mines are showing 66.67
Il 14/10/2011 01:44, Dusan Tomic ha scritto: > CPU In Out Uptime Users FPS Players > 33.10 0.00 0.00 0 1 298.66 0 > stats > CPU In Out Uptime Users FPS Players > 24.84 0.00 0.00 0 1 296.35 0 > stats > CPU In Out Uptime Users FPS Players > 19.88 0.00 0.00 0 1 296.44 0 > > > That is taken from a server, if it's limited shouldn't show for FPS 66? > > -- > Kind regards, > Dusan Tomic > ________________________________________ > > On 13 October 2011 22:08, Henry Goffin <hen...@valvesoftware.com> wrote: > >> Yes, FPS is now irrelevant to dedicated servers. You can still use >> "fps_max" to limit framerate on the client; this reduces GPU and CPU >> power usage, and can help with PCs that have heat management problems. >> >> Because of the optimizations in this release, we no longer feel that a >> server tuning variable is necessary. All servers should feel more >> responsive now than they would have under any previous "1000+ FPS" config. >> >> -henry >> >> >> -----Original Message----- >> From: hlds_linux-boun...@list.valvesoftware.com [mailto: >> hlds_linux-boun...@list.valvesoftware.com] On Behalf Of William >> Balkcom >> Sent: Thursday, October 13, 2011 1:45 PM >> To: hlds_linux@list.valvesoftware.com >> Subject: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: >> Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates >> Released >> >> Is this considered the official removal of the FPS cvar from the >> source engine? Is it being replaced with something else as mentioned > before? >> >> >> -----Original Message----- >> From: hlds_announce-boun...@list.valvesoftware.com >> [mailto:hlds_announce-boun...@list.valvesoftware.com] On Behalf Of >> Jason Ruymen >> Sent: Thursday, October 13, 2011 4:41 PM >> To: 'Half-Life dedicated Linux server mailing list'; 'Half-Life >> dedicated >> Win32 server mailing list'; 'hlds_annou...@list.valvesoftware.com' >> Subject: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day >> of >> Defeat: Source and Half-Life 2: Deathmatch Updates Released >> >> Required updates for Team Fortress 2, Counter-Strike: Source, Day of >> Defeat: >> Source and Half-Life 2: Deathmatch are now available. Counter-Strike: >> Source has also been moved to use its own engine and dedicated server >> depots. Because of this, dedicated server files for Counter-Strike: >> Source will now be under a 'css' folder. >> >> The specific changes include: >> >> Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM) >> - Fixed an issue with the multi-threaded renderer which could cause a >> crash on map change >> - Adjusted whitespace to improve formatting in status command output >> - Changed stats output to show KB/s instead of bytes/sec, added a >> connections column, and changed the users column to "Map changes" >> - Fixed game servers not being able to execute the retry command due >> to the dependence on the connect command (which is not executable by >> game servers) >> - Made sndplaydelay executable by servers >> **- Server frame rate is now based on the tickrate of the active >> Source mod, not the fps_max convar >> **- Server processing delays have been reduced, especially for servers >> on modern Linux kernels >> - Entity processing logic has been optimized to significantly reduce >> CPU usage on full servers >> - Multi-threaded server code is now enabled by default under Linux >> (already enabled on Windows) >> - An exploit with non-printable characters causing lag on Windows >> servers has been fixed >> - CPU is fully yielded back to the system whenever the server is >> running faster than the tickrate >> - Dramatic increase in performance for low-level math libraries >> >> Day of Defeat: Source >> **- Removed tickrate command line parameter >> - Updated the localization files >> >> Counter-Strike: Source >> - Prevent AWP cycle time exploit using quick switch >> - Fixed bug causing HUD History to display item pickups from nearby >> players >> - Increased sized of HUD History resource to prevent clipping >> - Changed grenade damage so that it always hits HITGROUP_GENERIC and >> takes into account armor for damage calculations >> - Reduced standing and moving accuracy for pistols >> - Decreased accuracy while moving with sniper rifles >> - Added additional legacy mode (3) to cl_dynamiccrosshair >> - Updated the localization files >> >> Team Fortress 2 >> Manniversary: >> - Experimenting with a new store interface with a subset of players >> - Added several dozen community items in celebration of the >> Manniversary >> - Added loadout presets -- each class can now store four complete >> loadouts, including weapons and cosmetic items, and change between >> them with the press of a button. >> - Added a new item type that can accept user-applied decals. Take any >> image off your hard drive, put it on a stick, and then smash people >> with it! (See the Decal Tool in the store!) >> - Added new co-operative high five taunt >> - Class select menu now shows the active loadout for each class >> - Characters can now equip two misc-slot items at once >> - Added a new in-game abuse-reporting system (see "Capture abuse >> report data" under "Miscellaneous" controls) >> - Non-newly-released weapons in the store can now be tried out for >> free once per week! This will give you a fully-functional version of >> the weapon to be used in-game for no cost. If you decide you like it, >> you can purchase it for a discount during the trial period. >> - All items purchased in the store can be used for crafting and can be >> traded after a few days >> - Added a new startup music track from Meet The Medic >> - Integrated with the new Steam Workshop to enable the publication and >> management of community contributed content >> >> Maps: >> - Added new community control point map Gullywash. Stamps are >> available in the store to support community map authors! >> - Barnblitz is now available for offline practice >> - Frontier: various geometry fixes >> - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated >> forward spawn areas >> >> Replay: >> - New camera shake functionality added for replays that are not >> sufficiently dramatic >> - New slow-motion functionality added for replays where even camera >> shake does not provide sufficient drama >> - Added support for recording voice chat into replays >> >> Items: >> - Pocket Medic can now be equipped by the Soldier in addition to the >> Heavy >> - World