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
>
>
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