Re: [hlds] [hlds_linux] Team Fortress 2 Update Available
Confirmed, having the same issue. backtrace of core file: #0 0xb7ff6424 in __kernel_vsyscall () #1 0xb7e99311 in raise () from /lib/libc.so.6 #2 0xb7e9abf8 in abort () from /lib/libc.so.6 #3 0xb7e926df in __assert_fail () from /lib/libc.so.6 #4 0xb7fbc784 in __pthread_tpp_change_priority () from /lib/libpthread.so.0 #5 0xb7fb5765 in pthread_mutex_lock () from /lib/libpthread.so.0 #6 0xad48fcd3 in talk_base::CriticalSection::Enter (this=0xad81d670) at ../../../talk/base/criticalsection.h:93 #7 0xad48fd01 in CritScope (this=0xbfad37d8, pcrit=0xad81d670) at ../../../talk/base/criticalsection.h:109 #8 0xad48e4f5 in talk_base::ThreadManager::Add () from ./bin/steamclient_linux.so #9 0xad48e5a1 in talk_base::Thread::Thread () from ./bin/steamclient_linux.so #10 0xad48ee30 in talk_base::ThreadManager::ThreadManager () from ./bin/steamclient_linux.so #11 0xad48eee2 in __static_initialization_and_destruction_0 () from ./bin/steamclient_linux.so #12 0xad48ef26 in global constructors keyed to thread.cc () from ./bin/steamclient_linux.so #13 0xad65d5a6 in __do_global_ctors_aux () from ./bin/steamclient_linux.so #14 0xad0085cb in _init () from ./bin/steamclient_linux.so #15 0xb8005ad7 in ?? () from /lib/ld-linux.so.2 #16 0x0017 in ?? () #17 0xbfad6a44 in ?? () #18 0x08d2afa0 in ?? () #19 0x0a869160 in ?? () #20 0x0002 in ?? () #21 0x in ?? () 2010/1/28 Moe m...@bestgn.net.au [S_API FAIL] SteamAPI_Init() failed; unable to update local steamclient. Continuing with current version anyway. srcds_i486: tpp.c:63: __pthread_tpp_change_priority: Assertion `new_prio == -1 || (new_prio = __sched_fifo_min_prio new_prio = __sched_fifo_max_prio)' failed. ./srcds_run: line 335: 9249 Aborted $HL_CMD Add -debug to the ./srcds_run command line to generate a debug.log to help with solving this problem Thu Jan 28 12:07:54 EST 2010: Server restart in 10 seconds Another great update, -Original Message- From: hlds_linux-boun...@list.valvesoftware.com [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Jason Ruymen Sent: Thursday, January 28, 2010 12:04 PM To: 'hlds@list.valvesoftware.com'; 'Half-Life dedicated Linux server mailing list'; 'hlds_annou...@list.valvesoftware.com' Subject: [hlds_linux] Team Fortress 2 Update Available A required update for Team Fortress 2 is now available. Please run hldsupdatetool to receive the update. The specific changes include: Added 3 new hats that can be worn by any class. - Towering Pillar of Hats - Noble Amassment of Hats - Modest Pile of Hat Added Propaganda contest winners' hats for First Place, First Runner-up, and Second Runner-up. Added Edit Loadout button to the class menu. Changed the main menu background to randomly use the Red, Blue, and Soldier/Demo background images. Fixed Snipers being able to shoot enemies through gates. Fixed Linux servers not properly reconnecting to Steam when they lose their connection. Fixed stickies being destructible before they're stuck to something. Fixed the return progress bar above a dropped flag not animating if the return time on the flag is less than 30 seconds. Fixed the CTF HUD not properly handling flags being disabled/enabled during the round. Fixed player health panels sometimes using the wrong animations for buffed or low health values. Updated the net_showevents convar to be marked as a cheat. Updated the main menu news buttons to direct players to the most recent TF2 update and the TF2 blog. Updated Italian localization strings. Updated the custom TF2 fonts with Polish characters. Updated CP_Gorge. - Added more cover outside of the initial BLU spawn area. - Added a forward spawn for the BLU team after Cap1 is captured. - Added another access point to the upper level from the front of the RED base - Added more cover in the room just before Cap2. - Decreased RED team's respawn time while they own Cap1. - Fixed a few areas where players would sometimes become stuck. Community requests: Added new options for the Invade CTF game mode flag. Default is 1. - 0 : No neutral time - 1 : Flag goes neutral in 30 seconds (current behavior) - 2 : Flag goes neutral in 1/2 the return time Added scoring choice for the Invade CTF game mode. Default is 0. - 0 : Increment score (current behavior) - 1 : Increment capture count Added new inputs to item_teamflag - ForceDrop : Force the flag to be dropped if it's being carried by a player. - ForceReset : Force the flag to be dropped if it's being carried by a player, then reset the flag to its original location. - SetReturnTime : Set the length of time (in seconds) before a dropped flag returns to base. Added new output to item_teamflag - OnTouchSameTeam : Sent when the flag is touched by a player on the same team. Jason ___ To unsubscribe, edit your list preferences, or view the list
Re: [hlds] Changes in Dedicated Server Capacity After Updates
Could you please provide your kernel config? I'm getting interested in the non-hi res timer thing, because I have noticed too an increase of load after every tf2 patch and lately players are complaining about inconstant gameplay... 2010/1/28 Mike Stiehm mikesti...@gmail.com I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer I would be in the 200 range I have done a lot of testing on this when I first setup. On and off you can't tell in game but the CPU hit is insane! -Original Message- From: Nephyrin Zey [mailto:nephy...@doublezen.net] Sent: Wednesday, January 27, 2010 7:18 PM To: Half-Life dedicated Win32 server mailing list Cc: Mike Stiehm Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates I haven't extensively tested non-hires kernels or stable lower FPS configurations, but I wouldn't think so; It allows you to set dynamic tic and very low kernel resolution without getting wildly inaccurate sleeps. Without hi res timers, sleep can only wakeup as fast as the kernel resolution, meaning you'd need 1000hz to get the high fps everyone craves so much. If you hook the sleep() events on the main loop and make the engine sleep more/longer, you dont get much CPU savings for the performance hit. (see: windows boosted vs non-boosted). You're just generating 1000hz interupts when they're not necessary, rather than simply sleeping as desired and waking up as desired, generally using tsc or hpet. I'll add it to my experimentation list though On 01/27/2010 03:24 PM, Mike Stiehm wrote: We don't use a high res timer no need for it. Just a waste of CPU power if you ask me. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, January 27, 2010 5:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Wouldn't high res timers increase CPU utilization? On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com wrote: No changes that I can see we handle 375+ and seems to be just as it always was. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson Sent: Wednesday, January 27, 2010 12:32 PM To: hlds@list.valvesoftware.com Subject: [hlds] Changes in Dedicated Server Capacity After Updates Through September our dedicated server seemed capable of handling 150+ people TF2 participants without pegging the processor but after the WAR update, 90 people seems to put the processor at 95+% uage. Have recent updates causes changes in anyone else's server resource consumption? Are there optimizations available that don't exist out of the box to maintain server capacity? ___ 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 ___ 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 ___ 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
Re: [hlds] Changes in Dedicated Server Capacity After Updates
We run windows 2008 if you linux I can't be of much help :( -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Thursday, January 28, 2010 3:37 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Could you please provide your kernel config? I'm getting interested in the non-hi res timer thing, because I have noticed too an increase of load after every tf2 patch and lately players are complaining about inconstant gameplay... 2010/1/28 Mike Stiehm mikesti...@gmail.com I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer I would be in the 200 range I have done a lot of testing on this when I first setup. On and off you can't tell in game but the CPU hit is insane! -Original Message- From: Nephyrin Zey [mailto:nephy...@doublezen.net] Sent: Wednesday, January 27, 2010 7:18 PM To: Half-Life dedicated Win32 server mailing list Cc: Mike Stiehm Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates I haven't extensively tested non-hires kernels or stable lower FPS configurations, but I wouldn't think so; It allows you to set dynamic tic and very low kernel resolution without getting wildly inaccurate sleeps. Without hi res timers, sleep can only wakeup as fast as the kernel resolution, meaning you'd need 1000hz to get the high fps everyone craves so much. If you hook the sleep() events on the main loop and make the engine sleep more/longer, you dont get much CPU savings for the performance hit. (see: windows boosted vs non-boosted). You're just generating 1000hz interupts when they're not necessary, rather than simply sleeping as desired and waking up as desired, generally using tsc or hpet. I'll add it to my experimentation list though On 01/27/2010 03:24 PM, Mike Stiehm wrote: We don't use a high res timer no need for it. Just a waste of CPU power if you ask me. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, January 27, 2010 5:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Wouldn't high res timers increase CPU utilization? On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com wrote: No changes that I can see we handle 375+ and seems to be just as it always was. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson Sent: Wednesday, January 27, 2010 12:32 PM To: hlds@list.valvesoftware.com Subject: [hlds] Changes in Dedicated Server Capacity After Updates Through September our dedicated server seemed capable of handling 150+ people TF2 participants without pegging the processor but after the WAR update, 90 people seems to put the processor at 95+% uage. Have recent updates causes changes in anyone else's server resource consumption? Are there optimizations available that don't exist out of the box to maintain server capacity? ___ 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 ___ 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 ___ 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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Changes in Dedicated Server Capacity After Updates
Sorry, I didn't see that I'm on windows mailinglist :) 2010/1/28 Mike Stiehm mikesti...@gmail.com We run windows 2008 if you linux I can't be of much help :( -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Thursday, January 28, 2010 3:37 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Could you please provide your kernel config? I'm getting interested in the non-hi res timer thing, because I have noticed too an increase of load after every tf2 patch and lately players are complaining about inconstant gameplay... 2010/1/28 Mike Stiehm mikesti...@gmail.com I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer I would be in the 200 range I have done a lot of testing on this when I first setup. On and off you can't tell in game but the CPU hit is insane! -Original Message- From: Nephyrin Zey [mailto:nephy...@doublezen.net] Sent: Wednesday, January 27, 2010 7:18 PM To: Half-Life dedicated Win32 server mailing list Cc: Mike Stiehm Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates I haven't extensively tested non-hires kernels or stable lower FPS configurations, but I wouldn't think so; It allows you to set dynamic tic and very low kernel resolution without getting wildly inaccurate sleeps. Without hi res timers, sleep can only wakeup as fast as the kernel resolution, meaning you'd need 1000hz to get the high fps everyone craves so much. If you hook the sleep() events on the main loop and make the engine sleep more/longer, you dont get much CPU savings for the performance hit. (see: windows boosted vs non-boosted). You're just generating 1000hz interupts when they're not necessary, rather than simply sleeping as desired and waking up as desired, generally using tsc or hpet. I'll add it to my experimentation list though On 01/27/2010 03:24 PM, Mike Stiehm wrote: We don't use a high res timer no need for it. Just a waste of CPU power if you ask me. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, January 27, 2010 5:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Wouldn't high res timers increase CPU utilization? On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com wrote: No changes that I can see we handle 375+ and seems to be just as it always was. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson Sent: Wednesday, January 27, 2010 12:32 PM To: hlds@list.valvesoftware.com Subject: [hlds] Changes in Dedicated Server Capacity After Updates Through September our dedicated server seemed capable of handling 150+ people TF2 participants without pegging the processor but after the WAR update, 90 people seems to put the processor at 95+% uage. Have recent updates causes changes in anyone else's server resource consumption? Are there optimizations available that don't exist out of the box to maintain server capacity? ___ 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 ___ 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 ___ 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 ___ 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:
Re: [hlds] Changes in Dedicated Server Capacity After Updates
Sorry for the Hijacking, but Neph how would I go about decreasing/increasing the sleep() interval. (Just to play around with it, I have an idea but I want to see if I could easily implement it). Thanks, Kyle. On Thu, Jan 28, 2010 at 6:53 AM, Kaspars kasp...@micro.lv wrote: Sorry, I didn't see that I'm on windows mailinglist :) 2010/1/28 Mike Stiehm mikesti...@gmail.com We run windows 2008 if you linux I can't be of much help :( -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Thursday, January 28, 2010 3:37 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Could you please provide your kernel config? I'm getting interested in the non-hi res timer thing, because I have noticed too an increase of load after every tf2 patch and lately players are complaining about inconstant gameplay... 2010/1/28 Mike Stiehm mikesti...@gmail.com I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer I would be in the 200 range I have done a lot of testing on this when I first setup. On and off you can't tell in game but the CPU hit is insane! -Original Message- From: Nephyrin Zey [mailto:nephy...@doublezen.net] Sent: Wednesday, January 27, 2010 7:18 PM To: Half-Life dedicated Win32 server mailing list Cc: Mike Stiehm Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates I haven't extensively tested non-hires kernels or stable lower FPS configurations, but I wouldn't think so; It allows you to set dynamic tic and very low kernel resolution without getting wildly inaccurate sleeps. Without hi res timers, sleep can only wakeup as fast as the kernel resolution, meaning you'd need 1000hz to get the high fps everyone craves so much. If you hook the sleep() events on the main loop and make the engine sleep more/longer, you dont get much CPU savings for the performance hit. (see: windows boosted vs non-boosted). You're just generating 1000hz interupts when they're not necessary, rather than simply sleeping as desired and waking up as desired, generally using tsc or hpet. I'll add it to my experimentation list though On 01/27/2010 03:24 PM, Mike Stiehm wrote: We don't use a high res timer no need for it. Just a waste of CPU power if you ask me. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, January 27, 2010 5:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Wouldn't high res timers increase CPU utilization? On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com wrote: No changes that I can see we handle 375+ and seems to be just as it always was. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson Sent: Wednesday, January 27, 2010 12:32 PM To: hlds@list.valvesoftware.com Subject: [hlds] Changes in Dedicated Server Capacity After Updates Through September our dedicated server seemed capable of handling 150+ people TF2 participants without pegging the processor but after the WAR update, 90 people seems to put the processor at 95+% uage. Have recent updates causes changes in anyone else's server resource consumption? Are there optimizations available that don't exist out of the box to maintain server capacity? ___ 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 ___ 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 ___ 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:
Re: [hlds] Changes in Dedicated Server Capacity After Updates
An easy way to play with it would be to compile a shared library that provides usleep() (which the engine calls) and implements it using nanosleep() or just nulls it out (allowing it to be much more accurate); Stick that library in LD_PRELOAD By default, the main frame loop sleeps for 1ms each frame. At 0.2ms you can get 4000+ FPS, and will use moderately more CPU on a core with extra power available. However, once the CPU hits 100, no sleep, 1ms, 0.2ms sleep, etc, will all get the same framerate. It really has no effect. Playing with the sleep call also affects net threads, which can result in faster packet processing, but again, for no noticable gain. I'm not sure how a non hi-res kernel would be different from enforcing granular wakeups in a sleep hook, but there might be other overhead at play. - Neph On 01/28/2010 12:54 PM, Kyle Sanderson wrote: Sorry for the Hijacking, but Neph how would I go about decreasing/increasing the sleep() interval. (Just to play around with it, I have an idea but I want to see if I could easily implement it). Thanks, Kyle. On Thu, Jan 28, 2010 at 6:53 AM, Kasparskasp...@micro.lv wrote: Sorry, I didn't see that I'm on windows mailinglist :) 2010/1/28 Mike Stiehmmikesti...@gmail.com We run windows 2008 if you linux I can't be of much help :( -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Kaspars Sent: Thursday, January 28, 2010 3:37 AM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Could you please provide your kernel config? I'm getting interested in the non-hi res timer thing, because I have noticed too an increase of load after every tf2 patch and lately players are complaining about inconstant gameplay... 2010/1/28 Mike Stiehmmikesti...@gmail.com I run 375-400 people on a 2 x Quad Xeon's 2.66. If I turned on his res timer I would be in the 200 range I have done a lot of testing on this when I first setup. On and off you can't tell in game but the CPU hit is insane! -Original Message- From: Nephyrin Zey [mailto:nephy...@doublezen.net] Sent: Wednesday, January 27, 2010 7:18 PM To: Half-Life dedicated Win32 server mailing list Cc: Mike Stiehm Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates I haven't extensively tested non-hires kernels or stable lower FPS configurations, but I wouldn't think so; It allows you to set dynamic tic and very low kernel resolution without getting wildly inaccurate sleeps. Without hi res timers, sleep can only wakeup as fast as the kernel resolution, meaning you'd need 1000hz to get the high fps everyone craves so much. If you hook the sleep() events on the main loop and make the engine sleep more/longer, you dont get much CPU savings for the performance hit. (see: windows boosted vs non-boosted). You're just generating 1000hz interupts when they're not necessary, rather than simply sleeping as desired and waking up as desired, generally using tsc or hpet. I'll add it to my experimentation list though On 01/27/2010 03:24 PM, Mike Stiehm wrote: We don't use a high res timer no need for it. Just a waste of CPU power if you ask me. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Mike O'Laughlen Sent: Wednesday, January 27, 2010 5:05 PM To: Half-Life dedicated Win32 server mailing list Subject: Re: [hlds] Changes in Dedicated Server Capacity After Updates Wouldn't high res timers increase CPU utilization? On Wed, Jan 27, 2010 at 4:55 PM, Mike Stiehmmikesti...@gmail.com wrote: No changes that I can see we handle 375+ and seems to be just as it always was. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Terry Robinson Sent: Wednesday, January 27, 2010 12:32 PM To: hlds@list.valvesoftware.com Subject: [hlds] Changes in Dedicated Server Capacity After Updates Through September our dedicated server seemed capable of handling 150+ people TF2 participants without pegging the processor but after the WAR update, 90 people seems to put the processor at 95+% uage. Have recent updates causes changes in anyone else's server resource consumption? Are there optimizations available that don't exist out of the box to maintain server capacity? ___ To unsubscribe, edit your list preferences, or view the list
[hlds] Another Team Fortress 2 Update???
Was there other TF2 update today? No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10 02:36:00 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds
Re: [hlds] Another Team Fortress 2 Update???
Yes, it was a mini-update to fix a few things from yesterday. [-]January 28, 2010 - Team Fortress 2 Update Released Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Team Fortress 2 Fixed a crash during startup for the Linux dedicated server Fixed the hats below being included in the crafting of class-specific hats using class tokens Towering Pillar of Hats Noble Amassment of Hats Modest Pile of Hat On Thu, Jan 28, 2010 at 4:24 PM, Violent Crimes violentcri...@convictgaming.com wrote: Was there other TF2 update today? No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10 02:36:00 ___ 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
Re: [hlds] Another Team Fortress 2 Update???
Yes, it fixed the linux crashing. On Thu, Jan 28, 2010 at 2:24 PM, Violent Crimes violentcri...@convictgaming.com wrote: Was there other TF2 update today? No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10 02:36:00 ___ 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
Re: [hlds] Another Team Fortress 2 Update???
It was posted to the HLDS_Linux list serv for Linux TF2 servers that were crashing. On Thu, Jan 28, 2010 at 4:24 PM, Violent Crimes violentcri...@convictgaming.com wrote: Was there other TF2 update today? No virus found in this outgoing message. Checked by AVG - www.avg.com Version: 9.0.733 / Virus Database: 271.1.1/2651 - Release Date: 01/28/10 02:36:00 ___ 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