Isn't that a pretty bold assumption regarding your drop of clients?  Maybe
I'm misreading your experience, but it seems like you claim the update (read
as *OPTIONAL*) caused the issues.  However, you didn't updated and you
couldn't test it in the first place?  Or are you ranting that after you
waited 1.5 hrs you finally updated and those were the "experiences"?

Your submitted documentation or test diary may not pass the quality
assurance standards anyways.  :P

An ***optional*** update for Team Fortress 2 has been released.


[FLASH] MjrNuT
Arise from Flames and Ash, Behold Immortality

www.flamesandash.com



>
> ------------------------------
>
> Message: 4
> Date: Thu, 19 Mar 2009 08:18:49 -0500
> From: "turb0z" <[email protected]>
> Subject: Re: [hlds] Team Fortress 2 Update Available
> To: "'Half-Life dedicated Win32 server mailing list'"
>        <[email protected]>
> Message-ID: <005d01c9a895$3f8516d0$be8f44...@com>
> Content-Type: text/plain;       charset="iso-8859-1"
>
> Definitely a major performance drop for clients on this update.  With
> multicore rendering enabled, I myself crashed 30 seconds and I have a
> Core2Due E8400 - one of the more popular core2duo's sold.  I can't even
> "test" it for valve... my servers weren't updated right away, so people
> played on them for about 1.5 hours before I updated them.  The connection
> drops, fps issues, ping issues were all nonsense.  Don't release a patch
> that isn't required unless you've tested that it works OK.  Otherwise make
> it required so that us server admins at least get shouted at by the
> community to update them and you don't walk in to 800 messages saying "omg
> wtfiswrongwiththeservers!!oneshift"
>
> Anyway, just venting.  I'll go back to my normal "read only" phase with
> this
> mailing list.
>
> Just another fail for quality control on patch releases.
>
>
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