 24 players when
    >>> there are not enough compatible players in queue
    >>> - The match will still add additional players
    >>> (up to 24) as they become available
    >>> - This should improve queue times for
    >>> low-population regions and game modes
    >>> - Added maps cp_gullywash, cp_snakewater, and koth_probed
    >>> - Fixed not being able to cycle between spectator modes
    >>> - Weapon viewmodels
    >>> - The field-of-view slider has been re-added to Adv. Options
    >>> menu (range: 54 to 70 degrees)
    >>> - This feature is now allowed in Competitive Mode
    >>> - Improved and fixed many animations when using a higher
    >>> viewmodel field-of-view
    >>> - Removed custom animations from the sv_pure whitelist because
    >>> it was being exploited
    >>> - Adjusted The Cow Mangler and Black Box reload animations to be
    >>> slightly faster (they now match the default rocket launcher)
    >>> - Your class portrait will now always be the innermost in the match
    >>> status HUD (top center) and will have a slightly brighter background
    >>> - Added the Prinny promo items to the Mann Co. Store
    >>> - Added the Florida LAN 2016 community medal
    >>> - PASS Time update
    >>> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    >>> cloaking with the Spy
    >>> - Tweaks and fixes for all maps
    >>> - Fix pack speed not being updated sometimes
    >>> - Aiming players will no longer receive pack speed bonus
    >>> - Some adjustments to reduce average round length
    >>> - Overtime will end immediately if the winning team
    >>> touches the ball
    >>> - Overtime wont happen if its impossible for the
    >>> losing team to win
    >>> - Fixed players being able to avoid a vote-kick by reconnecting to the
    >>> server at the right time
    >>> - Fixed the pd_watergate HUD not drawing
    >>> - Fixed Engineer teleporter exits sometimes detonating when used due to
    >>> invisible geometry
    >>> - Fixed getting a black screen if the chat window was open when the
    >>> match stats were being shown
    >>> - Fixed weapons not being hidden during some taunts for the Engineer,
    >>> Medic, and Soldier
    >>> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player
    >>> the Spy is disguised as
    >>> - Fixed a client crash related to the animation system
    >>> - Fixed a bug where players in looping taunts could sometimes cause
    >>> other clients to drop from the server
    >>> - Fixed not seeing particle effects for Unusual versions of Baseball
    >>> Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    >>> - Fixed hearing the team wipe Announcer audio at the incorrect times
    >>>
    >>>
    >>>
    >>> _______________________________________________
    >>>
    >>> please visit:
    >>> https://i3d.net
    >>>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>Wewlad<div>Thank you, was worried there for a bit :(</div><div><div><br></div><div>&gt;<span style=font-size:12.8px>most items appear gifaable on </span><a href=http://trade.tf/ target=_blank style=font-size:12.8px>trade.tf</a><span style=font-size:12.8px> , however they&#39;re not actually giftable after the changes in tough break, if an item is not tradable then it&#39;s not giftable</span></div></div></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:48 PM, Nebras <span dir=ltr>&lt;<a href=mailto:nebras30@gmail.com target=_blank>nebras30@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>most items appear gifaable on <a href=http://trade.tf target=_blank>trade.tf</a> , however they&#39;re not actually giftable after the changes in tough break, if an item is not tradable then it&#39;s not giftable<div><div class=h5><br><div class=gmail_extra><br><div class=gmail_quote>On Fri, Jul 29, 2016 at 1:41 AM, N-Gon <span dir=ltr>&lt;<a href=mailto:ngongamedesign@gmail.com target=_blank>ngongamedesign@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Eric,<div><br></div><div>Sorry for bringing up something silly in the HLDS but seeing as it involves my event I feel like I should note...</div><div>The Florida Lan medals have been added, awesome! But for some reason it appears they are giftable?</div><div><a href=http://www.trade.tf/items/updates target=_blank>http://www.trade.tf/items/updates</a><br></div></div><div><div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.<br>
                    - Fixed an issue where players could drop and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24 players when there are not enough compatible players in queue<br>
                            - The match will still add additional players (up to 24) as they become available<br>
                            - This should improve queue times for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater, and koth_probed<br>
                    - Fixed not being able to cycle between spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive Mode<br>
            - Improved and fixed many animations when using a higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)<br>
    - Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative, and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>
    </div></div><br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div></div></div></div>
    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

    --001a114e50f6c51ef90538ba0059--


     
  84. RossBemrose

    RossBemrose Guest

    This is a multi-part message in MIME format.
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    I checked the schema, theyre marked as cannot_trade. Valve changed it
    earlier this year so you cant gift wrap non-tradeable items.


    On 7/28/2016 6:41 PM, N-Gon wrote:
    > Eric,
    >
    > Sorry for bringing up something silly in the HLDS but seeing as it
    > involves my event I feel like I should note...
    > The Florida Lan medals have been added, awesome! But for some reason
    > it appears they are giftable?
    > http://www.trade.tf/items/updates
    >
    > On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com
    > <mailto:erics@valvesoftware.com>> wrote:
    >
    > Weve released a mandatory update for Team Fortress 2. The notes
    > for the update are below. The new version is 3553149.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Matchmaking
    > - Competitive Mode
    > - Abandon penalty times are now longer for
    > first-time abandoners with a low number of games played
    > - Abandoning a game now results in significant
    > rank loss. This loss is always greater than losing a given match.
    > - Fixed an issue where players could drop and
    > reconnect too many times before triggering an abandon
    > - Casual Mode
    > - Matches can now start with fewer than 24 players
    > when there are not enough compatible players in queue
    > - The match will still add additional
    > players (up to 24) as they become available
    > - This should improve queue times for
    > low-population regions and game modes
    > - Added maps cp_gullywash, cp_snakewater, and
    > koth_probed
    > - Fixed not being able to cycle between spectator
    > modes
    > - Weapon viewmodels
    > - The field-of-view slider has been re-added to Adv.
    > Options menu (range: 54 to 70 degrees)
    > - This feature is now allowed in Competitive Mode
    > - Improved and fixed many animations when using a higher
    > viewmodel field-of-view
    > - Removed custom animations from the sv_pure whitelist
    > because it was being exploited
    > - Adjusted The Cow Mangler and Black Box reload animations
    > to be slightly faster (they now match the default rocket launcher)
    > - Your class portrait will now always be the innermost in the
    > match status HUD (top center) and will have a slightly brighter
    > background
    > - Added the Prinny promo items to the Mann Co. Store
    > - Added the Florida LAN 2016 community medal
    > - PASS Time update
    > - Fixed achievement items (e.g. Civilian Grade JACK Hat)
    > not cloaking with the Spy
    > - Tweaks and fixes for all maps
    > - Fix pack speed not being updated sometimes
    > - Aiming players will no longer receive pack speed bonus
    > - Some adjustments to reduce average round length
    > - Overtime will end immediately if the winning
    > team touches the ball
    > - Overtime wont happen if its impossible for the
    > losing team to win
    > - Fixed players being able to avoid a vote-kick by reconnecting to
    > the server at the right time
    > - Fixed the pd_watergate HUD not drawing
    > - Fixed Engineer teleporter exits sometimes detonating when used
    > due to invisible geometry
    > - Fixed getting a black screen if the chat window was open when
    > the match stats were being shown
    > - Fixed weapons not being hidden during some taunts for the
    > Engineer, Medic, and Soldier
    > - Fixed Spy cloak causing the HUD 3D Character to cloak for the
    > player the Spy is disguised as
    > - Fixed a client crash related to the animation system
    > - Fixed a bug where players in looping taunts could sometimes
    > cause other clients to drop from the server
    > - Fixed not seeing particle effects for Unusual versions of
    > Baseball Bills Sports Shine, Ritzy Ricks Hair Fixative, and
    > Texas Slims Dome Shine
    > - Fixed hearing the team wipe Announcer audio at the incorrect times
    >
    >
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    >
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net


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    <p>I checked the schema, theyre marked as cannot_trade.
     
  85. N-Gon

    N-Gon Guest

    --001a113d3bd44fb8b10538ba2b84
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    You guys are great
    Thank you for the swift responses

    On Thu, Jul 28, 2016 at 6:59 PM, Ross Bemrose <rbemrose@gmail.com> wrote:

    > I checked the schema, theyre marked as cannot_trade. Valve changed it
    > earlier this year so you cant gift wrap non-tradeable items.
    >
    > On 7/28/2016 6:41 PM, N-Gon wrote:
    >
    > Eric,
    >
    > Sorry for bringing up something silly in the HLDS but seeing as it
    > involves my event I feel like I should note...
    > The Florida Lan medals have been added, awesome! But for some reason it
    > appears they are giftable?
    > http://www.trade.tf/items/updates
    >
    > On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3553149.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Matchmaking
    >> - Competitive Mode
    >> - Abandon penalty times are now longer for first-time
    >> abandoners with a low number of games played
    >> - Abandoning a game now results in significant rank loss.
    >> This loss is always greater than losing a given match.
    >> - Fixed an issue where players could drop and reconnect
    >> too many times before triggering an abandon
    >> - Casual Mode
    >> - Matches can now start with fewer than 24 players when
    >> there are not enough compatible players in queue
    >> - The match will still add additional players (up
    >> to 24) as they become available
    >> - This should improve queue times for
    >> low-population regions and game modes
    >> - Added maps cp_gullywash, cp_snakewater, and koth_probed
    >> - Fixed not being able to cycle between spectator modes
    >> - Weapon viewmodels
    >> - The field-of-view slider has been re-added to Adv. Options menu
    >> (range: 54 to 70 degrees)
    >> - This feature is now allowed in Competitive Mode
    >> - Improved and fixed many animations when using a higher
    >> viewmodel field-of-view
    >> - Removed custom animations from the sv_pure whitelist because it
    >> was being exploited
    >> - Adjusted The Cow Mangler and Black Box reload animations to be
    >> slightly faster (they now match the default rocket launcher)
    >> - Your class portrait will now always be the innermost in the match
    >> status HUD (top center) and will have a slightly brighter background
    >> - Added the Prinny promo items to the Mann Co. Store
    >> - Added the Florida LAN 2016 community medal
    >> - PASS Time update
    >> - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    >> cloaking with the Spy
    >> - Tweaks and fixes for all maps
    >> - Fix pack speed not being updated sometimes
    >> - Aiming players will no longer receive pack speed bonus
    >> - Some adjustments to reduce average round length
    >> - Overtime will end immediately if the winning team
    >> touches the ball
    >> - Overtime wont happen if its impossible for the losing
    >> team to win
    >> - Fixed players being able to avoid a vote-kick by reconnecting to the
    >> server at the right time
    >> - Fixed the pd_watergate HUD not drawing
    >> - Fixed Engineer teleporter exits sometimes detonating when used due to
    >> invisible geometry
    >> - Fixed getting a black screen if the chat window was open when the match
    >> stats were being shown
    >> - Fixed weapons not being hidden during some taunts for the Engineer,
    >> Medic, and Soldier
    >> - Fixed Spy cloak causing the HUD 3D Character to cloak for the player
    >> the Spy is disguised as
    >> - Fixed a client crash related to the animation system
    >> - Fixed a bug where players in looping taunts could sometimes cause other
    >> clients to drop from the server
    >> - Fixed not seeing particle effects for Unusual versions of Baseball
    >> Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    >> - Fixed hearing the team wipe Announcer audio at the incorrect times
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    >
    > _______________________________________________
    > https://i3d.net
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>You guys are great<div>Thank you for the swift responses</div></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:59 PM, Ross Bemrose <span dir=ltr>&lt;<a href=mailto:rbemrose@gmail.com target=_blank>rbemrose@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>
    &nbsp;
    &nbsp;
    &nbsp;
    <div bgcolor=#FFFFFF text=#000000>
    <p>I checked the schema, they&#39;re marked as cannot_trade.  Valve
    changed it earlier this year so you can&#39;t gift wrap non-tradeable
    items.<br>
    </p><div><div class=h5>
    <br>
    <div>On 7/28/2016 6:41 PM, N-Gon wrote:<br>
    </div>
    <blockquote type=cite>
    <div dir=ltr>Eric,
    <div><br>
    </div>
    <div>Sorry for bringing up something silly in the HLDS but
    seeing as it involves my event I feel like I should note...</div>
    <div>The Florida Lan medals have been added, awesome! But for
    some reason it appears they are giftable?</div>
    <div><a href=http://www.trade.tf/items/updates target=_blank>http://www.trade.tf/items/updates</a><br>
    </div>
    </div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Thu, Jul 28, 2016 at 6:28 PM, Eric
    Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve
    released a mandatory update for Team Fortress 2. The notes
    for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for
    first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in
    significant rank loss. This loss is always greater than
    losing a given match.<br>
                    - Fixed an issue where players could drop
    and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24
    players when there are not enough compatible players in
    queue<br>
                            - The match will still add
    additional players (up to 24) as they become available<br>
                            - This should improve queue times
    for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater,
    and koth_probed<br>
                    - Fixed not being able to cycle between
    spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv.
    Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive
    Mode<br>
            - Improved and fixed many animations when using a
    higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure
    whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload
    animations to be slightly faster (they now match the default
    rocket launcher)<br>
    - Your class portrait will now always be the innermost in
    the match status HUD (top center) and will have a slightly
    brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK
    Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed
    bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the
    winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible
    for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by
    reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when
    used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open
    when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the
    Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for
    the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could
    sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of
    Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative,
    and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the
    incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote>
    </div>
    <br>
    </div>
    <br>
    <fieldset></fieldset>
    <br>
    <pre>_______________________________________________

    <a href=https://i3d.net target=_blank>https://i3d.net</a>
    </pre>
    </blockquote>
    <br>
    </div></div></div>

    <br>_______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    <br></blockquote></div><br></div>

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  86. JoshRussell

    JoshRussell Guest

    --001a1130cd441360c20538be13cb
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    btw After, and Im assuming before, this update, theres an exploit for
    getting into enemy spawns with the high five taunt again (and maybe
    others?). Saw people doing it on Nucleus. Dont know the exact specifics.

