Counter-Strike: Source -New hostage rescue map cs_compound -Added Source version of de_train -Upgraded version of the CT player model -Location names are shown in radio/team chat, and under the radar -Server tickrate can be specified with -tickrate -Added radio command aliases -Added mp_humanteam cvar [any | ct | t] (forces human players onto specified team - useful for humans vs bots) -Added new "match" mode for bot_quota -- If bot_quota_mode = "match", bot count = (human count) * bot_quota -Bots no longer automatically follow humans (bot_auto_follow now defaults to 0) -Bots are balanced before humans with mp_autoteambalance -Bots can open simple +use doors -Bots change their names to match the prefix when bot_prefix changes -Several improvements to bot behavior when paths become blocked -- solves problems specific to cs_havana -Bots won't throw grenades if something is blocking their throw -Bots are better at only breaking objects that are in their way -Fixed bug where a bot occasionally "dithered" rapidly between two or more targets without firing bot_kick and bot_kill console commands use the bot's base name without the bot_prefixde_piranesi - bots avoid the breakable crates better. - A bomb exploding just as the round restarts no longer kills players at the start of the next round - Grenades being thrown when the player dies no longer disappear - Increased mp_limitteams bounds to 0-30, where 0 will disable this functionality - Players' arms and hands can be hit by bullets now - Target ID font is proportional, and it doesn't resize incorrectly after a resolution change - Overviews don't show player locations when mp_fadetoblack is on - Players with spaces in their names can be selected in the spectator GUI - Observers can change their name at round restart - Throwing a grenade right at round restart no longer results in holding a "ghost" grenade viewmodel at respawn Source Engine - Fixed a bug where snd_mixahead was not working properly. Should fix some sound popping problems for certain sound hardware when running at a low framerate - Added support for a new surround sound buffering technique that streams six discrete channels instead of using DirectSound3D. Use snd_digital_surround in the console to enable this. This allows for support of Dolby Digital 5.1 on nForce2 hardware - Allow mp3 playback at rates other than 44100Hz. This was requested by the MOD community Master Server Query Protocol - Added a challenge number to A2S_PLAYER and A2S_RULES server queries * setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality - Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet. Half_life 2: Deathmatch - Fixed model exploit that would allow players to select an invalid player model - Added weapon type to server log
Master Server Query Protocol - Added a challenge number to A2S_PLAYER and A2S_RULES server queries * setting "sv_enableoldqueries" to 1 (default) allows old style (no challenge/response) queries to work. By default queries don't require a challenge number for clients on the same B class network, change "sv_allowlocalquery" to 0 to disable this functionality - Changed A2S_INFO server query to require the string "Source Engine Query" appended to the end of the query packet. Half_life 2: Deathmatch - Fixed model exploit that would allow players to select an invalid player model - Added weapon type to server log
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