I've seen the taunt thing happen a few times on my servers. Instantly half
of the players drop from "No Steam Logon" without warning.

The reason in the logs is "Failure Code 6"


On Mon, Oct 17, 2011 at 5:43 PM, Rob Liu <robl...@gmail.com> wrote:

> Bit off topic here but,  are we going to see a patch today? Regarding to
> TF2 hl2.exe crashing?
> Also, I heard there's some kind of high-five taunt crash, which will
> instantly crash out half of the players on the server.
>
> http://forums.steampowered.com/forums/showthread.php?t=2179130
>
>
> On Tue, Oct 18, 2011 at 10:35 AM, Henry Goffin 
> <hen...@valvesoftware.com>wrote:
>
>> On Windows, we use QueryPerformanceCounter and QueryPerformanceFrequency
>> to calculate elapsed time in the main server loop. There is also some
>> startup code which measures CPU clock speed by calling QPC in a loop until
>> 1/32 of a second has elapsed, but we only use this to estimate CPU speed for
>> crash reports.
>>
>>
>> -----Original Message-----
>> From: hlds-boun...@list.valvesoftware.com [mailto:
>> hlds-boun...@list.valvesoftware.com] On Behalf Of Gary Stanley
>> Sent: Monday, October 17, 2011 2:23 PM
>> To: Half-Life dedicated Win32 server mailing list
>> Subject: Re: [hlds] Max FPS
>>
>> At 04:11 PM 10/17/2011, Henry Goffin wrote:
>> >We rely on a stable OS timer, but we don't rely on CPU cycle counts
>> >or directly query the hardware clock. I don't know if that answers
>> >your question; I'm not familiar with these setups. We trust that
>> >when the OS gives us a high res timer value, that it is correct. I
>> >believe that modern Windows versions compensate for clock speed
>> >changes automatically. But please report if you think that you are
>> >having issues related to variable clock speed.
>> >
>>
>> Do you still use QueryPerformanceCounter() in a loop?
>>
>>
>>
>>
>>
>>
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>
>
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