>
> However I have to say the server browser itself has some severe
> performance issues and takes a lot of CPU to sort just a silly few servers
> (even now with just a handful of community servers its slow).
> It also seems to buffer data so that I have to press refresh at least
> twice, otherwise I get entries that are obsolete (trying to connect to them
> does not work).


I think this is due to how the system works (querying servers in realtime,
I believe). It was much, much faster a few years ago before Valve added
thousands of their own server to it, which leads me to believe those
servers are still being parsed, just not shown (which is certainly not
ideal in terms of speed).

I've actually thought there was always a better way to do that. Why not
have every server send an info packet to a central database every 30-60
seconds or so, and have the server browser draw all the info from that
database instead? The only issue, I believe, would be displaying local ping
values for each player, but I'm sure that could be worked out (perhaps, for
the purpose of the browser, replace ping with and actual region/location,
and allow the player to sort closest server to farthest, etc.)?

At any rate - if there were some way for them to draw the info from a
static database instead of querying thousands of servers, I think it would
both speed things up, and save alot of overhead.


On Sat, Jul 4, 2015 at 1:36 PM, Dominik Friedrichs <d...@forlix.org> wrote:

> Thanks to 1nsane, I guess that feature invalidates my point.
>
> I have to disagree regarding the "thousands of servers" Kevin mentioned
> though. Once you filter for a specific map and decent latency, especially
> at awkward times of day, it usually comes down to 3 or less Valve servers
> for me.
>
> However I have to say the server browser itself has some severe
> performance issues and takes a lot of CPU to sort just a silly few servers
> (even now with just a handful of community servers its slow).
> It also seems to buffer data so that I have to press refresh at least
> twice, otherwise I get entries that are obsolete (trying to connect to them
> does not work).
>
> Regarding finding a gaming community and whatnot... I just cant be
> bothered - I want to launch the game and play, thats it.
>
> On 2015/07/04 18:14, Kevin C wrote:
>
>> You are just finding every reason to call this change bad.
>>
>> With the thousands of valve servers flooding the list, and now flooding
>> the "Show Servers" option, the chances you joining a server you just
>> left are slim. Even if this option wasn't changed, the history tab would
>> still be broken, and you would still be wading through the thousands of
>> servers in the browser to find that one you just left.
>>
>> What's the problem with finding a good gaming community, meeting new
>> people, making friends, and having fun with people you know when you play?
>>
>>
>> On 7/4/2015 12:09 PM, Dominik Friedrichs wrote:
>>
>>> I never bothered to add them to favorites. I simply used the history
>>> tab to pick a Valve server with the map of choice. Now my history tab
>>> is empty and while I can use Quickplay/Show servers to pick a certain
>>> map, I cant right click there to "View server info" in order to find
>>> out if thats the server I just left for whatever repelling reason.
>>> Guess it will be trial and error from now on - oh the progress...
>>>
>>> Honestly when I read the suggestion a few days ago I was weighing in
>>> safety that Valve would never implement it.
>>>
>>> On 2015/07/04 17:07, ics wrote:
>>>
>>>> You had over 2 years of time to find a Valve server and add that to
>>>> favorites. How many do you have in favorites? Look in the mirror if you
>>>> have 0 or cant find any.
>>>>
>>>> -ics
>>>>
>>>> AJ DeTorrice kirjoitti:
>>>>
>>>>>
>>>>> I actually really dislike that valve decided to remove their servers
>>>>> from the server browser. Nine times out of ten, I don't want to play
>>>>> your terrible 24/7 server with class limits. There definitely needs to
>>>>> be a toggle to include valve servers in the server browser. IMO,
>>>>> quickplay takes too long to find a server to be useful.
>>>>>
>>>>>
>>>>> On Sat, Jul 4, 2015, 3:30 AM Paul <ubyu....@gmail.com
>>>>> <mailto:ubyu....@gmail.com>> wrote:
>>>>>
>>>>> Hooray! One step in the right direction indeed. Now to consider
>>>>> the other suggested changes in relation to Quickplay please :)
>>>>> (particularly that modified screenshot with the main menu UI
>>>>> changed to offer choices of what type of server to join via
>>>>> quickplay). Thanks TF2 team for listening to us.
>>>>>
>>>>> On 4 July 2015 at 06:47, Ross Bemrose <rbemr...@gmail.com
>>>>> <mailto:rbemr...@gmail.com>> wrote:
>>>>>
>>>>> If you SUICIDE, it's not supposed to retain the charge from
>>>>> your current death. That's right in the patch notes.
>>>>>
>>>>> However, I (and likely others) thought this meant it would
>>>>> store 0%. Then again, if it did that, then medics could just
>>>>> suicide to make sure any enemy medics that picked it up got
>>>>> nothing.
>>>>>
>>>>>
>>>>> On 7/3/2015 11:58 PM, Gabriel Klinefelter wrote:
>>>>>
>>>>>> The medigun is bugged.
>>>>>> <Gaberoll> anyhow medigun is bugged
>>>>>> <Gaberoll> when suiciding it retains the uber charge from
>>>>>> your previous death, not your current death
>>>>>> <Gaberoll> that is to say, I die with 70% uber
>>>>>> <Gaberoll> the medigun has 70% uber
>>>>>> <Gaberoll> later, I have 40 charge
>>>>>> <Gaberoll> and suicide for whatever reason
>>>>>> <Gaberoll> when picked up, it has 70% uber
>>>>>> <Gaberoll> I am later killed at 16%
>>>>>> <Gaberoll> it gets picked up as 16%
>>>>>> <Gaberoll> I then suicide at full charge
>>>>>> <Gaberoll> it is picked up at 16%
>>>>>>
>>>>>> On Fri, Jul 3, 2015 at 10:56 PM, Mike Vail
>>>>>> <supp...@boomgaming.net <mailto:supp...@boomgaming.net>> wrote:
>>>>>>
>>>>>> OMG!!!!! OMG!!!!!!
>>>>>>
>>>>>> They listened to you guys!!!!! OMFG!
>>>>>>
>>>>>> - Valve official quickplay and matchmaking servers are no
>>>>>> longer listed in the server browser
>>>>>>
>>>>>> On Fri, Jul 3, 2015 at 7:45 PM, Eric Smith
>>>>>> <er...@valvesoftware.com
>>>>>> <mailto:er...@valvesoftware.com>> wrote:
>>>>>>
>>>>>> We've released a mandatory update for TF2. The notes
>>>>>> for the update are below. The new version is 2863548.
>>>>>>
>>>>>> -Eric
>>>>>>
>>>>>> ----------------------
>>>>>>
>>>>>> - Temporarily limited OS X clients to medium texture
>>>>>> quality to resolve random crashes while work is done
>>>>>> on a permanent fix
>>>>>> - Fixed a random crash that affected OSX only
>>>>>> - Updated the collision geometry for the turbines in
>>>>>> Powerhouse
>>>>>> - Dropped weapons now retain their ammo and
>>>>>> ÜberCharge levels unless the player commits suicide
>>>>>> - Valve official quickplay and matchmaking servers
>>>>>> are no longer listed in the server browser
>>>>>> - Players no longer drop their weapons in MvM
>>>>>> - Pressing the action key will now try to pick up a
>>>>>> dropped weapon before trying to use an item in the
>>>>>> action slot
>>>>>> - Spies can no longer pick up weapons when disguised
>>>>>> or cloaked
>>>>>> - Using the mouse to select enemy players on the
>>>>>> scoreboard no longer improperly reveals their class
>>>>>> - Fixed players dropping multiple instances of the
>>>>>> same weapon at once
>>>>>> - Fixed unintended changes to rocket and other
>>>>>> explosive jumping behavior
>>>>>> - Fixed dropped weapons occasionally using an
>>>>>> incorrect skin
>>>>>> - Fixed an issue that was causing the particle
>>>>>> effects on Unusual hats to sometimes draw in
>>>>>> first-person for the owner, or not draw at all to others
>>>>>> - Fixed an issue that prevented Huntsman arrows from
>>>>>> damaging enemy Engineer buildings
>>>>>> - Fixed weapons with attached models (e.g. Festive
>>>>>> weapons, Kritzkrieg, and Botkillers) not rendering
>>>>>> their attachments
>>>>>> - Fixed spies that have picked up a dropped Your
>>>>>> Eternal Reward or Wanga Prick being able to manually
>>>>>> disguise
>>>>>> - Fixed Spy sometimes not being able to use the
>>>>>> Disguise Kit after picking up a new Knife
>>>>>> - Fixed newly created items not becoming Strange
>>>>>> quality, despite receiving the ability to track
>>>>>> kills. Existing items in this state will not be
>>>>>> retroactively fixed.
>>>>>> - Fixed skinned weapons appearing differently after
>>>>>> being traded or listed on the Steam Community Market.
>>>>>> Affected items have been reverted to their original
>>>>>> (permanent) appearance.
>>>>>> - Fixed being able to craft some previously
>>>>>> un-craftable items
>>>>>> - Fixed a client crash related to Killstreak
>>>>>> Fabricators and Chemistry Kits
>>>>>> - Fixed a client crash related to particles
>>>>>> - Fixed the Vitasaw no longer giving its ÜberCharge
>>>>>> bonus after death
>>>>>> - Fixed issues related to picking up dropped weapons
>>>>>> while zoomed in with a Sniper Rifle
>>>>>> - Fixed a bug that caused the Shortstop to reload
>>>>>> faster than normal
>>>>>> - Fixed dropped energy weapons not being able to fire
>>>>>> after being picked up
>>>>>> - Fixed some weapons not displaying their charge
>>>>>> meters after being picked up
>>>>>> - Fixed the box used in the Box Trot taunt sometimes
>>>>>> being the wrong color
>>>>>> - Steam Community Market
>>>>>> - Fixed skinned items appearing as "Decorated
>>>>>> Item"
>>>>>> - Items that are temporarily un-tradable can
>>>>>> now properly be listed on the market
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>>
>>>>>>
>>>>>>
>>>>>>
>>>>>> _______________________________________________
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>>>>>> archives, please visit:
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>>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>> _______________________________________________
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>>>>>
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
>>>>
>>>>
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>>>> please visit:
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>>>>
>>>>
>>>>
>>>
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>>> please visit:
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>>>
>>
>>
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>>
>>
>
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