    On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3553149.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Matchmaking
    > - Competitive Mode
    > - Abandon penalty times are now longer for first-time
    > abandoners with a low number of games played
    > - Abandoning a game now results in significant rank loss.
    > This loss is always greater than losing a given match.
    > - Fixed an issue where players could drop and reconnect
    > too many times before triggering an abandon
    > - Casual Mode
    > - Matches can now start with fewer than 24 players when
    > there are not enough compatible players in queue
    > - The match will still add additional players (up
    > to 24) as they become available
    > - This should improve queue times for
    > low-population regions and game modes
    > - Added maps cp_gullywash, cp_snakewater, and koth_probed
    > - Fixed not being able to cycle between spectator modes
    > - Weapon viewmodels
    > - The field-of-view slider has been re-added to Adv. Options menu
    > (range: 54 to 70 degrees)
    > - This feature is now allowed in Competitive Mode
    > - Improved and fixed many animations when using a higher viewmodel
    > field-of-view
    > - Removed custom animations from the sv_pure whitelist because it
    > was being exploited
    > - Adjusted The Cow Mangler and Black Box reload animations to be
    > slightly faster (they now match the default rocket launcher)
    > - Your class portrait will now always be the innermost in the match status
    > HUD (top center) and will have a slightly brighter background
    > - Added the Prinny promo items to the Mann Co. Store
    > - Added the Florida LAN 2016 community medal
    > - PASS Time update
    > - Fixed achievement items (e.g. Civilian Grade JACK Hat) not
    > cloaking with the Spy
    > - Tweaks and fixes for all maps
    > - Fix pack speed not being updated sometimes
    > - Aiming players will no longer receive pack speed bonus
    > - Some adjustments to reduce average round length
    > - Overtime will end immediately if the winning team
    > touches the ball
    > - Overtime wont happen if its impossible for the losing
    > team to win
    > - Fixed players being able to avoid a vote-kick by reconnecting to the
    > server at the right time
    > - Fixed the pd_watergate HUD not drawing
    > - Fixed Engineer teleporter exits sometimes detonating when used due to
    > invisible geometry
    > - Fixed getting a black screen if the chat window was open when the match
    > stats were being shown
    > - Fixed weapons not being hidden during some taunts for the Engineer,
    > Medic, and Soldier
    > - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the
    > Spy is disguised as
    > - Fixed a client crash related to the animation system
    > - Fixed a bug where players in looping taunts could sometimes cause other
    > clients to drop from the server
    > - Fixed not seeing particle effects for Unusual versions of Baseball
    > Bills Sports Shine, Ritzy Ricks Hair Fixative, and Texas Slims Dome Shine
    > - Fixed hearing the team wipe Announcer audio at the incorrect times
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>btw After, and I&#39;m assuming before, this update, there&#39;s an exploit for getting into enemy spawns with the high five taunt again (and maybe others?).  Saw people doing it on Nucleus.  Don&#39;t know the exact specifics.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Jul 28, 2016 at 6:28 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3553149.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Matchmaking<br>
            - Competitive Mode<br>
                    - Abandon penalty times are now longer for first-time abandoners with a low number of games played<br>
                    - Abandoning a game now results in significant rank loss. This loss is always greater than losing a given match.<br>
                    - Fixed an issue where players could drop and reconnect too many times before triggering an abandon<br>
            - Casual Mode<br>
                    - Matches can now start with fewer than 24 players when there are not enough compatible players in queue<br>
                            - The match will still add additional players (up to 24) as they become available<br>
                            - This should improve queue times for low-population regions and game modes<br>
                    - Added maps cp_gullywash, cp_snakewater, and koth_probed<br>
                    - Fixed not being able to cycle between spectator modes<br>
    - Weapon viewmodels<br>
            - The field-of-view slider has been re-added to Adv. Options menu (range: 54 to 70 degrees)<br>
                    - This feature is now allowed in Competitive Mode<br>
            - Improved and fixed many animations when using a higher viewmodel field-of-view<br>
            - Removed custom animations from the sv_pure whitelist because it was being exploited<br>
            - Adjusted The Cow Mangler and Black Box reload animations to be slightly faster (they now match the default rocket launcher)<br>
    - Your class portrait will now always be the innermost in the match status HUD (top center) and will have a slightly brighter background<br>
    - Added the Prinny promo items to the Mann Co. Store<br>
    - Added the Florida LAN 2016 community medal<br>
    - PASS Time update<br>
            - Fixed achievement items (e.g. Civilian Grade JACK Hat) not cloaking with the Spy<br>
            - Tweaks and fixes for all maps<br>
            - Fix pack speed not being updated sometimes<br>
            - Aiming players will no longer receive pack speed bonus<br>
            - Some adjustments to reduce average round length<br>
                    - Overtime will end immediately if the winning team touches the ball<br>
                    - Overtime won&#39;t happen if it&#39;s impossible for the losing team to win<br>
    - Fixed players being able to avoid a vote-kick by reconnecting to the server at the right time<br>
    - Fixed the pd_watergate HUD not drawing<br>
    - Fixed Engineer teleporter exits sometimes detonating when used due to invisible geometry<br>
    - Fixed getting a black screen if the chat window was open when the match stats were being shown<br>
    - Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier<br>
    - Fixed Spy cloak causing the HUD 3D Character to cloak for the player the Spy is disguised as<br>
    - Fixed a client crash related to the animation system<br>
    - Fixed a bug where players in looping taunts could sometimes cause other clients to drop from the server<br>
    - Fixed not seeing particle effects for Unusual versions of Baseball Bill&#39;s Sports Shine, Ritzy Rick&#39;s Hair Fixative, and Texas Slim&#39;s Dome Shine<br>
    - Fixed hearing the &quot;team wipe&quot; Announcer audio at the incorrect times<br>
    <br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>

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  87. BartekS

    BartekS Guest

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    I love the pomson 5000

    On 17 Aug 2016 03:00, John Schoenick <johns@valvesoftware.com> wrote:
    > - Fixed an issue with The Righteous Bison and Pomson 5000 hit detection
    > where projectiles were being removed when colliding with invisible
    entities

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    <p dir=ltr>I love the pomson 5000</p>
    <p dir=ltr>On 17 Aug 2016 03:00, &quot;John Schoenick&quot; &lt;<a href=mailto:johns@valvesoftware.com>johns@valvesoftware.com</a>&gt; wrote:<br>
    &gt; - Fixed an issue with The Righteous Bison and Pomson 5000 hit detection<br>
    &gt; where projectiles were being removed when colliding with invisible entities</p>

    --001a114505cc47748d053a6490b9--


     
  88. AFearts

    AFearts Guest

    --001a113de352f7de4f053ac4fd78
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    Did you push the Short Circuit fix?

    On Tue, Aug 23, 2016 at 6:48 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3584964.
    >
    > Apologies for the short notice.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Added Party Hat and Noise Maker - TF Birthday item grants to players
    > who dont already have them during TF2s birthday
    > - Fixed some classes not displaying the particles when using the Noise
    > Maker - TF Birthday item
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>Did you push the Short Circuit fix?<br></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Aug 23, 2016 at 6:48 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3584964.<br>
    <br>
    Apologies for the short notice.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>------------------------------<br>
    <br>
    - Added &quot;Party Hat&quot; and &quot;Noise Maker - TF Birthday&quot; item grants to players who don&#39;t already have them during TF2&#39;s birthday<br>
    - Fixed some classes not displaying the particles when using the &quot;Noise Maker - TF Birthday&quot; item<br>
    <br>
    <br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    </blockquote></div><br></div>

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  89. --001a1141eac89da07f053ac53961
    Content-Type: text/plain; charset=UTF-8

    This update gave me a heart attack because I was just getting a Class
    tables error when trying to join my servers.

    Thanks for the update.

    On Tue, Aug 23, 2016 at 5:50 PM, A Fearts <joewatshis100@gmail.com> wrote:

    > Did you push the Short Circuit fix?
    >
    > On Tue, Aug 23, 2016 at 6:48 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3584964.
    >>
    >> Apologies for the short notice.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Added Party Hat and Noise Maker - TF Birthday item grants to
    >> players who dont already have them during TF2s birthday
    >> - Fixed some classes not displaying the particles when using the Noise
    >> Maker - TF Birthday item
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>This update gave me a heart attack because I was just getting a &quot;Class tables&quot; error when trying to join my servers.<div><br></div><div>Thanks for the update. </div></div><div class=gmail_extra><br><div class=gmail_quote>On Tue, Aug 23, 2016 at 5:50 PM, A Fearts <span dir=ltr>&lt;<a href=mailto:joewatshis100@gmail.com target=_blank>joewatshis100@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Did you push the Short Circuit fix?<br></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Tue, Aug 23, 2016 at 6:48 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3584964.<br>
    <br>
    Apologies for the short notice.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>------------------------------<br>
    <br>
    - Added &quot;Party Hat&quot; and &quot;Noise Maker - TF Birthday&quot; item grants to players who don&#39;t already have them during TF2&#39;s birthday<br>
    - Fixed some classes not displaying the particles when using the &quot;Noise Maker - TF Birthday&quot; item<br>
    <br>
    <br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.com<wbr>///listinfo/hlds</a><br>
    </blockquote></div><br></div>
    </div></div><br>______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    <br></blockquote></div><br></div>

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  90. AFearts

    AFearts Guest

    --001a1142e64aae04fe053b3fb570
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    Thanks for the fix on the Short Circuit. This weekend was hell cause some
    idiot made a Youtube video showing it off.

    On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3591277.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Fixed the Short Circuit causing lag compensation problems on the server
    > - Fixed sappers sometimes only being applied to one Engineer teleporter
    > - Weapons can no longer be juggled to bypass the weapons re-fire rate
    > - Fixed a server crash related to sending an invalid client command
    > - Fixed players being able to teleport out of the spawn room using the
    > Eureka Effect at the beginning of a round
    > - Fixed Mann vs. Machine players receiving abandon penalties after playing
    > at least one wave
    > - Fixed Refill Ammo canteens not refilling the ammo for all weapons in
    > Mann vs. Machine
    > - Fixed mini-sentries not having full health when they are built quickly
    > during the setup time on Mann vs. Machine maps
    > - Fixed the scoreboard badge panels not updating properly when teams would
    > change sides on attack/defend maps
    > - Fixed Casual and Competitive mode badges incorrectly displaying the
    > level 1 badge when at max level
    > - Updated the materials for the Mistaken Movember to fix a transparency
    > problem
    > - Updated the model for the Pretty Boys Pocket Pistol to fix a problem
    > with shading
    > - Updated the Frontier Justice so the Revenge crits are lost on death
    > attribute is displayed as a negative
    > - Strange Part: Allies Extinguished can now be applied to Strange Sydney
    > Sleeper rifles
    > - Added the Tip of the Hats 2016 community event medals
    > - Updated the Salty Dog to hide the Scouts headphones
    > - Fixed the Borneo map stamp using the incorrect image in the Mann Co.
    > Store
    > - Fixed the game not properly honoring the steam per-game language setting
    > - Fixed a bug with the Cow Mangler 5000 reload speed
    > - Updated the localization files
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>Thanks for the fix on the Short Circuit. This weekend was hell cause some idiot made a Youtube video showing it off.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3591277.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>------------------------------<br>
    <br>
    - Fixed the Short Circuit causing lag compensation problems on the server<br>
    - Fixed sappers sometimes only being applied to one Engineer teleporter<br>
    - Weapons can no longer be juggled to bypass the weapon&#39;s re-fire rate<br>
    - Fixed a server crash related to sending an invalid client command<br>
    - Fixed players being able to teleport out of the spawn room using the Eureka Effect at the beginning of a round<br>
    - Fixed Mann vs. Machine players receiving abandon penalties after playing at least one wave<br>
    - Fixed Refill Ammo canteens not refilling the ammo for all weapons in Mann vs. Machine<br>
    - Fixed mini-sentries not having full health when they are built quickly during the setup time on Mann vs. Machine maps<br>
    - Fixed the scoreboard badge panels not updating properly when teams would change sides on attack/defend maps<br>
    - Fixed Casual and Competitive mode badges incorrectly displaying the level 1 badge when at max level<br>
    - Updated the materials for the Mistaken Movember to fix a transparency problem<br>
    - Updated the model for the Pretty Boy&#39;s Pocket Pistol to fix a problem with shading<br>
    - Updated the Frontier Justice so the &quot;Revenge crits are lost on death&quot; attribute is displayed as a negative<br>
    - Strange Part: Allies Extinguished can now be applied to Strange Sydney Sleeper rifles<br>
    - Added the Tip of the Hats 2016 community event medals<br>
    - Updated the Salty Dog to hide the Scout&#39;s headphones<br>
    - Fixed the Borneo map stamp using the incorrect image in the Mann Co. Store<br>
    - Fixed the game not properly honoring the steam per-game language setting<br>
    - Fixed a bug with the Cow Mangler 5000 reload speed<br>
    - Updated the localization files<br>
    <br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    </blockquote></div><br></div>

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  91. Oscar

    Oscar Guest

    --047d7b8750cc37416d053b4be5f8
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    I hate Delfy so much...

    On Tue, Aug 30, 2016 at 2:17 AM A Fearts <joewatshis100@gmail.com> wrote:

    > Thanks for the fix on the Short Circuit. This weekend was hell cause some
    > idiot made a Youtube video showing it off.
    >
    > On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3591277.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Fixed the Short Circuit causing lag compensation problems on the server
    >> - Fixed sappers sometimes only being applied to one Engineer teleporter
    >> - Weapons can no longer be juggled to bypass the weapons re-fire rate
    >> - Fixed a server crash related to sending an invalid client command
    >> - Fixed players being able to teleport out of the spawn room using the
    >> Eureka Effect at the beginning of a round
    >> - Fixed Mann vs. Machine players receiving abandon penalties after
    >> playing at least one wave
    >> - Fixed Refill Ammo canteens not refilling the ammo for all weapons in
    >> Mann vs. Machine
    >> - Fixed mini-sentries not having full health when they are built quickly
    >> during the setup time on Mann vs. Machine maps
    >> - Fixed the scoreboard badge panels not updating properly when teams
    >> would change sides on attack/defend maps
    >> - Fixed Casual and Competitive mode badges incorrectly displaying the
    >> level 1 badge when at max level
    >> - Updated the materials for the Mistaken Movember to fix a transparency
    >> problem
    >> - Updated the model for the Pretty Boys Pocket Pistol to fix a problem
    >> with shading
    >> - Updated the Frontier Justice so the Revenge crits are lost on death
    >> attribute is displayed as a negative
    >> - Strange Part: Allies Extinguished can now be applied to Strange Sydney
    >> Sleeper rifles
    >> - Added the Tip of the Hats 2016 community event medals
    >> - Updated the Salty Dog to hide the Scouts headphones
    >> - Fixed the Borneo map stamp using the incorrect image in the Mann Co.
    >> Store
    >> - Fixed the game not properly honoring the steam per-game language setting
    >> - Fixed a bug with the Cow Mangler 5000 reload speed
    >> - Updated the localization files
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>I hate Delfy so much...</div><br><div class=gmail_quote><div dir=ltr>On Tue, Aug 30, 2016 at 2:17 AM A Fearts &lt;<a href=mailto:joewatshis100@gmail.com>joewatshis100@gmail.com</a>&gt; wrote:<br></div><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Thanks for the fix on the Short Circuit. This weekend was hell cause some idiot made a Youtube video showing it off.<br></div><div class=gmail_extra><br><div class=gmail_quote>On Mon, Aug 29, 2016 at 8:58 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3591277.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------------------------------------<br>
    <br>
    - Fixed the Short Circuit causing lag compensation problems on the server<br>
    - Fixed sappers sometimes only being applied to one Engineer teleporter<br>
    - Weapons can no longer be juggled to bypass the weapon&#39;s re-fire rate<br>
    - Fixed a server crash related to sending an invalid client command<br>
    - Fixed players being able to teleport out of the spawn room using the Eureka Effect at the beginning of a round<br>
    - Fixed Mann vs. Machine players receiving abandon penalties after playing at least one wave<br>
    - Fixed Refill Ammo canteens not refilling the ammo for all weapons in Mann vs. Machine<br>
    - Fixed mini-sentries not having full health when they are built quickly during the setup time on Mann vs. Machine maps<br>
    - Fixed the scoreboard badge panels not updating properly when teams would change sides on attack/defend maps<br>
    - Fixed Casual and Competitive mode badges incorrectly displaying the level 1 badge when at max level<br>
    - Updated the materials for the Mistaken Movember to fix a transparency problem<br>
    - Updated the model for the Pretty Boy&#39;s Pocket Pistol to fix a problem with shading<br>
    - Updated the Frontier Justice so the &quot;Revenge crits are lost on death&quot; attribute is displayed as a negative<br>
    - Strange Part: Allies Extinguished can now be applied to Strange Sydney Sleeper rifles<br>
    - Added the Tip of the Hats 2016 community event medals<br>
    - Updated the Salty Dog to hide the Scout&#39;s headphones<br>
    - Fixed the Borneo map stamp using the incorrect image in the Mann Co. Store<br>
    - Fixed the game not properly honoring the steam per-game language setting<br>
    - Fixed a bug with the Cow Mangler 5000 reload speed<br>
    - Updated the localization files<br>
    <br>
    <br>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div><br></div>
    _______________________________________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://i3d.net</a><br>
    </blockquote></div>

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  92. TimKleen

    TimKleen Guest

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    Is there a way that the vote kick systems could be fixed? I know that on
    MvM, if a toxic player is kicked from a server, they are able to join back
    in if the GC sees they are searching for that mission.

    This has been broken since the MyM update.

    Thank you.

    TK

    On Thu, Sep 15, 2016 at 3:33 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3614050.
    >
    > -Eric
    >
    > ------------------------------------------------------------
    >
    > - Fixed a case where crouching was used to see outside of the playable
    > area. This could be exploited to place buildings at invalid locations.
    > - Fixed regression that prevented valid building placements
    >
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr><div><div><div>Is there a way that the vote kick systems could be fixed?  I know that on MvM, if a toxic player is kicked from a server, they are able to join back in if the GC sees they are searching for that mission.  <br><br></div>This has been broken since the MyM update.<br><br></div>Thank you.<br><br></div>TK<br></div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Sep 15, 2016 at 3:33 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3614050.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>------------------------------<br>
    <br>
    - Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.<br>
    - Fixed regression that prevented valid building placements<br>
    <br>
    <br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    </blockquote></div><br></div>

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  93. RyukeDragon

    RyukeDragon Guest

    --94eb2c05a25a4788bc053c94c0ec
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    Aww, I had 8gb of video footage of places in every map that ships with tf2
    showing where it was broken. Gotta be a little faster I guess.

    On Thu, Sep 15, 2016 at 7:19 PM, Tim Kleen <tim.kleen@gmail.com> wrote:

    > Is there a way that the vote kick systems could be fixed? I know that on
    > MvM, if a toxic player is kicked from a server, they are able to join back
    > in if the GC sees they are searching for that mission.
    >
    > This has been broken since the MyM update.
    >
    > Thank you.
    >
    > TK
    >
    > On Thu, Sep 15, 2016 at 3:33 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3614050.
    >>
    >> -Eric
    >>
    >> ------------------------------------------------------------
    >>
    >> - Fixed a case where crouching was used to see outside of the playable
    >> area. This could be exploited to place buildings at invalid locations.
    >> - Fixed regression that prevented valid building placements
    >>
    >>
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

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    <div dir=ltr>Aww, I had 8gb of video footage of places in every map that ships with tf2 showing where it was broken. Gotta be a little faster I guess.</div><div class=gmail_extra><br><div class=gmail_quote>On Thu, Sep 15, 2016 at 7:19 PM, Tim Kleen <span dir=ltr>&lt;<a href=mailto:tim.kleen@gmail.com target=_blank>tim.kleen@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr><div><div><div>Is there a way that the vote kick systems could be fixed?  I know that on MvM, if a toxic player is kicked from a server, they are able to join back in if the GC sees they are searching for that mission.  <br><br></div>This has been broken since the MyM update.<br><br></div>Thank you.<span class=HOEnZb><font color=#888888><br><br></font></span></div><span class=HOEnZb><font color=#888888>TK<br></font></span></div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Thu, Sep 15, 2016 at 3:33 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3614050.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>------------------------------<br>
    <br>
    - Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.<br>
    - Fixed regression that prevented valid building placements<br>
    <br>
    <br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.com<wbr>///listinfo/hlds</a><br>
    </blockquote></div><br></div>
    </div></div><br>______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    <br></blockquote></div><br></div>

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  94. BartekS

    BartekS Guest

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    Does this mean schrodingers crouch is no longer a thing?

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    <p dir=ltr>Does this mean schrodingers crouch is no longer a thing?</p>

    --94eb2c14c178b3a31d053c996e2a--


     
  95. E.Olsen

    E.Olsen Guest

    --001a11439b2ed8d7d2053eb4e996
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    Anyone else seeing servers crashing on player join (Windows server 2008R2)?

    On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith <erics@valvesoftware.com> wrote:

    > Weve released a mandatory update for Team Fortress 2. The notes for the
    > update are below. The new version is 3651233.
    >
    > -Eric
    >
    > --------------------------------------------------
    >
    > - Players will now be randomly selected to participate in a survey at the
    > end of Casual and Competitive matches
    > - Ongoing improvements to the matchmaking backend to improve match quality
    > and reduce wait times
    > - Fixed air-blasts sometimes sending deflected projectiles in random
    > directions when the Pyro is close to enemy players
    > - Fixed a case where players joining community bootcamp servers via the
    > server-browser could not select a team
    > - Reduced the rate at which players can earn bonus points for
    > extinguishing teammates
    > - Fixed a case where players could use the Halloween teleport spell to get
    > outside the map
    > - Updated the localization files
    > - Community requests
    > - Fixed Merasmus not being stunned by bomb-head players on
    > community Halloween maps
    > - Added the ability for community Halloween maps to call a truce
    > during a Monoculus or Merasmus fight
    > - Can be set via the game rules entity using the
    > SetMapForcedTruceDuringBossFight input
    > - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
    > and RD robots
    > - Mann vs. Machine update
    > - Fixed the Sentry Buster sound being orphaned if the Sentry
    > Buster detonates while invulnerable
    > - Fixed zombies not using the correct skin in Ghost Town
    > - Updated cp_snakewater_final1
    > - Changes based on community feedback
    > - Updated pl_millstone_event
    > - Updated bot navigation file, bots now use all routes, wont get
    > stuck so easily and are smarter
    > - Fixed woodpile spot where HHH could get stuck
    > - Improved clipping on wood piles
    > - Fixed missing rooftop texture
    > - Fixed a few props flashing at certain angles
    > - Fixed a spot in the last area where you could place stickies
    > underground
    > - Fixed Monoculus not getting stunned when hit by players exiting
    > purgatory
    > - Updated cp_sunshine
    > - Blockbulleted spiral staircase on the back of second
    > - Added medium ammo to mid near choke
    > - Removed clipping over wooden arch going into second from valley
    > - Reduced the size of the wooden arch
    > - Blockbulleted a few undersides of staircases on last that could
    > catch projectiles
    > - Removed a ladder on last
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >

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    <div dir=ltr>Anyone else seeing servers crashing on player join (Windows server 2008R2)?</div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3651233.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>--------------------<br>
    <br>
    - Players will now be randomly selected to participate in a survey at the end of Casual and Competitive matches<br>
    - Ongoing improvements to the matchmaking backend to improve match quality and reduce wait times<br>
    - Fixed air-blasts sometimes sending deflected projectiles in random directions when the Pyro is close to enemy players<br>
    - Fixed a case where players joining community bootcamp servers via the server-browser could not select a team<br>
    - Reduced the rate at which players can earn bonus points for extinguishing teammates<br>
    - Fixed a case where players could use the Halloween teleport spell to get outside the map<br>
    - Updated the localization files<br>
    - Community requests<br>
            - Fixed Merasmus not being stunned by bomb-head players on community Halloween maps<br>
            - Added the ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight<br>
            - Can be set via the game rules entity using the SetMapForcedTruceDuringBossFig<wbr>ht input<br>
            - Fixed energy weapons not hitting pumpkin bombs, Merasmus props, and RD robots<br>
    - Mann vs. Machine update<br>
            - Fixed the Sentry Buster sound being orphaned if the Sentry Buster detonates while invulnerable<br>
            - Fixed zombies not using the correct skin in Ghost Town<br>
    - Updated cp_snakewater_final1<br>
            - Changes based on community feedback<br>
    - Updated pl_millstone_event<br>
            - Updated bot navigation file, bots now use all routes, won&#39;t get stuck so easily and are smarter<br>
            - Fixed woodpile spot where HHH could get stuck<br>
            - Improved clipping on wood piles<br>
            - Fixed missing rooftop texture<br>
            - Fixed a few props flashing at certain angles<br>
            - Fixed a spot in the last area where you could place stickies underground<br>
            - Fixed Monoculus not getting stunned when hit by players exiting purgatory<br>
    - Updated cp_sunshine<br>
            - Blockbulleted spiral staircase on the back of second<br>
            - Added medium ammo to mid near choke<br>
            - Removed clipping over wooden arch going into second from valley<br>
            - Reduced the size of the wooden arch<br>
            - Blockbulleted a few undersides of staircases on last that could catch projectiles<br>
            - Removed a ladder on last<br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    </blockquote></div><br></div>

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  96. This is a multi-part message in MIME format.
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    SourceMods hosed, so you (and others) arent alone.

    On 10/12/2016 8:20 PM, E. Olsen wrote:
    > Anyone else seeing servers crashing on player join (Windows server
    > 2008R2)?
    >
    > On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith <erics@valvesoftware.com
    > <mailto:erics@valvesoftware.com>> wrote:
    >
    > Weve released a mandatory update for Team Fortress 2. The notes
    > for the update are below. The new version is 3651233.
    >
    > -Eric
    >
    > --------------------------------------------------
    >
    > - Players will now be randomly selected to participate in a survey
    > at the end of Casual and Competitive matches
    > - Ongoing improvements to the matchmaking backend to improve match
    > quality and reduce wait times
    > - Fixed air-blasts sometimes sending deflected projectiles in
    > random directions when the Pyro is close to enemy players
    > - Fixed a case where players joining community bootcamp servers
    > via the server-browser could not select a team
    > - Reduced the rate at which players can earn bonus points for
    > extinguishing teammates
    > - Fixed a case where players could use the Halloween teleport
    > spell to get outside the map
    > - Updated the localization files
    > - Community requests
    > - Fixed Merasmus not being stunned by bomb-head players on
    > community Halloween maps
    > - Added the ability for community Halloween maps to call a
    > truce during a Monoculus or Merasmus fight
    > - Can be set via the game rules entity using the
    > SetMapForcedTruceDuringBossFight input
    > - Fixed energy weapons not hitting pumpkin bombs, Merasmus
    > props, and RD robots
    > - Mann vs. Machine update
    > - Fixed the Sentry Buster sound being orphaned if the
    > Sentry Buster detonates while invulnerable
    > - Fixed zombies not using the correct skin in Ghost Town
    > - Updated cp_snakewater_final1
    > - Changes based on community feedback
    > - Updated pl_millstone_event
    > - Updated bot navigation file, bots now use all routes,
    > wont get stuck so easily and are smarter
    > - Fixed woodpile spot where HHH could get stuck
    > - Improved clipping on wood piles
    > - Fixed missing rooftop texture
    > - Fixed a few props flashing at certain angles
    > - Fixed a spot in the last area where you could place
    > stickies underground
    > - Fixed Monoculus not getting stunned when hit by players
    > exiting purgatory
    > - Updated cp_sunshine
    > - Blockbulleted spiral staircase on the back of second
    > - Added medium ammo to mid near choke
    > - Removed clipping over wooden arch going into second from
    > valley
    > - Reduced the size of the wooden arch
    > - Blockbulleted a few undersides of staircases on last
    > that could catch projectiles
    > - Removed a ladder on last
    >
    > _______________________________________________
    > To unsubscribe, edit your list preferences, or view the list
    > archives, please visit:
    > https://i3d.net
    > <https://i3d.net>
    >
    >
    >
    >
    > _______________________________________________
    >
    > https://i3d.net

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    <head>
    <meta content=text/html; charset=windows-1252
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    <div class=moz-cite-prefix>SourceMods hosed, so you (and others)
    arent alone.<br>
    <br>
    On 10/12/2016 8:20 PM, E. Olsen wrote:<br>
    </div>
    <blockquote
    cite=mid:CAKu-1cESGa=7mehSQEPsuuOzBSoY=Ng+3GC4zQRyU3Eb+Sb9yQ@mail.gmail.com
    type=cite>
    <div dir=ltr>Anyone else seeing servers crashing on player join
    (Windows server 2008R2)?</div>
    <div class=gmail_extra><br>
    <div class=gmail_quote>On Wed, Oct 12, 2016 at 8:57 PM, Eric
    Smith <span dir=ltr>&lt;<a moz-do-not-send=true
    href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span>
    wrote:<br>
    <blockquote class=gmail_quote style=margin:0 0 0
    .8ex;border-left:1px #ccc solid;padding-left:1ex>Weve
    released a mandatory update for Team Fortress 2. The notes
    for the update are below. The new version is 3651233.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>--------------------<br>
    <br>
    - Players will now be randomly selected to participate in a
    survey at the end of Casual and Competitive matches<br>
    - Ongoing improvements to the matchmaking backend to improve
    match quality and reduce wait times<br>
    - Fixed air-blasts sometimes sending deflected projectiles
    in random directions when the Pyro is close to enemy players<br>
    - Fixed a case where players joining community bootcamp
    servers via the server-browser could not select a team<br>
    - Reduced the rate at which players can earn bonus points
    for extinguishing teammates<br>
    - Fixed a case where players could use the Halloween
    teleport spell to get outside the map<br>
    - Updated the localization files<br>
    - Community requests<br>
            - Fixed Merasmus not being stunned by bomb-head
    players on community Halloween maps<br>
            - Added the ability for community Halloween maps to
    call a truce during a Monoculus or Merasmus fight<br>
            - Can be set via the game rules entity using the
    SetMapForcedTruceDuringBossFig<wbr>ht input<br>
            - Fixed energy weapons not hitting pumpkin bombs,
    Merasmus props, and RD robots<br>
    - Mann vs. Machine update<br>
            - Fixed the Sentry Buster sound being orphaned if
    the Sentry Buster detonates while invulnerable<br>
            - Fixed zombies not using the correct skin in Ghost
    Town<br>
    - Updated cp_snakewater_final1<br>
            - Changes based on community feedback<br>
    - Updated pl_millstone_event<br>
            - Updated bot navigation file, bots now use all
    routes, wont get stuck so easily and are smarter<br>
            - Fixed woodpile spot where HHH could get stuck<br>
            - Improved clipping on wood piles<br>
            - Fixed missing rooftop texture<br>
            - Fixed a few props flashing at certain angles<br>
            - Fixed a spot in the last area where you could
    place stickies underground<br>
            - Fixed Monoculus not getting stunned when hit by
    players exiting purgatory<br>
    - Updated cp_sunshine<br>
            - Blockbulleted spiral staircase on the back of
    second<br>
            - Added medium ammo to mid near choke<br>
            - Removed clipping over wooden arch going into
    second from valley<br>
            - Reduced the size of the wooden arch<br>
            - Blockbulleted a few undersides of staircases on
    last that could catch projectiles<br>
            - Removed a ladder on last<br>
    <br>
    ______________________________<wbr>_________________<br>
    To unsubscribe, edit your list preferences, or view the list
    archives, please visit:<br>
    <a moz-do-not-send=true
    href=https://i3d.net
    rel=noreferrer target=_blank>https://.<wbr>com///listinfo/<wbr>hlds</a><br>
    </blockquote>
    </div>
    <br>
    </div>
    <br>
    <fieldset class=mimeAttachmentHeader></fieldset>
    <br>
    <pre wrap=>_______________________________________________

    <a class=moz-txt-link-freetext href=https://i3d.net>https://i3d.net</a>
    </pre>
    </blockquote>
    </body>
    </html>

    --------------878D1AE7D15B28729ACF5808--


     
  97. WeaselsLair

    WeaselsLair Guest

    --94eb2c06e2fc46be14053eb520f4
    Content-Type: text/plain; charset=UTF-8

    Looks like there is an updated SourceMod build in-progress. Looks like
    Linux build is there already, but Windows is still in-progress.

    http://www.sourcemod.net/downloads.php?branch=stable



    On Wed, Oct 12, 2016 at 6:20 PM, E. Olsen <ceo.eolsen@gmail.com> wrote:

    > Anyone else seeing servers crashing on player join (Windows server 2008R2)?
    >
    > On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith <erics@valvesoftware.com>
    > wrote:
    >
    >> Weve released a mandatory update for Team Fortress 2. The notes for the
    >> update are below. The new version is 3651233.
    >>
    >> -Eric
    >>
    >> --------------------------------------------------
    >>
    >> - Players will now be randomly selected to participate in a survey at the
    >> end of Casual and Competitive matches
    >> - Ongoing improvements to the matchmaking backend to improve match
    >> quality and reduce wait times
    >> - Fixed air-blasts sometimes sending deflected projectiles in random
    >> directions when the Pyro is close to enemy players
    >> - Fixed a case where players joining community bootcamp servers via the
    >> server-browser could not select a team
    >> - Reduced the rate at which players can earn bonus points for
    >> extinguishing teammates
    >> - Fixed a case where players could use the Halloween teleport spell to
    >> get outside the map
    >> - Updated the localization files
    >> - Community requests
    >> - Fixed Merasmus not being stunned by bomb-head players on
    >> community Halloween maps
    >> - Added the ability for community Halloween maps to call a truce
    >> during a Monoculus or Merasmus fight
    >> - Can be set via the game rules entity using the
    >> SetMapForcedTruceDuringBossFight input
    >> - Fixed energy weapons not hitting pumpkin bombs, Merasmus props,
    >> and RD robots
    >> - Mann vs. Machine update
    >> - Fixed the Sentry Buster sound being orphaned if the Sentry
    >> Buster detonates while invulnerable
    >> - Fixed zombies not using the correct skin in Ghost Town
    >> - Updated cp_snakewater_final1
    >> - Changes based on community feedback
    >> - Updated pl_millstone_event
    >> - Updated bot navigation file, bots now use all routes, wont get
    >> stuck so easily and are smarter
    >> - Fixed woodpile spot where HHH could get stuck
    >> - Improved clipping on wood piles
    >> - Fixed missing rooftop texture
    >> - Fixed a few props flashing at certain angles
    >> - Fixed a spot in the last area where you could place stickies
    >> underground
    >> - Fixed Monoculus not getting stunned when hit by players exiting
    >> purgatory
    >> - Updated cp_sunshine
    >> - Blockbulleted spiral staircase on the back of second
    >> - Added medium ammo to mid near choke
    >> - Removed clipping over wooden arch going into second from valley
    >> - Reduced the size of the wooden arch
    >> - Blockbulleted a few undersides of staircases on last that could
    >> catch projectiles
    >> - Removed a ladder on last
    >>
    >> _______________________________________________
    >>
    >> please visit:
    >> https://i3d.net
    >>
    >
    >
    > _______________________________________________
    >
    > please visit:
    > https://i3d.net
    >
    >

    --94eb2c06e2fc46be14053eb520f4
    Content-Type: text/html; charset=UTF-8
    Content-Transfer-Encoding: quoted-printable

    <div dir=ltr><div class=gmail_default style=font-family:&quot;courier new&quot;,monospace>Looks like there is an updated SourceMod build in-progress.  Looks like Linux build is there already, but Windows is still in-progress.</div><div class=gmail_default style=font-family:&quot;courier new&quot;,monospace><br></div><div class=gmail_default><font face=courier new, monospace><a href=http://www.sourcemod.net/downloads.php?branch=stable>http://www.sourcemod.net/downloads.php?branch=stable</a></font><br></div><div class=gmail_default><font face=courier new, monospace><br></font></div><div class=gmail_default><font face=courier new, monospace><br></font></div></div><div class=gmail_extra><br><div class=gmail_quote>On Wed, Oct 12, 2016 at 6:20 PM, E. Olsen <span dir=ltr>&lt;<a href=mailto:ceo.eolsen@gmail.com target=_blank>ceo.eolsen@gmail.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex><div dir=ltr>Anyone else seeing servers crashing on player join (Windows server 2008R2)?</div><div class=HOEnZb><div class=h5><div class=gmail_extra><br><div class=gmail_quote>On Wed, Oct 12, 2016 at 8:57 PM, Eric Smith <span dir=ltr>&lt;<a href=mailto:erics@valvesoftware.com target=_blank>erics@valvesoftware.com</a>&gt;</span> wrote:<br><blockquote class=gmail_quote style=margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex>We&#39;ve released a mandatory update for Team Fortress 2. The notes for the update are below. The new version is 3651233.<br>
    <br>
    -Eric<br>
    <br>
    ------------------------------<wbr>--------------------<br>
    <br>
    - Players will now be randomly selected to participate in a survey at the end of Casual and Competitive matches<br>
    - Ongoing improvements to the matchmaking backend to improve match quality and reduce wait times<br>
    - Fixed air-blasts sometimes sending deflected projectiles in random directions when the Pyro is close to enemy players<br>
    - Fixed a case where players joining community bootcamp servers via the server-browser could not select a team<br>
    - Reduced the rate at which players can earn bonus points for extinguishing teammates<br>
    - Fixed a case where players could use the Halloween teleport spell to get outside the map<br>
    - Updated the localization files<br>
    - Community requests<br>
            - Fixed Merasmus not being stunned by bomb-head players on community Halloween maps<br>
            - Added the ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight<br>
            - Can be set via the game rules entity using the SetMapForcedTruceDuringBossFig<wbr>ht input<br>
            - Fixed energy weapons not hitting pumpkin bombs, Merasmus props, and RD robots<br>
    - Mann vs. Machine update<br>
            - Fixed the Sentry Buster sound being orphaned if the Sentry Buster detonates while invulnerable<br>
            - Fixed zombies not using the correct skin in Ghost Town<br>
    - Updated cp_snakewater_final1<br>
            - Changes based on community feedback<br>
    - Updated pl_millstone_event<br>
            - Updated bot navigation file, bots now use all routes, won&#39;t get stuck so easily and are smarter<br>
            - Fixed woodpile spot where HHH could get stuck<br>
            - Improved clipping on wood piles<br>
            - Fixed missing rooftop texture<br>
            - Fixed a few props flashing at certain angles<br>
            - Fixed a spot in the last area where you could place stickies underground<br>
            - Fixed Monoculus not getting stunned when hit by players exiting purgatory<br>
    - Updated cp_sunshine<br>
            - Blockbulleted spiral staircase on the back of second<br>
            - Added medium ammo to mid near choke<br>
            - Removed clipping over wooden arch going into second from valley<br>
            - Reduced the size of the wooden arch<br>
            - Blockbulleted a few undersides of staircases on last that could catch projectiles<br>
            - Removed a ladder on last<br>
    <br>
    ______________________________<wbr>_________________<br>
    <br>
    <a href=https://i3d.net rel=noreferrer target=_blank>https://.com<wbr>///listinfo/hlds</a><br>
    </blockquote></div><br></div>
    </div></div><br>______________________________<wbr>_________________<br>
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