While Valve didn't seem to publicly celebrate their 30th anniversary, they did at least go back to some older titles to fix them up. Read the full article here:
While Valve didn't seem to publicly celebrate their 30th anniversary, they did at least go back to some older titles to fix them up.
Read the full article here: https://www.gamingonlinux.com/2026/08/valve-updated-a-bunch-of-their-older-steam-shooters/
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include: Security and stability improvements Fixed a bug where certain custom maps would not load assets correctly on Linux
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Security and stability improvements
Fixed a bug where certain custom maps would not load assets correctly on Linux
Fixed view snapping with .357 (community fix from speedvoltage)
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include: Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS. Added a borderle
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Added 64-bit Support. 64-bit binaries will automatically be launched on systems with a 64-bit OS.
Added a borderless window option to video settings
Added radial fog (from Half-Life 2: 20th Anniversary Update)
Added support for Steam Networking
Added UI scaling for high-resolution screens
Added avatars to the scoreboard
Added console convar "hl2mp_allow_pickup" to allow picking up objects without Gravity Gun
Added kill, weapon equip, and health pickup events for Steam Game Recording
Brought over the HUD/UI changes from HL2 Anniversary update
Increased the hardcoded maxplayers to 100 to allow for more chaotic times
Increased default maxplayers from 2 to 24
Improved networking precision for local player positions, resulting in less prediction errors and better game-feel
Made viewmodels use the proper Half-Life 2 viewmodel bob/sway behaviour
Made the default server name for listen servers include the player's name
Made the game launch in native resolution by default instead of 640x480
Client-side prediction fixes (these fix 'jank'/rollback in certain situations)
Implemented prediction for SMG1, AR2, Crossbow and basic prediction for the Gravity Gun
Fixed prediction for Crowbar and Stunstick animations
Implemented prediction for sprinting and AUX power
Implemented prediction for crouching
Implemented prediction for duck-jumping
Implemented prediction for climbing and getting on/off ladders
Fixed player hull being mis-predicted in certain instances causing rollbacks every frame when e.g. crouching or against a wall
Fixed prediction errors when picking up ammo or taking damage
Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
Improved prediction for walking on props and other entities
Made certain client-side entities only trigger local prediction errors
e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
Fixed prediction of viewmodel sway
Fixed a prediction error regarding weapon idle animations
Fixed a bug where the SourceTV player would get stuck in limbo if mp_allowspectators was set to 0
Fixed ALT/AMMO text and related icons not showing on HUD
Fixed weapon sounds and effects for Gravity Gun, SMG1, AR2 and Crossbow
Fixed the AR2 playing the animation for alt fire twice
Fixed the SMG1 and AR2 not playing their bob animations when moving
Fixed the Crowbar always playing flesh hit sound effect
Fixed the Grenade having the SLAM's impact sound effects
Fixed the RPG laser dot not showing up
Fixed a bug where if the alt fire was the last in the clip, it would play the dry-fire sound instead of the shooting sound
Fixed death feed not showing player names
Fixed a bug where player weapons could spawn below them at spawn and not be properly equipped
Fixed certain breakable props not gibbing correctly
Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
Fixed the player's base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
It sucks when you love a multiplayer game that no one else ever wants to play. As a kid I loved the card game War , but no one would ever play it with me, probably because it's a genuinely terrible game which is entirely luck-based, so it's really just gambling (which may have be
It sucks when you love a multiplayer game that no one else ever wants to play. As a kid I loved the card game War, but no one would ever play it with me, probably because it's a genuinely terrible game which is entirely luck-based, so it's really just gambling (which may have been why I loved it, now that I think about it). As a teenager I always wanted to play Running Bases (Pickle) but everyone else was into shooting hoops or touch football. Lame... Read more.
November 16, 2024 is the 20th anniversary of Half-Life 2, one of the biggest, most enduring videogames of all time. To celebrate the big birthday, Valve has released a 20th Anniversary Update for the game, which adds Half-Life 2: Episode 1 and Episode 2 to the base game, along wi
November 16, 2024 is the 20th anniversary of Half-Life 2, one of the biggest, most enduring videogames of all time. To celebrate the big birthday, Valve has released a 20th Anniversary Update for the game, which adds Half-Life 2: Episode 1 and Episode 2 to the base game, along with all new commentary tracks featuring the original HL2 development team... Read more.
