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
>>
>>
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>
>
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