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 purchase it for a discount during the trial period. > - All items purchased in the store can be used for crafting and can be > traded after a few days > - Added a new startup music track from Meet The Medic > - Integrated with the new Steam Workshop to enable the publication and > management of community contributed content > > Maps: > - Added new community control point map Gullywash. Stamps are > available in the store to support community map authors! > - Barnblitz is now available for offline practice > - Frontier: various geometry fixes > - Gorge/5Gorge: added team-specific func_nobuild brushes in elevated > forward spawn areas > > Replay: > - New camera shake functionality added for replays that are not > sufficiently dramatic > - New slow-motion functionality added for replays where even camera > shake does not provide sufficient drama > - Added support for recording voice chat into replays > > Items: > - Pocket Medic can now be equipped by the Soldier in addition to the > Heavy > - World Traveler's Hat and the Connoisseur's Cap are now paintable > - Bonk Boy and Foster's Facade are now misc slot items > - Fixed The Director's Vision not playing animations correctly for all > classes in the loadout screen > - The Killer Exclusive is now paintable > - When sorting the backpack, otherwise-equivalent items will sort by > strange weapon rank and crate series number if possible > - When selecting items from the loadout, weapons with different kill > eater ranks will all show up > - Hat of Undeniable Wealth And Respect animations have been added. Really. > - LOD models added to several older cosmetic items > > Response Rules: > - Reduced the chance of many response lines occurring > - Responses related to cart progress no longer play when disguised > - Players will now always call for a medic when low on health or when > on fire when a medic is under the crosshair, whereas previously the > character would ask the medic to follow them > - Named base items will no longer trigger responses that were supposed > to be for new item variants > - Added additional Jarate hit responses > - Demoman: > - Added achievement award response > - Removed "I didn't need your help y'know" line if being healed by > a Medic > - Saxxy kills will use the same lines as kills from the frying pan > - Taunting with The Pain Train or the Saxxy now plays the same > taunt as the grenade launcher > - Added a taunt for The Ullapool Caber > - Engineer: > - Fixed a problem that caused him not to say thanks after exiting a > teleporter > - Saxxy kills will use the same lines as kills from The Golden Wrench > - Added a previously unused golden wrench kill line > - Added an occasional response when swinging The Gunslinger > - Wrangler taunt now performs the pistol taunt animation > - Heavy: > - Added a previously unused fist swing line > - Medic: > - Added a line to the response that occurs when doing a battle cry > while looking at an enemy while holding a melee weapon > - Taunting with a Saxxy plays the medigun taunt > - Taunting with the Solemn Vow or the Crusader's Crossbow now plays > the same taunt as the syringe gun > - Scout: > - Removed the response when killing an enemy Scout or Pyro and > moved the lines to the dominating Pyro/Scout response > - Added a rare response to double jumping after getting a recent > kill > - Sniper: > - Reduced chattiness when getting many sequential kills > - Added a missing line to the scoped revenge response > - Taunting with a Saxxy no longer play lines that reference a knife > - Soldier: > - Added a line to the getting übercharged response > - Taunting with the Righteous Bison, Battalion's Backup, or the > Saxxy now play the Buff Banner taunt > > Bots: > - TFBots have a percentage chance of noticing weapon fire based on > their difficulty level. Easy bots are fairly oblivious, and Expert > bots notice pretty much everything. > - TFBots now treat certain weapon attacks as "quiet" (Spy knife, > cloaking/uncloaking, some melee weapons, fists, etc). "Quiet" weapons > can only be heard by TFBots when nearby, and their chance of being > noticed is halved if the environment is "noisy" (ie., lots of > non-quiet gunfire going on in the area). This greatly improves Spies > ability to backstab TFBots without the entire team immediately turning on them. > - Spy bot improvements: > - Spy bots are much better about circling around and backstabbing > their victims now > - Improved Spy bot target selection in some situations (ie: > clusters of sentries and enemy players) > - Spy bots will give up on an attack and retreat if an enemy sentry > gun aims at them > - Spy bots now avoid nearby enemies while disguised and/or cloaked > so they don't bump into them and give themselves away > - Spy bots now have a simple notion of when their "cover is blown" now > - Spy bots lead their target's position as they chase them down for > a backstab now > - Spy bots don't go after victims until setup time has elapsed > - Hard and Expert Spy bots avoid looking at their prey until they > get close and go for the stab > - Easy Spy bots don't avoid enemies, or try to get behind before > stabbing > - Normal Spy bots don't avoid enemies > - Fixed bug where Spy bots would jump against the enemy spawn gates > during setup time > - Medic bot improvements: > - Medic bots stick much closer to running patients now > - Medic bots stick much closer to their patient if they have an > Ubercharge ready, or are deploying their Uber > - Medic bots hide from Sentryguns now, too > - Pyro bot improvements: > - Pyro bots are less "pushy" with their compression blast, but will > use it against Ubers and to get enemies off of a capture point > > Other: > - Razer Hydra support can be enabled via "sixense_enabled 1" in the > console. > See http://sixense.com/tf2 for details. > - Added "tf_allow_taunt_switch". Set to 0 for disallowed (default > behavior), > 1 for old bug behavior, or 2 to allow weapon switching any time during > the taunt. > - Screenshots can now be hooked up to the Steam Community automatically. > There is a new option to control this under "Miscellaneous" in the > Advanced Options page. > - Fixed gold ragdolls playing custom death animations when they should > be locked in a pose > - Fixed Buffalo Steak Sandvich not having a cooldown if the Heavy is > at full health. > - Fixed touching a cabinet while under the effects of the Buffalo > Steak Sandvich removing the mini-crits but not removing the melee > weapon restriction > - Fixed particle effects not showing up on spy disguise items > - Fixed spies never using genuine, community, or self-made items as > disguise weapons > - Fixed demoman weapons primary/secondary being backwards in the > loadout screen > - Fixed effects on Sticky Jumper grenades > - Fixed net_graph not updating server framerate when FPS is greater > than > 1000 > - Fixed game servers not being able to execute the retry command > - Renamed tf_show_voice_icons to mp_show_voice_icons > - Updated the localization files > > Jason > > > _______________________________________________ > hlds_announce mailing list > hlds_annou...@list.valvesoftware.com > http://list.valvesoftware.com/mailman/listinfo/hlds_announce > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux