And this update is now live. Please update your servers through HLDS.

On Wed, Aug 31, 2011 at 7:43 PM, John Gibson
<[email protected]>wrote:

> Everyone,
>
> To give you all a heads up we're going to be releasing an update to the RO2
> beta in about an hour (or less) that will address some of the more serious
> issue we discovered in the first day of the beta. You'll need to update your
> servers to maintain compatibility with the clients. Here is what will be
> updated:
>
> - Fixed the server browser being slow/laggy
> - Fixed some crashing issues with the server browser
> - Fixed certain maps crashing in countdown game mode when 64 players would
> respawn at the same time
> - Fixed some icons getting stuck on the screen (FT1, FT2, etc)
> - Fixed choosing (defaults) in the key config menu removing keys
> - Fixed some debugging tools so us devs can figure out what is causing
> crashes easier
>
> A few other things I figure I should mention:
>
> *A note on affinity*
>
> I made a mistake on my own test server last night when setting the affinity
> in the commandline that I thought I would mention as other might make the
> same mistake. Core 0 and 1, 2 and 3, 4 and 5, 6 and 7 are each just 1
> physical core if you have a quad core with hyperthreading enabled (i.e.
> "Core" 0 and 1 are actually just one physical core). I made the mistake of
> setting my affinity for 2 different 64 player servers to 2 and 3. Well 2 and
> 3 are actually 1 physical core, which made the that core's CPU peg and the
> servers on that core to lag out. So I would put the affinity on all odd or
> all even cores such as 0, 2, 4, 6 or 1, 3, 5, 7. In other words, to keep
> from overlapping, don't mix and match odd/even cores on the affinity. As a
> reminder, the commandline switch for this setting is:
>
> -PREFERPROCESSOR=x (where x=0,1,2, ...)
>
> So for example:
> -PREFERPROCESSOR=0
> Would set the game thread's affinity to the first core.
>
> *A problem with the server welcome screen text*
>
> We discovered there is a problem with setting up the server welcome
> screen's text (the screen that appears when people join your server). If you
> use the tool in webadmin to set this up, it will save the text color with an
> alpha value of 0, which means it is invisible. We're going to fix this up
> soon, but in the meantime here is a workaround. You can manually set the
> color in your ROGame.ini file in this section:
>
> [ROGame.ROGameInfo]
> ClanMottoColor=(R=0,G=0,B=0,A=
> 255)
> ServerMOTDColor=(R=16,G=0,B=0,A=255)
> WebLinkColor=(R=16,G=0,B=0,A=255)
>
> Make sure the alpha is set to 255, as that is what the problem is. It was
> setting the alpha to zero which is invisible.
>
> Thanks,
>
> John Gibson
> President
> Tripwire Interactive
>
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