Traveler's Hat and the Connoisseur's Cap are now paintable >> - Bonk Boy and Foster's Facade are now misc slot items >> - Fixed The Director's Vision not playing animations correctly for all >> classes in the loadout screen >> - The Killer Exclusive is now paintable >> - When sorting the backpack, otherwise-equivalent items will sort by >> strange weapon rank and crate series number if possible >> - When selecting items from the loadout, weapons with different kill >> eater ranks will all show up >> - Hat of Undeniable Wealth And Respect animations have been added. Really. >> - LOD models added to several older cosmetic items >> >> Response Rules: >> - Reduced the chance of many response lines occurring >> - Responses related to cart progress no longer play when disguised >> - Players will now always call for a medic when low on health or when >> on fire when a medic is under the crosshair, whereas previously the >> character would ask the medic to follow them >> - Named base items will no longer trigger responses that were supposed >> to be for new item variants >> - Added additional Jarate hit responses >> - Demoman: >> - Added achievement award response >> - Removed "I didn't need your help y'know" line if being healed by >> a Medic >> - Saxxy kills will use the same lines as kills from the frying pan >> - Taunting with The Pain Train or the Saxxy now plays the same >> taunt as the grenade launcher >> - Added a taunt for The Ullapool Caber >> - Engineer: >> - Fixed a problem that caused him not to say thanks after exiting a >> teleporter >> - Saxxy kills will use the same lines as kills from The Golden Wrench >> - Added a previously unused golden wrench kill line >> - Added an occasional response when swinging The Gunslinger >> - Wrangler taunt now performs the pistol taunt animation >> - Heavy: >> - Added a previously unused fist swing line >> - Medic: >> - Added a line to the response that occurs when doing a battle cry >> while looking at an enemy while holding a melee weapon >> - Taunting with a Saxxy plays the medigun taunt >> - Taunting with the Solemn Vow or the Crusader's Crossbow now plays >> the same taunt as the syringe gun >> - Scout: >> - Removed the response when killing an enemy Scout or Pyro and >> moved the lines to the dominating Pyro/Scout response >> - Added a rare response to double jumping after getting a recent >> kill >> - Sniper: >> - Reduced chattiness when getting many sequential kills >> - Added a missing line to the scoped revenge response >> - Taunting with a Saxxy no longer play lines that reference a knife >> - Soldier: >> - Added a line to the getting übercharged response >> - Taunting with the Righteous Bison, Battalion's Backup, or the >> Saxxy now play the Buff Banner taunt >> >> Bots: >> - TFBots have a percentage chance of noticing weapon fire based on >> their difficulty level. Easy bots are fairly oblivious, and Expert >> bots notice pretty much everything. >> - TFBots now treat certain weapon attacks as "quiet" (Spy knife, >> cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons >> can only be heard by TFBots when nearby, and their chance of being >> noticed is halved if the environment is "noisy" (ie., lots of >> non-quiet gunfire going on in the area). This greatly improves Spies >> ability to backstab TFBots without the entire team immediately turning on > them. >> - Spy bot improvements: >> - Spy bots are much better about circling around and backstabbing >> their victims now >> - Improved Spy bot target selection in some situations (ie: >> clusters of sentries and enemy players) >> - Spy bots will give up on an attack and retreat if an enemy sentry >> gun aims at them >> - Spy bots now avoid nearby enemies while disguised and/or cloaked >> so they don't bump into them and give themselves away >> - Spy bots now have a simple notion of when their "cover is blown" now >> - Spy bots lead their target's position as they chase them down for >> a backstab now >> - Spy bots don't go after victims until setup time has elapsed >> - Hard and Expert Spy bots avoid looking at their prey until they >> get close and go for the stab >> - Easy Spy bots don't avoid enemies, or try to get behind before >> stabbing >> - Normal Spy bots don't avoid enemies >> - Fixed bug where Spy bots would jump against the enemy spawn gates >> during setup time >> - Medic bot improvements: >> - Medic bots stick much closer to running patients now >> - Medic bots stick much closer to their patient if they have an >> Ubercharge ready, or are deploying their Uber >> - Medic bots hide from Sentryguns now, too >> - Pyro bot improvements: >> - Pyro bots are less "pushy" with their compression blast, but will >> use it against Ubers and to get enemies off of a capture point >> >> Other: >> - Razer Hydra support can be enabled via "sixense_enabled 1" in the >> console. >> See http://sixense.com/tf2 for details. >> - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default >> behavior), >> 1 for old bug behavior, or 2 to allow weapon switching any time during >> the taunt. >> - Screenshots can now be hooked up to the Steam Community automatically. >> There is a new option to control this under "Miscellaneous" in the >> Advanced Options page. >> - Fixed gold ragdolls playing custom death animations when they should >> be locked in a pose >> - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is >> at full health. >> - Fixed touching a cabinet while under the effects of the Buffalo >> Steak Sandvich removing the mini-crits but not removing the melee >> weapon restriction >> - Fixed particle effects not showing up on spy disguise items >> - Fixed spies never using genuine, community, or self-made items as >> disguise weapons >> - Fixed demoman weapons primary/secondary being backwards in the >> loadout screen >> - Fixed effects on Sticky Jumper grenades >> - Fixed net_graph not updating server framerate when FPS is greater >> than >> 1000 >> - Fixed game servers not being able to execute the retry command >> - Renamed tf_show_voice_icons to mp_show_voice_icons >> - Updated the localization files >> >> Jason >> >> >> _______________________________________________ >> hlds_announce mailing list >> hlds_annou...@list.valvesoftware.com >> http://list.valvesoftware.com/mailman/listinfo/hlds_announce >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlds_linux >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux