Thanks to Bobby's help we believe we have tracked down this problem, a fix will be included in the next update. For the technically minded amongst you it was caused by a precision problem in a float time counter (after a day or two of operation the exponent of the float got large enough to loose the precision we need).
- Alfred -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Bobby Sent: Tuesday, March 22, 2005 8:01 AM To: hlds@list.valvesoftware.com Subject: RE: [hlds] 1000fps bug in SRCDS still exists Message: 2 Subject: RE: [hlds] 1000fps bug in SRCDS still exists Date: Tue, 22 Mar 2005 01:48:15 -0800 From: "Alfred Reynolds" <[EMAIL PROTECTED]> To: <hlds@list.valvesoftware.com> Reply-To: hlds@list.valvesoftware.com Does it do it if no players join (or only one or two join, perhaps with bot= s)? We have run been running servers internally and have yet to see this be= havior. Here is an Easter egg for you guys (and a way for me to get more useful dat= a). Add "-BudgetPanel" to the command line and you can see a nice breakdown= of exactly how much time the server is spending in each sub system. Note t= hat this panel consumes a fair amount of CPU in just displaying itself so d= on't run this constantly on production servers. - Alfred Alfred I'm seeing this a lot on servers that go empty for 3-4 days, pings go to 1000-2000 -Bobby _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds