Shit happens ;-)

btw........

we have a few hundred users on our community-site complaining about a bug crashing the client

"Connect on replay.dll failed"

any idea?

cheers

grammaton






// Diese Nachricht ist vertraulich und richtet sich ausschließlich an die vorgesehenen Empfänger. Sollten Sie nicht zu den vorgesehenen Empfängern gehören, bitten wir höflich um eine Mitteilung. Ich weise darauf hin, dass jede unbefugte Weiterleitung oder Anfertigung einer Kopie unzulässig ist. Diese Nachricht dient dem Austausch von Informationen und entfaltet keine rechtliche Bindungswirkung. Aufgrund der leichten Manipulierbarkeit von E-Mails kann ich keine Haftung für den Inhalt übernehmen.

-----Ursprüngliche Nachricht----- From: Henry Goffin
Sent: Thursday, October 13, 2011 11:51 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

Oops. The net_graph fix was made in an earlier version of the server before the FPS changes were made. You can ignore that patch note.


-----Original Message-----
From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of timur 'grammaton' celikkesen
Sent: Thursday, October 13, 2011 2:47 PM
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

Thanks for the update shortly before the cs:go presentation....... to this
late european hour where almost all hosters are on "nightwatch" mode :D



- Server frame rate is now based on the tickrate of the active Source mod,
not the fps_max convar

- Fixed net_graph not updating server framerate when FPS is greater than
1000


I am just wondering about the framerate-cap based on the tickrate and fixing
the netgraph if greater than 1000.....isnt it just a "contradiction"?



cheers

grammaton - sourcejunkies.de


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