Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Jesse Molina


Feedback here

Linux AMD64 Debian unstable, game is TF2.

CPU usage is relatively way down.  I will have to watch my aggregate 
graphs tomorrow, but brief inspection of htop and current graphs show 
CPU usage is down for the given player load.  Hard to tell if more cores 
are being used because I've got six cores and many different servers 
running.


Choke where I've got a client ping of about 70ms on a loaded 24 player 
server is also down.  This is a very positive change.


I don't even know what to say about the css files mess.  It's like 
mushroom community management.  Throw shit on em and let them figure it 
out on their own.




Kigen wrote:

The threading is designed to make the server more responsive.  Not
lowering CPU usage.

On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:

Could someone from Valve elaborate on the server threading?

I have at least 40% CPU free per core almost always. Would this threading
allow me to run more servers now, or is it for just a couple things like say
the queued packet thread?



--
# Jesse Molina
# Mail = je...@opendreams.net
# Page = page-je...@opendreams.net
# Cell = 1.602.323.7608
# Web  = http://www.opendreams.net/jesse/



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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Shin Ice
Hi,

uhmwhy was all (CS:S) moved from orangebox to css?
Is it now right to suppose that all my addons, maps has to be woved to
the new path?

On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net wrote:

 Feedback here

 Linux AMD64 Debian unstable, game is TF2.

 CPU usage is relatively way down.  I will have to watch my aggregate graphs
 tomorrow, but brief inspection of htop and current graphs show CPU usage is
 down for the given player load.  Hard to tell if more cores are being used
 because I've got six cores and many different servers running.

 Choke where I've got a client ping of about 70ms on a loaded 24 player
 server is also down.  This is a very positive change.

 I don't even know what to say about the css files mess.  It's like mushroom
 community management.  Throw shit on em and let them figure it out on their
 own.



 Kigen wrote:

 The threading is designed to make the server more responsive.  Not
 lowering CPU usage.

 On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:

 Could someone from Valve elaborate on the server threading?

 I have at least 40% CPU free per core almost always. Would this threading
 allow me to run more servers now, or is it for just a couple things like
 say
 the queued packet thread?


 --
 # Jesse Molina
 # Mail = je...@opendreams.net
 # Page = page-je...@opendreams.net
 # Cell = 1.602.323.7608
 # Web  = http://www.opendreams.net/jesse/



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 please visit:
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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Zaretti Steve
Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice shin@gmail.com

 Hi,

 uhmwhy was all (CS:S) moved from orangebox to css?
 Is it now right to suppose that all my addons, maps has to be woved to
 the new path?

 On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net
 wrote:
 
  Feedback here
 
  Linux AMD64 Debian unstable, game is TF2.
 
  CPU usage is relatively way down.  I will have to watch my aggregate
 graphs
  tomorrow, but brief inspection of htop and current graphs show CPU usage
 is
  down for the given player load.  Hard to tell if more cores are being
 used
  because I've got six cores and many different servers running.
 
  Choke where I've got a client ping of about 70ms on a loaded 24 player
  server is also down.  This is a very positive change.
 
  I don't even know what to say about the css files mess.  It's like
 mushroom
  community management.  Throw shit on em and let them figure it out on
 their
  own.
 
 
 
  Kigen wrote:
 
  The threading is designed to make the server more responsive.  Not
  lowering CPU usage.
 
  On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Could someone from Valve elaborate on the server threading?
 
  I have at least 40% CPU free per core almost always. Would this
 threading
  allow me to run more servers now, or is it for just a couple things
 like
  say
  the queued packet thread?
 
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web  = http://www.opendreams.net/jesse/
 
 
 
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  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 



 --
 Don't Trust if you don't want!
  Don't Bealive if you don't Touch!

 - ~~ Powered by Debian Testing ~~

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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlds_linux

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Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-14 Thread Magnus
Hi,
I just updated our source server to 117.

Is there no more gameinfo.txt in css/cstrike?
And is the orangebox dir not gonna be used anymore in favour for css dir?

Kind Regards
M

-Original Message-
From: hlds_linux-boun...@list.valvesoftware.com
[mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Zaretti
Steve
Sent: den 14 oktober 2011 18:45
To: Half-Life dedicated Linux server mailing list
Subject: Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2,
Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch
Updates Released

Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 Shin Ice shin@gmail.com

 Hi,

 uhmwhy was all (CS:S) moved from orangebox to css?
 Is it now right to suppose that all my addons, maps has to be woved to 
 the new path?

 On Fri, Oct 14, 2011 at 8:18 AM, Jesse Molina je...@opendreams.net
 wrote:
 
  Feedback here
 
  Linux AMD64 Debian unstable, game is TF2.
 
  CPU usage is relatively way down.  I will have to watch my aggregate
 graphs
  tomorrow, but brief inspection of htop and current graphs show CPU 
  usage
 is
  down for the given player load.  Hard to tell if more cores are 
  being
 used
  because I've got six cores and many different servers running.
 
  Choke where I've got a client ping of about 70ms on a loaded 24 
  player server is also down.  This is a very positive change.
 
  I don't even know what to say about the css files mess.  It's like
 mushroom
  community management.  Throw shit on em and let them figure it out 
  on
 their
  own.
 
 
 
  Kigen wrote:
 
  The threading is designed to make the server more responsive.  Not 
  lowering CPU usage.
 
  On Thu, Oct 13, 2011 at 8:37 PM, 1nsane1nsane...@gmail.com  wrote:
 
  Could someone from Valve elaborate on the server threading?
 
  I have at least 40% CPU free per core almost always. Would this
 threading
  allow me to run more servers now, or is it for just a couple 
  things
 like
  say
  the queued packet thread?
 
 
  --
  # Jesse Molina
  # Mail = je...@opendreams.net
  # Page = page-je...@opendreams.net
  # Cell = 1.602.323.7608
  # Web  = http://www.opendreams.net/jesse/
 
 
 
  ___
  To unsubscribe, edit your list preferences, or view the list 
  archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlds_linux
 



 --
 Don't Trust if you don't want!
  Don't Bealive if you don't Touch!

 - ~~ Powered by Debian Testing ~~

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 please visit:
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[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread William Balkcom
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
- 

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Henry Goffin
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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Saul Rennison
Brilliant. Love the quotes around 1000+ FPS lmao


Kind regards,
*Saul Rennison*


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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread William Balkcom
Thanks, I'm glad the FPS cvar has finally been removed. And just to clarify,
these new optimizations are designed to work on a vanilla kernel and a
custom kernel will not be required?


-Original Message-

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

[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Dusan Tomic
CPU   InOut   Uptime  Users   FPSPlayers
33.10  0.00  0.00   0 1  298.66   0
stats
CPU   InOut   Uptime  Users   FPSPlayers
24.84  0.00  0.00   0 1  296.35   0
stats
CPU   InOut   Uptime  Users   FPSPlayers
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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread 1nsane
Looks like your server hasn't updated?
19:47:42 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
 Connects
 49.75  53.42  205.37  42  066.6722
  122


On Thu, Oct 13, 2011 at 7:44 PM, Dusan Tomic d...@mojsajt.co.uk wrote:

 CPU   InOut   Uptime  Users   FPSPlayers
 33.10  0.00  0.00   0 1  298.66   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 24.84 0.00 0.00   0 1  296.35   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 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

[hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Dusan Tomic
Yup, my bad.

--
Kind regards,
Dusan Tomic

Od: hlds_linux-boun...@list.valvesoftware.com 
[hlds_linux-boun...@list.valvesoftware.com] u ime korisnika 1nsane 
[1nsane...@gmail.com]
Poslato: 14. oktobar 2011 1:50
Za: Half-Life dedicated Linux server mailing list
Tema: Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: 
Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

Looks like your server hasn't updated?
19:47:42 CPUIn (KB/s)  Out (KB/s)  Uptime  Map changes  FPS  Players
 Connects
 49.75  53.42  205.37  42  066.6722
  122


On Thu, Oct 13, 2011 at 7:44 PM, Dusan Tomic d...@mojsajt.co.uk wrote:

 CPU   InOut   Uptime  Users   FPSPlayers
 33.10  0.00  0.00   0 1  298.66   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 24.84 0.00 0.00   0 1  296.35   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Marco Padovan
mines are showing 66.67

Il 14/10/2011 01:44, Dusan Tomic ha scritto:
 CPU   InOut   Uptime  Users   FPSPlayers
 33.10  0.00  0.00   0 1  298.66   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 24.84  0.00  0.00   0 1  296.35   0
 stats
 CPU   InOut   Uptime  Users   FPSPlayers
 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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Loïc PERY
got a lot of

CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)
CUtlLinkedList overflow! (exhausted memory allocator)

then crash

2011/10/14 Marco Padovan e...@evcz.tk

 mines are showing 66.67

 Il 14/10/2011 01:44, Dusan Tomic ha scritto:
   CPU   InOut   Uptime  Users   FPSPlayers
  33.10  0.00  0.00   0 1  298.66   0
  stats
  CPU   InOut   Uptime  Users   FPSPlayers
  24.84 0.00 0.00 24.84%20%200.00%20%200.00   0 1  296.35
 0
  stats
  CPU   InOut   Uptime  Users   FPSPlayers
  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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread 1nsane
Could someone from Valve elaborate on the server threading?

I have at least 40% CPU free per core almost always. Would this threading
allow me to run more servers now, or is it for just a couple things like say
the queued packet thread?

On Thu, Oct 13, 2011 at 8:50 PM, Loïc PERY louloubi...@gmail.com wrote:

 got a lot of

 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)

 then crash

 2011/10/14 Marco Padovan e...@evcz.tk

  mines are showing 66.67
 
  Il 14/10/2011 01:44, Dusan Tomic ha scritto:
CPU   InOut   Uptime  Users   FPSPlayers
   33.10  0.00  0.00   0 1  298.66   0
   stats
   CPU   InOut   Uptime  Users   FPSPlayers
   24.84 0.00 0.00 24.84%20%200.00%20%200.00   0 1  296.35
  0
   stats
   CPU   InOut   Uptime  Users   FPSPlayers
   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

Re: [hlds_linux] FW: [hlds_announce] Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch Updates Released

2011-10-13 Thread Kigen
The threading is designed to make the server more responsive.  Not
lowering CPU usage.

On Thu, Oct 13, 2011 at 8:37 PM, 1nsane 1nsane...@gmail.com wrote:
 Could someone from Valve elaborate on the server threading?

 I have at least 40% CPU free per core almost always. Would this threading
 allow me to run more servers now, or is it for just a couple things like say
 the queued packet thread?

 On Thu, Oct 13, 2011 at 8:50 PM, Loïc PERY louloubi...@gmail.com wrote:

 got a lot of

 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)
 CUtlLinkedList overflow! (exhausted memory allocator)

 then crash

 2011/10/14 Marco Padovan e...@evcz.tk

  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 24.84%20%200.00%20%200.00       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