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



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