Half-Life 2: Deathmatch Fixes Fixed player model selection in the options menu. Fixed slam not being able to be detonated if you were too close to a wall Fixed view bob with the SMG equipped. Fixed using the Gravity Gun to yo-yo grenades, sometimes causing the server to disconnec
Half-Life 2: Deathmatch Fixes
Fixed player model selection in the options menu.
Fixed slam not being able to be detonated if you were too close to a wall
Fixed view bob with the SMG equipped.
Fixed using the Gravity Gun to yo-yo grenades, sometimes causing the server to disconnect or crash.
Fixed missing sound effects for the Gravity Gun.
Fixed characters playing a missing animation when switching weapons while jumping and moving.
Fix weapons being invisible when being given another weapon of the same class.
Half-Life 2: Deathmatch Maps
Increased player spawn point count in many maps.
Fixed prop placement in maps that would allow players to escape the world.
Fixed floating props in dm_runoff.
Fixed the area portal on the blast door in dm_runoff causing the world to no longer render when the door was shut.
Added geometry to many maps where the player could see outside of bounds.
Fixed several areas where the player could see out of the world.
Moved the blue barrels in dm_resistance that you could pick up with the Gravity Gun through the chainlink doors.
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include: Numerous security and stability improvements
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart Half-Life 2: Deathmatch. The major changes include:
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include: Various stability and
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include:
Various stability and security updates
[SDK2013] Fixed NPCs not blinking
[DoD:S] Fixed being able to switch weapons while holding a primed grenade
Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time. “Toss a toilet at your friend today!”, goes the Steam blurb . That does rather capture the spirit of Half-Life 2: Deathmatch , doesn’t it? (more…)
Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.
We're digging into the PC Gamer magazine archives to publish pieces from years gone by. This article was originally published in 2005. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US . When Tim was on his super-secret Seattle missi
We're digging into the PC Gamer magazine archives to publish pieces from years gone by. This article was originally published in 2005. For more quality articles about all things PC gaming, you can subscribe now in the UKand theUS.
When Tim was on his super-secret Seattle mission to trick Valve into spilling on Aftermath (PCG 148), the most exciting thing he sent back to Gamer HQ—for me—wasn’t about that. It was a photo of a T-shirt, with no text and a simple white icon. A man, getting hit in the back of the head by a toilet. We are a cult, we Gravity Gunners, and this is our sign.
The smart money wasn’t on Half-Life 2 Deathmatch as the ‘surprise for the community’ Valve teasingly announced a week before its release. It was bound to be a CS:S map or a new terrorist skin. Then, on the day, everyone restarted their Steam clients and got a picture. It was of a woman, firing a toilet at a Combine guard with the Gravity Gun. We grinned.
Our previously private Gravity Gunning habits were suddenly revealed to each other. There were sink fanatics. Filing cabinets were popular. The CRT monitor has a particular resonance with some gamers. The gamblers liked the explosive barrels—suicide if the enemy shoots it, but the splash damage means you barely need to aim. Me, I was a radiator man. It’s the biggest thing that’ll fit through a door, making it the ultimate compromise between mobility and power. It even serves as a bullet-shield one way round, and allows excellent visibility the other. And it’s heavy. Really, really heavy. The radiator doesn’t care if you’ve got full health and 200 armour—no bone goes unbroken, no victim survives.
Soon I had become a Gravity Gun connoisseur. The Zero Point Energy Field Manipulator is an elegant weapon for a more civilised age—not as clumsy or as random as the SMGs the unrefined masses favour. Most of my scores came from sweeping these crude gunmen up with large tables, fences and trolleys—killing three or four at a time, deflecting their slugs with a door or catching their grenades and Combine Energy Balls with ease and tossing them back with distaste. But now and then, I’d run into a fellow Gravity Gunner. Our eyes would meet over our filing cabinets, and there would be a moment’s respectful pause as we took note of the crushed corpses we’d each created, perhaps recognising each other’s names from the scoreboard. Then, we’d fire.
There are three gravity duel situations: both combatants armed, one armed, or neither armed. The best battles start with the first and degenerate through each stage, and the best of these I ever had was with a fellow radiator man. Our identical projectiles collided in mid-air with sparks and a clang, both perfect first-shots, both spinning off at right angles. We switched—I grabbed his central heating unit, he mine—and flung again. One radiator ricocheted up and landed on a balcony above, and we both turned to the other, lying on the ground between us.
The secret handshake of Gravity Gunners.
We dived for it, both holding the grab trigger of our weapons. It jumped into the air and hovered between us. Our eyes locked over its grill, neither of us sure who had it. He suddenly jumped back—he thought it was me, and wanted room to catch it. But the radiator went back with him, and after a moment’s confusion he fired. I caught it, of course—he’d given me the room for that himself. I aimed low and fired. He strafe-jumped, twisted and caught it as it bounced past. It came back at me at head-height, but I was ready for it. With each fling, though, I could feel the catch getting harder, the shots more cunning.
This is the move we use to put down Gravity Gun tourists—machinegun deathmatchers who fancy a dip into the world of object-flinging for a break. We scoff at their obvious shots, seemingly aimed into the very jaws of our own weapon. Their poor choice of object is immediately rejected and returned violently to sender, catching them off-guard and probably putting them off Gravity Gunning for some time. To return a return—playing object tennis—is like the secret handshake of the serious Gravity Gunners.
But a practised throw is harder to stop—if it comes too low or too high, it’ll end up travelling laterally across your view as you track it, requiring extraordinary reactions to pinpoint and grab it. Some shots I just had to dodge, spinning one-eighty and catching it on the rebound—and leaving my back momentarily open to anything else he might find to fling. But my shots were causing him problems too, and soon I had him in a corner, just a few metres away, and used a low shot. It was too close to catch, but incredibly he jumped and landed on it as it rattled to a stop beneath him. I went to snatch it back for another throw, but it wouldn’t budge. I looked up at him. He looked back at me, then jumped. Seizing my chance, I tried to grab the radiator. It flew towards me, but stopped further away than I expected. As I looked up, I realised what had happened. He didn’t pause this time—those toasty-warm ridges slammed into me and crushed me against the wall. I gaped appreciatively. This man was an artist.
Half-Life 2 Deathmatch is the only one of the three games you get when you buy Half-Life 2 that doesn’t gleam with polish. On a bad connection, or a bad server, the lag becomes a nightmare rather than a mere handicap—objects stutter, hover, go through things, disappear. But really, given the amount of network traffic involved in synchronising that many complex physics reactions for 20 odd players, it’s a miracle it works at all. And perfect though Counter-Strike: Source feels, when a bullet from a better player cracks my head and kills me, my reaction is frustration, outrage and expletives. When a better player kills me in HL2DM, I’m left with only breathless admiration.
If you want to imagine the future of deathmatch, imagine a toilet, hitting a human head, forever.
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include: Fixed physics not ope
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include:
Fixed physics not operating at the correct tickrate when specifying non-standard -tickrate options on the command line
Fixed viewing demos recorded at a non-standard tickrate causing the next listen server hosted to be at that tickrate
Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include: Fixed being unable to
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include:
Fixed being unable to start any map in single-player mode
Product Update
Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include: Improved Steam Voice
Updates for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base have been released. The updates will be applied automatically when you restart the game. The major changes include:
Improved Steam Voice support
Removed sv_use_steam_voice convar. Steam voice is now selected via "sv_voicecodec steam"
Fixed demos not properly recording Steam Voice status, resulting in potential corrupt voice in demos with differing default settings
Will now use the native Steam Voice sampling rate, instead of clamping to 11kHz
Improved compatibility with Steam client beta
Added CELT audio codec currently in use in TF2 and CS:GO
Server operators may enable use of this codec via "sv_voicecodec vaudio_celt"
Steam voice remains the default voice codec in all SDK2013 games
Updated spec_player command to match recent improvements in TF2
Now accepts partial player names, Steam IDs, etc.
Fixed security issue reported by Amat Cama via GeekPwn
Fixed security issues reported by Justin Taft from One Up Security, LLC
Updated engine with recent stability and bug fixes from TF2
Updated handling of game language setting to match Team Fortress 2 behavior:
Steam per-game language setting is now properly honored and syncs with the in-game setting
In-game UI language now honors above language setting, rather than improperly using the Steam client's UI language setting
Users wishing to have separate UI and audio languages may pass -audiolanguage on the command line
Updated the localization files
[DoD:S] Updated custom loading error dialog to include numerous tweaks and fixes that have previously been applied to the base version
In its quieter moments, the cellblock is almost soothing. Its striking chequered floors, incongruous Escher-like architecture, and concrete walls adorned with chipped paintwork and bullet holes lend the space an unlikely degree of charm. Besides the light echo of peripheral footf
In its quieter moments, the cellblock is almost soothing. Its striking chequered floors, incongruous Escher-like architecture, and concrete walls adorned with chipped paintwork and bullet holes lend the space an unlikely degree of charm. Besides the light echo of peripheral footfall and HEV suit-charging it's eerily quiet. That is, until the Rebels step out against the Combine: barrel-chested, leather-skinned and bloodthirsty—an inevitable eruption of gunfire, pulse orbs and exploding frag grenades follows.
Since its arrival two weeks after Half-Life 2's mid-November 2004 launch, Lockdown has been one of Half-Life 2: Deathmatch's most popular 2v2 maps. Top players have came and went since, however TheRealQuAz and Maxtasy are long-serving veterans who've occupied its online multiplayer wargrounds since 2008.
Observing in god-like spectator mode, I look on in awe as these experts exchange blows with two lesser players; dancing around the map and executing fatal maneuvers with a level of precision that's owed to years of experience. Each dash, bunnyhop and meticulously-placed gravity gun-fired grenade is measured and is the result of refined strategy—it seems fitting the monochrome floor mirrors that of a chess board. Within mere minutes the commanding duo is fifteen points to the good.
"That was just a casual match," Quaz tells me afterwards. "The start was slow, but picked up toward the end when I got warmer."
Nowadays, casual matches are as good as it gets for HL2DM's most serious devotees. Of the 300 or so active daily players, around half are preoccupied with the game's Roleplay mode—a temperamental server which while hosting a huge map that lets players work, rent houses, commit crimes, and go to prison, isn't nearly as sophisticated—nor as fun—as it may sound.
"You have a bank account and earn money just for being on the server, and you can buy items with that money," explains Maxtasy. "A lot of people just stay idle on the server to farm cash. That's why these servers are usually at the top of the server browser and new players to the game usually join the most populated servers and get a weird first impression of the game, sadly."
Of the remaining 150 or so folk who tend towards the game's default modes, the chances of finding players fit to challenge the likes of Maxtasy and TheRealQuaz are few and far between. Of course this wasn't always the case.
In 2006, two years after the multiplayer's inception, HL2DM was a regular in Steam's top ten most played games, pulling in upwards of 20,000 players per day. For competitive players, Clans United was established as the game's central European community website and over a six year period hosted 1v1, 2v2 and 3v3 leagues which, at its peak, spanned five divisions with eight teams in each field. A hefty waiting list was perpetually on standby, whereby new teams would only replace outfits relegated from the lowest leagues.
The community always had some drama or scandal going on, whether it be cheating accusations, admin abuse or mismanagement.
At the same time, less significant forums such as HL2DM University were chartered, and a US ESL community ran a semi-successful 1v1 ladder. After players failed to shift Serino—no longer active but widely considered one of the best HL2DM players of all time—from the top spot after several months, though, the latter was eventually dissolved and absorbed by Clans United.
"Division one had some of the most skilled teams and players ever seen in the game," says Quaz. "It's strange to me that HL2DM was overlooked by the wider community considering the elite level of the top pros is so impressive to watch. But although host to some of the greatest matches ever played, the league and community always had some drama or scandal going on, whether it be cheating accusations, admin abuse or mismanagement."
In September 2010 Valve upgraded HL2DM to utilise the Orange Box version of the Source Engine—a move which disabled a well-used crouch bug that in turn vastly altered the game's bunny hop mechanic. For many players this meant relearning the game from scratch and compromised six years-worth of practice. As such, a number of teams withdrew from competitive play and by 2012 just two divisions remained.
It was then Quaz formed his first clan with two similarly prolific players of the time, Lancelot and Bangelo, who went on to win their debut season outright without dropping a single map. Normal procedure dictated that the top team would thereafter progress to the next league—in this case from division four into division three—however a coinciding league restructure levied by the game's admins saw the introduction of a new lower division, and thus saw Quaz and his team were forced to stay put. This didn't sit well with Bangelo and after several formal protests fell on deaf ears he quit the competitive scene entirely, causing Quaz and Lancelot to carry on in a separate 2v2 league.
In late 2012, Quaz gained admin rights to one of the remaining divisions, yet he himself was becoming increasingly disillusioned with the community due to several ongoing spats regarding team allegiance and admin disputes. Quaz describes the HL2DM scene as "stagnant" around this time and, having shared the gossip with Bangelo, passed over his admin details to allow his ex-teammate to browse the acrimony for himself.
"I gave the admin forum password to my teammate Bangelo with no malicious intent, just so he could have a chance to troll around on the private admin forums," Quaz explains. "Somehow he managed to delete the entire database of the site, much of which had not been backed up. Only an incomplete series of hall of fame pictures survived. This is pretty much how Clans United went down. I guess I owe it to the community to tell the whole story as they deserve to know and might not already."
From the outside looking in, it's difficult to view Bangelo's actions as anything but intentional. "To be honest, I don't remember all the details," Quaz adds. "I'm not sure exactly what happened internally but it had mixed reactions from the community—some people were obviously annoyed, including me, that much of the history of the game was lost. Others praised Bangelo for deleting Clans United as many players resented the management and felt its time had finally come. People just didn't care as much, despite Clans United being a cornerstone of Half-Life 2: Deathmatch for many great years, which is how it should be remembered."
In the wake of Clans United, the Old School Community was formed in 2013 which aimed to replicate and replace its predecessor. It's still live today however the same level of interest has never been achieved, and the OSC in its most modern guise instead caters for whichever 'top' players can be bothered stopping by. With other Valve franchises still hugely popular—not least Counter-Strike and Team Fortress 2—one might wonder why HL2DM has failed to garner the same long-term support.
Maxtasy describes his multiplayer of choice as "Valve's forgotten child", while Quaz points to the perceived steep learning curve of hitting top rank in HL2DM coupled with the advent of esports as possible reasons it got left behind—this and the fact Valve makes a killing from CS:GO's skin economy.
But I of course cross my fingers and hope for the best. My dream would really be a HL3DM game with huge support and a competitive aspect.
While both players have tried to invest time in the likes of Counter-Strike and TF2, unique weapons such as the Gravity Gun and how it's used in combat—"small nuances like lobbing frag grenades and catching them with the Gravity Gun can take years to master," says Maxtasy—combined with its skill-based movement and fast-action rounds have continually drawn them back to HL2DM.
So how does the HL2DM community move forward—can it? In light of Gabe Newell's Reddit Ask Me Anything last week, could the possibility of Half-Life 3 mark the return of Deathmatch? After all, the original Half-Life shipped with its own iteration of the Deathmatch multiplayer—perhaps a third series instalment of Gordon Freeman's otherworldly adventures is what this community needs to get it back on track.
"It looks to me that Valve is indeed working on a new game in the Half-Life or Portal franchise, but also I got the feeling their new game will be highly influenced by new technologies like Virtual Reality," says Maxtasy. "I fear the new game will be in VR, but I also doubt this will bring a new Deathmatch game. [Valve] already have their 'cash-cow multiplayer games' such as Dota 2 in the strategy genre, and CSGO in their FPS genre. But I of course cross my fingers and hope for the best. My dream would really be a HL3DM game with huge support and a competitive aspect."
Although slightly more confident, Quaz echoes a similar sentiment: "We will see it some day sooner or later I am sure, whether or not it will be called HL3DM is up in the air. However, I feel (and I hope I'm wrong) that it will be nothing like HL2DM. Considering the direction that FPS games in esports are going right now, it won't be anything like the classic arena shooter with skill-based movement. I hope I am very wrong and valve are saving HL3DM to be the revival of the arena shooter. But that may be wishful thinking from me."
In its current state, Quaz reckons the HL2DM community is done for. New players can never hope to reach high levels as there aren't enough top players to learn from. "The best thing in my view would be for Valve to create a brand new multiplayer FPS with a similar mechanic and aesthetic as HL2DM. Essentially a HL2DM reboot with a better competitive engine. I know that this would open up a world of unimagined possibilities. Whether they would be interested in that is anyone's guess. I would love to be involved if there ever was something of that sort."
Like the demise of any community, it's sad to see something once so active fade. But with Half-Life 2: Deathmatch it seems so many variables have worked against it for some time. It's trapped by the advent and ever-growing popularity of esports, and trapped by the Half-Life brand itself and the fact Half-Life 3 might never happen. It's almost ironic that HL2DM's most iconic map is set in a prison. Its most skilled players continue to battle on its dimly-lit concourse, every twitch trick-shot a callback to the game's energetic heday.
Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base
An update for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base has been made available. Important note for SDK mod authors: This update replaces the current main branch of the SDK 2013 Base with wha
An update for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and the Source SDK 2013 Base has been made available.
Important note for SDK mod authors: This update replaces the current main branch of the SDK 2013 Base with what was previously the "beta_test" branch. The previous SDK 2013 release branch as well as the outdated "upcoming" branch are now available for a short time as "previous" and "previous_upcoming" respectively.
The major changes include:
Fixed potential security issues (thanks to Justin G. (aka sigsegv), Nathaniel Theis, Simon Pinfold for these reports)
Fixed a case where changelevel2 would print a map not found error and fail to function in SDK2013 mods
Fixed an exploit that could be used to crash dedicated servers
Product Update
Update Released for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, and Source SDK 2013 Dedicated Server
A mandatory update for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, as well as the Source SDK Base 2013 beta branch has been made available. The patch notes are below. Fixed a security issue related to the file system (than
A mandatory update for Counter-Strike: Source, Day of Defeat: Source, Half-Life Deathmatch: Source, Half-Life 2: Deathmatch, as well as the Source SDK Base 2013 beta branch has been made available. The patch notes are below.
Fixed a security issue related to the file system (thanks to Simon Pinfold for this report)
Fixed mp3 sounds causing occasional hitching and framerate stuttering
Fixed OS X players being limited to medium texture quality
Fixed maps compiled with static prop lighting causing crashes for players on medium or low texture quality
[SDK] Fixed steam.inf not being loaded from the base directory for SDK mods
[CS:S] Fixed server crash when running with 64 players plus SourceTV
The following fixes were already included in the previous update for Half-Life 2: Deathmatch:
Fixed ent_teleport causing a crash when issued by the server
Fixed buildcubemaps command not working for maps that already have cubemaps embedded
Fixed -buildcubemaps command line option generating black non-HDR cubemaps
Product Update
Half-Life 2: Deathmatch Update Released
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart the game. The major changes include: Fixed "You do not have this 3rd party mod installed" error when joining game servers via the Steam server browser Fixed ent_telep
An update to Half-Life 2: Deathmatch has been released. The update will be applied automatically when you restart the game. The major changes include:
Fixed "You do not have this 3rd party mod installed" error when joining game servers via the Steam server browser
Fixed ent_teleport causing a crash when issued by the server
Fixed buildcubemaps command not working for maps that already have cubemaps embedded
Fixed -buildcubemaps command line option generating black non-HDR cubemaps
Fixed a potential cause of graphical corruption for OS X and Linux users
Product Update
Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source Updates Released
Updates to Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source have been released. The major changes include: Fixed a problem with the Steam Overlay for Mac clients Fixed maps using static prop lighting producing bad lighting i
Updates to Counter-Strike: Source, Day of Defeat: Source, Half-Life 2: Deathmatch, and Half-Life Deathmatch: Source have been released. The major changes include:
Fixed a problem with the Steam Overlay for Mac clients
Fixed maps using static prop lighting producing bad lighting in some conditions
Fixed a Linux client crash related to the sound system
[Day of Defeat: Source] Fixed client consoles being spammed with a message about invisible weapons
Product Update
Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch Updates Released
Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch have been released. The major changes include: Fixed several security issues Latest fixes and updates from the Orangebox engine and shared game code
Updates to Counter-Strike: Source, Day of Defeat: Source, and Half-Life 2: Deathmatch have been released. The major changes include:
Fixed several security issues
Latest fixes and updates from the Orangebox engine and shared game code
Product Update
Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include: Fixed a case where some clients/servers would crash during map load
Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically. The major changes include:
Fixed a case where some clients/servers would crash during map load