email just came in from Robin Walker.
We're getting ready to release a mandatory update for TF2. The dedicated server files have been released early so you can update your servers. The client files will be released in about 15 minutes. The notes for the update are below. The new version will be 1790275.
-Eric
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Team Fortress 2
- Fixed the game failing to launch on Mac OS X 10.5
- Fixed a client crash caused by using custom HUD files
- Fixed a client crash related to the hatless hats and the character loadout screen
- Updated the network interpolation and update convars so they can be changed when dead
Class specific interps will work, no weapon specific interps though. seems impossible to implement a system that would work with weapon specific.
email just came in from Robin Walker.
[quote]We're getting ready to release a mandatory update for TF2. The dedicated server files have been released early so you can update your servers. The client files will be released in about 15 minutes. The notes for the update are below. The new version will be 1790275.
-Eric
--------------------------
Team Fortress 2
- Fixed the game failing to launch on Mac OS X 10.5
- Fixed a client crash caused by using custom HUD files
- Fixed a client crash related to the hatless hats and the character loadout screen
[b]- Updated the network interpolation and update convars so they can be changed when dead[/b][/quote]
Class specific interps will work, no weapon specific interps though. seems impossible to implement a system that would work with weapon specific.
Alfieseems impossible to implement a system that would work with weapon specific.
Uhh, why not just make it so you can't shoot while your game is catching up to the interp change?
In the case of a change between 0.0152 and 0.033, it makes no difference to the players, yet it solves the problem of the exploit.
[quote=Alfie]
seems impossible to implement a system that would work with weapon specific.[/quote]
Uhh, why not just make it so you can't shoot while your game is catching up to the interp change?
In the case of a change between 0.0152 and 0.033, it makes no difference to the players, yet it solves the problem of the exploit.
reillyAlfieseems impossible to implement a system that would work with weapon specific.
Uhh, why not just make it so you can't shoot while your game is catching up to the interp change?
In the case of a change between 0.0152 and 0.033, it makes no difference to the players, yet it solves the problem of the exploit.
this patch was very easy for valve to do, making it detect the system lagging behind and then disallowing shooting is a pretty complex process and time consuming to create. they'd rather be making hats
[quote=reilly][quote=Alfie]
seems impossible to implement a system that would work with weapon specific.[/quote]
Uhh, why not just make it so you can't shoot while your game is catching up to the interp change?
In the case of a change between 0.0152 and 0.033, it makes no difference to the players, yet it solves the problem of the exploit.[/quote]
this patch was very easy for valve to do, making it detect the system lagging behind and then disallowing shooting is a pretty complex process and time consuming to create. they'd rather be making hats
If you're reading this: Thank you!
If you're reading this: Thank you!
Have people actually tested to see if it works? Because switching classes in spawns doesn't kill you, and I'm 90% sure class configs are executed once you respawn (re: not dead).
So is it just weird wording in the patch notes?
Have people actually tested to see if it works? Because switching classes in spawns doesn't kill you, and I'm 90% sure class configs are executed once you respawn (re: not dead).
So is it just weird wording in the patch notes?
Setting it in class configs doesn't work (I tried), you have to do it while you're dead. I just made an alias for each class to rerun their configs with a buttonpress.
They should make it "will change rate/interp on next respawn".
Setting it in class configs doesn't work (I tried), you have to do it while you're dead. I just made an alias for each class to rerun their configs with a buttonpress.
They should make it "will change rate/interp on next respawn".
trogHave people actually tested to see if it works? Because switching classes in spawns doesn't kill you, and I'm 90% class configs are executed once you respawn (re: not dead).
So is it just weird wording in the patch notes?
yes you're right. sorry to get everyone's hopes up :(
I guess you can set up a couple of buttons to change interp values while you're dead
[quote=trog]Have people actually tested to see if it works? Because switching classes in spawns doesn't kill you, and I'm 90% class configs are executed once you respawn (re: not dead).
So is it just weird wording in the patch notes?[/quote]
yes you're right. sorry to get everyone's hopes up :(
I guess you can set up a couple of buttons to change interp values while you're dead
Couldn't they just make it so that you can change interp in the same game tick as switching weapons, if the commands are sent simultaneously? That wouldn't be nearly as hard to implement as a lag-switch detector, and it would keep you from being able to shoot during the time it's catching up.
Couldn't they just make it so that you can change interp in the same game tick as switching weapons, if the commands are sent simultaneously? That wouldn't be nearly as hard to implement as a lag-switch detector, and it would keep you from being able to shoot during the time it's catching up.
- Fixed a client crash caused by using custom HUD files
- Fixed a client crash related to the hatless hats and the character loadout screen
[/quote]
God thanks
- Fixed a client crash caused by using custom HUD files
- Fixed a client crash related to the hatless hats and the character loadout screen
[/quote]
God thanks
trogBecause switching classes in spawns doesn't kill you, and I'm 90% sure class configs are executed once you respawn (re: not dead).
Yes, you're right. Closest solution I can find: Use class specific interps, change class or re-exec class config when you're dead with the following binds. You change class and the class config gets executed immediately, not when you respawn.
bind KP_END "join_class scout;exec scout.cfg"
bind KP_DOWNARROW "join_class soldier;exec soldier.cfg"
bind KP_PGDN "join_class pyro;exec pyro.cfg"
bind KP_LEFTARROW "join_class demoman;exec demoman.cfg"
bind KP_5 "join_class heavyweapons;exec heavyweapons.cfg"
bind KP_RIGHTARROW "join_class engineer;exec engineer.cfg"
bind KP_HOME "join_class medic;exec medic.cfg"
bind KP_UPARROW "join_class sniper;exec sniper.cfg"
bind KP_PGUP "join_class spy;exec spy.cfg"
[quote=trog]Because switching classes in spawns doesn't kill you, and I'm 90% sure class configs are executed once you respawn (re: not dead).[/quote]
Yes, you're right. Closest solution I can find: Use class specific interps, change class or re-exec class config when you're dead with the following binds. You change class and the class config gets executed immediately, not when you respawn.
[code]bind KP_END "join_class scout;exec scout.cfg"
bind KP_DOWNARROW "join_class soldier;exec soldier.cfg"
bind KP_PGDN "join_class pyro;exec pyro.cfg"
bind KP_LEFTARROW "join_class demoman;exec demoman.cfg"
bind KP_5 "join_class heavyweapons;exec heavyweapons.cfg"
bind KP_RIGHTARROW "join_class engineer;exec engineer.cfg"
bind KP_HOME "join_class medic;exec medic.cfg"
bind KP_UPARROW "join_class sniper;exec sniper.cfg"
bind KP_PGUP "join_class spy;exec spy.cfg"[/code]