• Join Us |
  • |
  • Sign in with:

Half-Life Patch Details

by Steve Gibson, Aug 06, 1999 5:18am PDT
Related Topics – Half-Life, half-life

The guys at PlanetFortress were fortunate enough to run across the plans for the next Half-Life patch which should hopefully be available this weekend around Sunday. Here are a few of the details I mooched:

- TF Stats included with this update. This will take server log files and create a web page with the results of the match. - Server now allows banning by userid and WON uniqueid. - Updated TFC manual with information on running a TFC server. - Fixed problem where too many packets were being sent at signon that was causing problems for cable modem users. - Team 4 can now score on 4 player TFC maps.





Comments

8 Threads | 8 Comments
  • heh. Actually, Half-Life doesn\'t use \"ping\" like Quake/2/3/a bunch of other games do. Half-Life uses \"Latency\". A latency like 300 is actually very good. If you believe it\'s bad, it could all be a mental thing where you\'re thinking \"man, I\'m friggin gettin a 300 ping!\" Next time, remember: that\'s latency, not ping.

    Now, as for how stable the code is, maybe I\'m not the person to ask.. My system\'s a pII400, 256MB PC100 RAM, TNT2 Ultra, and a cable modem. It runs sweet in large games.. Nothing better than a 16 player game of hunter/hunted. However, I have heard often that \"half-life\'s net code sucks\" (like here). I\'ve felt net problems in Half-Life, yes, but no more than I have in Quake2 or Q3Test. That problem\'s usually a server-side issue.