Ya, something to do with spawning as a scout without weapons and without animations. Not sure exactly what the point is, probably isn't one.
Also, this is kinda interesting.
"The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding"
Wonder if this might lead to some insane uber rushes. Before it was always up to people working together to get the uber before setup ended.
Got the steam update today and now I get the error [cUtLinklist overflow] about every half hr and it shuts TF2 down completely...
Tried restarting Steam and then TF2, but I still get it every 15 mins to half hr.
Anyone else getting the error?
I don't get the error, but I did have it crash to desktop earlier. I hadn't even thought of whether or not it was related to the update. I had just written it off because I was torrenting the Insurgency mod for HL2 at the same time.
A couple of my textures were borked in the 20 or so minutes I was playing, as well.
The civilian class is used for an old map for TFC where you had to protect an umbrella wielding V.I.P. from the hunters (snipers usually) with soldiers, medics and heavies.
Hopefully this means that the old map "hunted" will get a makeover and released for online play, it was pretty fun in TFC, if they made him a weaponless scout it would be more balanced (in the old one it was some slow ass dude in a tux), because anytime I remember playing it the hunters almost always won. So hopefully this means that the map is "in the works" so to speak.
The Trekkie: Specializes in sci-fi trivia knowledge from Captain Picard's bra size to S-Foil repair, with a devastating melee attack of sitting on your face.
Added player position data to server logging of events (player_death, player_builtobject, teamplay_flag_event, object_destroyed, teamplay_point_captured, teamplay_capture_blocked)
Improved mapcycle handling to ensure it always loads new mapcycles when the mapcyclefile convar is changed
Fixed sniper quick-switch exploit allowing them to avoid zoom/unzoom times
Fixed an exploit allowing players to spawn into the enemy territory at the start of a round
Fixed syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black
I really wondered about that last one sometimes. I'd be completely cloaked and get nailed by someone and say.... "come on - there's no WAY that was random....." Now they confirmed it. I get the feeling that exploit wasn't as "obscure" as they're making it sound :shakehead
[*]Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black[/LIST]
I really wondered about that last one sometimes. I'd be completely cloaked and get nailed by someone and say.... "come on - there's no WAY that was random....." Now they confirmed it. I get the feeling that exploit wasn't as "obscure" as they're making it sound :shakehead
Right there with you, the more public servers I played on the more I questioned how people could possibly find me when cloaked. Now I know. :thumbsdow
[Fixed "CUtlLinkedList overflow!" crash]
That's the one that kept getting me...
I actually slowed down playing the game because I would be in a firefight and boom.... Game would completely shut down with the cutlinklist error.
That would happen 4-6 times a night.
[Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black.]
Just the other night you guys were complaining "How the heck are these guys seeing us" while we were playing.
I wonder sometimes on certain servers how someone is doing certain questionable things.
Then I say to myself 'Ahh your being paranoid!"
WELL! THIS PROVES I'M NOT PARANOID!!!
I like the sniper quick switch fix tooooooo. AAHHhhh (Headshot!)
OH Uhh Sorry, Flashbacks! hehehe
I am glad they are paying attention to the game and fixing these exploits/problems etc.
I agree that it's really good that this game is being constantly worked on. I'm really happy with how much attention the devs are giving to fixing exploits that crop up. There is nothing worse than having a good game ruined by players who take advantage of dev oversights.
I finally got the [Steam service is down for maintenance.] reply after trying to sign in a half dozen times or so after updating.
I just went online and played TF2 anyway.
Got kicked because of no steam log on a couple of times. Wasn't too bad.
It was back up about 8:15PM EST though.
Added new option for medigun beam to the Multiplayer->Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button
Added new option for the sniper rifle to the Multiplayer->Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot
Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel
Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1
Reduced Granary spawn advantage for capping the middle point
Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)
Fixed obscure crash related to resolution changing
UPSHitmanThe Big NastyIndianapolis, IndianaIcrontian
edited January 2008
I tell you what UPS is having so much fun playing you guys in TF2. We think it would be cool if we have a skirmish with the you IC guys. We think it would be a blast. Its cool to find a clan that just likes to have fun as well. I think its funny when I meet up with other clans that take everything so seriously. UPS gladly accepts your challenge.
Comments
Ya, something to do with spawning as a scout without weapons and without animations. Not sure exactly what the point is, probably isn't one.
Also, this is kinda interesting.
"The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding"
Wonder if this might lead to some insane uber rushes. Before it was always up to people working together to get the uber before setup ended.
Write up on it says it was a VIP escort guy from the original. Custom maps only. Maybe a preventative thing?
Tried restarting Steam and then TF2, but I still get it every 15 mins to half hr.
Anyone else getting the error?
A couple of my textures were borked in the 20 or so minutes I was playing, as well.
* sigh *
Team Fortress 2
- Sudden Death mode is now a server option (a convar) and defaults to OFF
- Sapped buildings now take slightly less damage from the Spy who sapped them
- The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
- Fixed an rcon/console command that could cause server crashes
- Prevented players from playing the "civilian" class
- Prevented players from hiding their name in the scoreboard
- Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
- Fixed decals not being correctly applied to the world in some cases
- Fixed critical bullet tracers not being visible to players other than the firer
- Fixed first person spectator view of the Spy watch not showing the correct cloak value
- Fixed the teleporter's player shaped particles not drawing
- Fixed the flamethrower stuttering when firing directly into a building
- Fixed a rare crash that can happen when a player being healed leaves the server suddenly
- Fixed rocket trail effects sometimes existing permanently in world
- Added effects to players when they earn an achievement, visible to other players nearby
- Tweaked achievement HUD fonts and color palette for more readability
- Improved stat gathering for map play times to increase accuracy
- Improved stat gathering around draws to better understand why they're occurring
- Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
- Fixed an occasional crash caused by an achievement not being found during a game announcement
Dustbowl- Now waits until either team wins fully before changing to another map on server timelimit expiring
- Teams now score a point per captured control point, rather than per sub round
- Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
- Fixed gaps in stage gates that allowed snipers to kill defenders during setup
- Fixed several model and brush perch exploits in stage three
- Added stair access to the upper area in stage three after the first cap
- Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot
Source Engine- Fixed some audio buffer support issues with Vista
- WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two textures
- Improved the console in the graphical UI version of the dedicated server
SourceTVHopefully this means that the old map "hunted" will get a makeover and released for online play, it was pretty fun in TFC, if they made him a weaponless scout it would be more balanced (in the old one it was some slow ass dude in a tux), because anytime I remember playing it the hunters almost always won. So hopefully this means that the map is "in the works" so to speak.
- Fixed "CUtlLinkedList overflow!" crash
- Added player position data to server logging of events (player_death, player_builtobject, teamplay_flag_event, object_destroyed, teamplay_point_captured, teamplay_capture_blocked)
- Improved mapcycle handling to ensure it always loads new mapcycles when the mapcyclefile convar is changed
- Fixed sniper quick-switch exploit allowing them to avoid zoom/unzoom times
- Fixed an exploit allowing players to spawn into the enemy territory at the start of a round
- Fixed syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations
- Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black
I really wondered about that last one sometimes. I'd be completely cloaked and get nailed by someone and say.... "come on - there's no WAY that was random....." Now they confirmed it. I get the feeling that exploit wasn't as "obscure" as they're making it sound :shakeheadRight there with you, the more public servers I played on the more I questioned how people could possibly find me when cloaked. Now I know. :thumbsdow
That's the one that kept getting me...
I actually slowed down playing the game because I would be in a firefight and boom.... Game would completely shut down with the cutlinklist error.
That would happen 4-6 times a night.
[Removed an obscure rendering setting that would allow players to make cloaked spies appear fully black.]
Just the other night you guys were complaining "How the heck are these guys seeing us" while we were playing.
I wonder sometimes on certain servers how someone is doing certain questionable things.
Then I say to myself 'Ahh your being paranoid!"
WELL! THIS PROVES I'M NOT PARANOID!!!
I like the sniper quick switch fix tooooooo. AAHHhhh (Headshot!)
OH Uhh Sorry, Flashbacks! hehehe
I am glad they are paying attention to the game and fixing these exploits/problems etc.
Team Fortress 2
I agree that it's really good that this game is being constantly worked on. I'm really happy with how much attention the devs are giving to fixing exploits that crop up. There is nothing worse than having a good game ruined by players who take advantage of dev oversights.
Seems it's down for me too.
I assume it will be back up very soon.
Will probably work after update.
I just went online and played TF2 anyway.
Got kicked because of no steam log on a couple of times. Wasn't too bad.
It was back up about 8:15PM EST though.
Team Fortress 2