ODR66 L4D2 Community Server Acid Caribou 20, November

 

image

The new [ODR66] Left For Dead 2 Community server is up and running, and while the dedicated server support isn’t perfect, it is still much improved over the original.

The easiest way to join is to be part of the [ODR66] Community Group, at which point it will show up normally in your game, but this method only allows you to join, and vote for new maps in-game.

If you want to connect from a lobby and set your own rules, use the following method:

1.) Enter the settings menu and make sure you enable “Developers Console”

2.) Enter the Console by pressing the ~ key (its the key directly to the left of the “1” key.

3.) Type sv_search_key odr66 (then press enter)

4.) Now create a lobby and launch!

If nobody is online to play with when you launch don’t worry about it, once in-game I find it fills fast! As long as at least one person is in it, it usually never takes more than a few min.

Let me know if you have any issues using it, and hope more people will make use of it this time!

Enjoy!

 

New Left For Dead 2 Campaign Acid Caribou 24, October

 

Check out some new footage of the new Left For Dead 2 campaign called “Hard Rain”

This game really looks to be coming together!

A ship load of new footage has washed ashore L4DMODS featuring the recently announced Hard Rain campaign that will feature in Left4Dead 2. The videos contain first time footage of the chainsaw, bile bombs and even a glimpse of the walking witch. The new weather effects are also looking great, we were very impressed over here at L4DMODS and we cant wait to battle it through terenchal rain and thunderstorms. Enjoy the footage!

 


Add this article to your favourite Social Bookmarking websites

TF2 Lego? Acid Caribou 23, September
YouTube Preview Image

___________
A big thanks goes out to Oracular Egging, AKA Carrion Luggage for finding this awesome clip.

Enjoy!

Have You Tried Server #2 Lately? Acid Caribou 28, August

goose_is_looking_good!

As many of you already know, we have had a second server for quite some time now, but it lacked that ODR66 touch. It was generally used for matches, or for custom game nights, but the map rotation was generally stock, and it didn’t get used much.

Since it’s launch the following changes have been made.

1.) The server is fully unlocked

2.) Player Limit has been raised form 18 to 24

3.) HLStatsX has been linked between server #1 and server #2

4.) Admin priviliages are cloned between the two servers.

5.) The map rotation is currently dustbowl, goldrush, and badwater.

The server is now a 100% clone of #1, all except for the map rotation which is listed above, and we are eager to get the community using it as an alternative.

I would ask that all members of the ODR66 team try to use the secondary server when #1 has a steady population going, and lets work on growing this community via server #2!

Click the banner to view the server’s stats, or click the link below to see all our servers:
http://www.odr66.com/our-game-servers/

Map Vote Underway In The Forums Acid Caribou 18, August

 

  Untitled

Now is your chance to have a say on which maps you’d like to play on the ODR66 Servers.

We are a community driven team, and look forward to seeing which of the new maps you love, and which once should be kicked to the curb.

Surf on over to the forums to cast your vote!

TF2 Update August 17th 2009 Acid Caribou 17, August

 

image

Team Fortress 2/Day of Defeat: Source Update Released

August 17, 2009, 3:56 pm – Valve – Product Update

Updates to Team Fortress 2 and Day of Defeat: Source have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Day of Defeat: Source

  • Fixed an engine crash

Team Fortress 2

  • Updated PL_Hoodoo. Changes from community mapmaker Tim Johnson:
    • "Added a balcony at 2-1 that I’ve rotated and cleaned up so it’s a much better point, it attracts less sentry spam but is still holdable. 2-2 has a bit more breathing room and the one way route between BLU/RED spawn in stage 3 has gone and in its place some stairs up to the second level accessible from BLU’s side."
  • Added "tf_ctf_bonus_time" ConVar to set the CritBoost bonus time for capturing the intelligence (0 to disable it)
  • Added "tf_arena_first_blood" ConVar to toggle the first blood feature in Arena mode (0 to disable it)
  • Added missing snowpuff particles for DX8 players
  • Fixed rocket jumping
  • Fixed sticky bomb attachment to props. They will now only ignore the saws in sawmill
  • Fixed Scouts going into reference pose in double jumps
  • Fixed the Ubersaw not displaying team colors
  • Fixed Spies disguised as RED Scouts not cloaking properly
  • Removed two more text messages for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode
Server is Returning To Normal Acid Caribou 15, August

 

image

After a pretty hectic 24 hours, things appear to be settling down, and life is largely returning returning to normal at Server #1. The newest SourceMod patch solved the crashing issue, and admin functions should be returning to normal.

I would also like to give a big shout out to JadeButterfly who has been invaluable helping to teach me the inner workings of the server, and has been instrumental in helping me to find, and troubleshoot recent issues.

Next time you see Jade on the server, make sure you thank him not just for being the founding visionary of ODR66, but for his ongoing contributions to the team.

No ETA yet for the return of Server #2, but we will keep you posted on this blog when service is restored.

(Image Credit: ShotNBlaze)

TF2 Update August 14th 2009 Acid Caribou 14, August

 

image

August 14, 2009, 4:40 pm – Valve – Product Update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Team Fortress 2

  • Fixed "r_rootlod" being marked as a cheat, which prevented it from being changed and caused a significant performance loss for some GPUs
  • Changed "The Big Hurt" Scout achievement to be "Stun 2 Medics that are ready to deploy an UberCharge."
  • Fixed Announcer overtime bug on KOTH servers using mp_timelimit
    • Due to many requests, added server ConVar "tf_overtime_nag". When set to 1, it keeps the broken announcer behavior
  • Fixed tournament stopwatch not displaying the time in the HUD
  • Fixed a bug with cloak meter regen and drain rates
  • Fixed Spies not being able to go invis while reloading
  • Fixed pipebombs sticking to saw blades
  • Fixed weapons not being hidden properly during loser state anims
  • Fixed a case where radius damage didn’t reduce damage to self
    • Fixes Demomen taking too much damage from their pipebombs
  • Fixed a case where items would never show up in the backpack, even though they were available to equip
  • Fixed a case where items weren’t being validated properly in class loadout slots

Community requests

  • Removed centerprint texts for TF_FLAGTYPE_ATTACK_DEFEND CTF game mode
  • Changed TF_FLAGTYPE_ATTACK_DEFEND capture reward from 30 kills to 1 capture
SourceMod Chaos Acid Caribou 13, August

 

image

I’m sure many of you have noticed by now that the ODR66 servers are offline. This is a result of the most recent patch, which breaks compatibility with our SourceMod plug-in platform.

I apologize for the outage, but Valve has changed the engine headers, and gave no advance notification to developers, or even bothered to  record any of the changes to the official SDK.

At last count over 1000+ servers were also down as a result of this issue.

I am faced with either

1.) Ripping out SourceMod and restoring the server to defaults, simple, but fixing this later when a patch is available will be hell.

2.) Putting faith in the SourceMod guys to fix the problem tonight (something they claim to be working on).

I appreciate your patience, and hope you will all be back to the server once service is restored!

Thanks

- ODR66 Team

(Image Credit: Shane)

Massive TF2 Update Aug 13th 2009 Acid Caribou 13, August

 

image

August 13, 2009, 10:56 am – Valve – Product Update
  • Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
    New Content
    • Added King Of The Hill game mode
    • Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them
    • Added lots of new hats

    Additions / Changes

    • Added "Auto Reload" option to the multiplayer advanced options
      • Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing
    • Pistol now fires at a fixed rate, not based on the speed at which you press the firing button
    • Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity
    • Significantly reduced the amount of network traffic being sent
    • Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost
    • Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists
      • Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist
    • Disguised Spies no longer trigger On-Hit effects (like the Blutsauger’s heal)
    • Removed self-inflicted minicrits. Fixes Jarate’d Soldiers/Demomen having ineffective rocket/grenade jumps
    • Added an item panel to the spectator cam that shows non-standard items being carried by the player you’re spectating
    • Added an "Inspect" key that allows you to look at items being carried by your team mates
    • Backpack improvements:
      • Added drag & drop to move items around. Item positions are maintained on the backend
      • Added multi-select, allowing you to delete multiple items at once
      • Added a new key to the key binding page that opens your inventory directly to your backpack
      • Fixed mouseover panel being incorrectly position when the backpack first appears
    • Cloaked Spies standing in valid backstab positions no longer raise their knife
    • Added current map name and gametype to the bottom right of scoreboard
    • Added class icons to tips on the loadout and loading screens
    • Improved visuals around flags when they’re being carried by a player
    • Improved critboosted visuals, making it much clearer when an enemy has critboost
    • Updated the loading panel to show the game type under the map name during level transition
    • In-game chat dialog now supports full Unicode characters
    • Added BLU main menu background
    • Added response caching for some server queries to help reduce the CPU load from DOS attacks
    • Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail

    Map Changes

    • Update PLR_Pipeline
      • Increased the starting advantage in the third round if a team has won the first two rounds
      • Fixed carts not continuing to the second round if they’re capped at the same time in the first round
      • Fixed being able to shoot pipebombs over the starting gates in the first round
      • Fixed being able to open the doors in the first round before the setup time was finished
      • Fixed players getting stuck in some doors
      • Fixed players being able to get onto rooftops and out of the map boundaries
      • Fixed other minor bugs and exploits
    • Added community map Arena_Offblast
    • Added community map Cp_Yukon
    • Update Arena_Sawmill
      • Fixed DirectX8 bug where some models would not be visible
      • Fixed exploit with building teleporters outside of the map
    • Updated CP_Granary
      • Made a few changes to improve balance based on competitive community feedback

    Item Reworks

    • The Force of Nature
      • The enemy knockback now only works in close range and behaves more like the Pyro’s air blast
      • Enemies cannot be juggled by the FaN’s effect
      • The self-knockback has also changed to respect the firer’s view angle. Looking up while shooting will no longer propel the enemy upwards
      • Knockback is now scaled by damage done
    • The Sandman
      • A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun
      • Stunned players now take 75% of all incoming damage instead of 50%
      • Ubercharged players can no longer be stunned
      • Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed)
      • The minimum distance to stun a target has been reduced
      • The negative attribute has changed from "no double jump" to "-25 max health"

    Fixes

    • Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs
    • Fixed an exploit that allowed players to work around sv_pure
    • Particle files are now protected by sv_pure
    • Fixed critboost effect getting stuck on when you die while critboosted
    • Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players
    • Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy’s knife
    • Fixed an exploit where you could reload The Huntsman faster than intended
    • Fixed Heavy "civilian" exploit
    • Fixed a set of exploits using the DXSupport config files
    • Fixed r_screenfademinsize and r_screenfademaxsize exploits
    • Fixed sentries firing at a fully cloaked Spy if they’re still the closest target

    Community requests

    • Added a HUD element for hybrid CTF & CP maps
      • Supports 1 or 2 flags, and any number of CPs
      • Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it
    • Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards
      • Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
    • Added new "medic_death" event for server logs
      • Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
        • healing is the amount the Medic healed in that life
        • ubercharge (1/0) is whether they died with a full charge
    • Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it