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-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 > > > > > > _______________________________________________ > > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux