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 

> 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 
> 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, 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?
> >>>
> >
> > --
> > # 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 <~~
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives, 
> 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 Zaretti Steve
Since the update of the SDK, Hammer doesn't start for CSS

2011/10/14 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 
> 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, 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?
> >>>
> >
> > --
> > # 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 <~~
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> 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 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  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, 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?
>>>
>
> --
> # 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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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 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, 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?



--
# 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

2011-10-13 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  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 
>>
>> > 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 
>> 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:
>> > >> S

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  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 
>
> > 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 
> 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,

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 

> 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  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 L

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  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
>> - 

[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  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  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
> > - Dr

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  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  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 

[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  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

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  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 t

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  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 &q

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 contribu

[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