Gimme a break... We've been asking for beta testing forever and sending out
updates that break things on a Friday is just plain idiotic. I pity the poor
admins that have to suffer with this thru the weekend. How much business
will be lost for them?? How many customers are going to be dissatisfied?? I
would rather live with an issue that can be fixed by Neph's code than suffer
with a new bug...

On Sat, Mar 7, 2009 at 3:46 PM, Saul Rennison <[email protected]>wrote:

> Please name a better company / game with active developers that try to fix
> exploits and issues with their games as quick as Valve do. Stop shooting
> them down. The more you whinge the less motivated they will be to fix
> things.
> Shut the f*** up and stop acting like a 6 year old.
>
> 2009/3/7 Steve Stifler <[email protected]>
>
> > Whats happened is that Valve put the screws to ya with another crappy,
> > seemingly untested, Friday update. There is nothing you can do so just
> > suffer with it until they put out a fix. They seem to be on a slide with
> > there poorly written and tested updates so find another company/game to
> > invest your time and money in....
> >
> >
> >
> > On 3/7/09, Coldorak <[email protected]> wrote:
> > >
> > > Hi
> > >
> > > What's with the lag since the update 2 days ago?
> > > Here's what I encountered a few minutes ago on my server. Note the
> ping,
> > as
> > > I usually have less than 20ms with my server.
> > > Many players were disconnected several time with a message like
> > "connection
> > > net packet overflow" (don't remember exactly)
> > >
> > > Here are some screenshots of my net_graph 4:
> > >
> > > http://www.coldorak.net/tf2/lag/lag1.jpg
> > > http://www.coldorak.net/tf2/lag/lag2.jpg
> > > http://www.coldorak.net/tf2/lag/lag3.jpg
> > > http://www.coldorak.net/tf2/lag/lag4.jpg
> > >
> > > About my server net settings:
> > >
> > > sv_minrate 20000 <--- tried with 10000 and 30000
> > > sv_maxrate 30000 <-- tried with 30000 (while minrate=10k) to 100000
> > (while
> > > minrate=30k)
> > > decalfrequency 10
> > > sv_maxupdaterate 100
> > > sv_minupdaterate 66
> > > sv_mincmdrate 66
> > > sv_maxcmdrate 100
> > >
> > > no fps_max setting.
> > > My cl_rate is 30000 but many players left it by default.
> > >
> > > Are other people experiencing the same problem? I saw a few mails
> talking
> > > about lag, so I thought I could add some info.
> > > My server is launched with -NoQueudUpdateThread.
> > > We talk about 10-20s lag every few minutes...
> > >
> > > Cold
> > >
> > >
> > >
> > > On Sat, Mar 7, 2009 at 4:31 PM, SmOoThEm <[email protected]>
> wrote:
> > >
> > > > Like I said before, a simple pre-release beta test would help us ALL
> > out
> > > in
> > > > this area. I'm sure valve would like to stop releasing broken
> > "updates".
> > > > Its also takes a lot of time for admins to update 10+ servers daily.
> > Most
> > > > of
> > > > the time were forced to shut down full servers during "prime" game
> time
> > > > because that's when valve decides it's time to release and go home.
> > > >
> > > > There is a better way to do these updates valve, please give us a
> > chance
> > > > instead of blowing us off
> > > > -----Original Message-----
> > > > From: [email protected]
> > > > [mailto:[email protected]] On Behalf Of Chris
> > > > Sent: Saturday, March 07, 2009 7:17 AM
> > > > To: Half-Life dedicated Win32 server mailing list
> > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > >
> > > > lag spikes here too...
> > > >
> > > > I appreciate Valve releasing updates and fixing bugs, but the last 10
> > or
> > > so
> > > > seem to have caused issues elsewhere, quite frankly I would prefer
> NOT
> > to
> > > > get an update wait an extra two weeks and have an update which has
> been
> > > > thoroughly tested.
> > > >
> > > > Obviously there will be updates which break other things which are
> > > > difficult
> > > > to test, but seriously I cannot recall the last update which didnt
> > > require
> > > > subsequent updates to address issues the first broke.
> > > >
> > > > I'm becomming less and less impressed by the testers and QA
> processes.
> > > >
> > > > /me ends rant
> > > >
> > > > /me puts on flame suit
> > > >
> > > > /me hopes Valve reads.
> > > > On Sat, Mar 7, 2009 at 3:09 PM, Karl Weckstrom <[email protected]>
> > > wrote:
> > > >
> > > > > lagspikes galore here too.
> > > > >
> > > > > -----Original Message-----
> > > > > From: [email protected] [mailto:
> > > > > [email protected]] On Behalf Of o k
> > > > > Sent: Friday, March 06, 2009 11:51 PM
> > > > > To: Half-Life dedicated Win32 server mailing list
> > > > > Subject: Re: [hlds] Team Fortress 2 Update Released
> > > > >
> > > > > Lag spikes here, and whole teams disconnected. Very odd. I was
> > running
> > > > fine
> > > > > before the most recent update.
> > > > >
> > > > > On Fri, Mar 6, 2009 at 11:43 PM, Clyde cide <
> > > [email protected]
> > > > > >wrote:
> > > > >
> > > > > > Mine are running crash free! The Lag spikes though...... is
> another
> > > > story
> > > > > >
> > > > > > =(
> > > > > > _______________________________________________
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> > > > > >
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> > > > >
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> > > > >
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> archives,
> > > > please visit:
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> > > >
> > > >
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> > > > please visit:
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> > > >
> > >
> > >
> > >
> > >
> > > --
> > > http://www.coldfire.info
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > _______________________________________________
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> > please visit:
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> >
>
>
>
> --
> Thanks,
> - Saul.
> _______________________________________________
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