You're 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 doesn't have the drive or energy to make games anymore,
they only profit from the few they've 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 <[email protected]
<mailto:[email protected]>> 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
<[email protected]
<mailto:[email protected]>> wrote:
When this works he says~
Still, it would have been nice to get a nice little message
telling everyone, they'll tell us that the hats have stopped
dropping eventually, right?
On Sat, Jan 9, 2016 at 11:47 AM, ED-E <[email protected]
<mailto:[email protected]>> 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
i'm still having them in my inventory, in hopes this would
be fixed soon. Well I guess once this works again, I'll go
with "Hey guys, random surprise for no reason other than
you are awesome!" :)
----- Original Message -----
From: uasmatrix <[email protected] <mailto:[email protected]>>
To: [email protected]
<mailto:[email protected]>
Date: Sat, 9 Jan 2016 10:20:05 -0500
Subject: Re: [hlds] Mandatory Team Fortress 2 update released
> Supposedly it'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.
>
> Basically if someone had their account taken, then the
hijacker could gift away the person's items to some alt,
and there would be no issue with having to confirm
anything since it's a gift.
> Plus, since you can remove gift text now, it wouldn't
even devalue anything in the eyes of the hijacker or
anyone else.
>
> I don't 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 there's a link to some Reddit post where
some guy apparently had the above happen to him.
>
>
>
>
>
>
>
> -----Original Message-----
> From: ED-E <[email protected]
<mailto:[email protected]>>
> To: Half-Life dedicated Win32 server mailing list
<[email protected]
<mailto:[email protected]>>
> 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
that's 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:
> > We've 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 Crone's Dome,
The Hat With No Name, The Gaelic Garb (now paintable), and
A Well Wrapped Hat (new paint style)
> > - Updated The Frenchman's Formals so it can also be
equipped by the Scout and added a new paint style
> > - Updated the backpack image for the Taunt: Soldier's
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 BLU's first
spawn to reduce spam angles
> > - Added an extra resupply in BLU's first spawn and
RED's last spawn
> > - Moved medium health kit at 1st point back
towards BLU's 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 RED's first moved further
from the door
> > - Added windows to main entrance of RED's first spawn
> > - Adjusted the narrow fence near RED spawn
> > - Prevented building teleporters at the edge of
spawn doors
> > - Fixed an exploit related to BLU's 2nd forward
spawn's entrances
> > - Added some logic to prevent players getting
stuck when RED's 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 RED's first spawn now opens as the
cart approaches 2nd instead of after capture
> > - Switched main exit and window on RED's last spawn
> > - Adjusted placement of health and ammo near RED's
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
> >
> >
> >
> > _______________________________________________
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> >
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> >
>
>
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--
*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - http://www.rowedahelicon.com/
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*Matthew (Rowedahelicon) Robinson*
Web Designer / Artist / Writer
Website - http://www.rowedahelicon.com/
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