That's interesting, I was running my Age of Chivalry server last night 
and we were experiencing some serious performance issues (lag, warping, 
etc.).  I thought the problem was my server.

Drek

JäKë T wrote:
> Yes, I've had a lot of my players tell me the server was getting very bad 
> performance.
> Kind of sucks for us trying to get some of our newer servers populated. :(
> Anyways just another person with issues since the update.
>  
> Please fix the performance issues. 
> Thanks.> From: [email protected]> To: [email protected]> 
> Date: Sat, 31 Jan 2009 17:45:16 +0100> Subject: Re: [hlds_linux] Team 
> Fortress 2/Day of Defeat: Source Update Available> > The new update 
> introduces alot of new bugs in TF2:> > - The server performance is bad as 
> hell, even with the same > hardware/settings before this update. The game 
> lags, players get warped > around the map.> - The team color of the HUD 
> messages does not reflect the current situation, > example: Your are in blue 
> team, you see the attacking HUD message in red! > This happens to all HUD 
> messages like dispensers, team mates and so on.> - The color of Ubercharges 
> flips, red Ubercharge turns to blue color and > vice versa, so players are 
> irritated and try to shoot team members.> > Best regards> > Ronny Schedel> > 
> > >A required update for TF2 and DODS is now available. Please run > 
> >hldsupdatetool to receive the update. The specific changes include:> >> > 
> Team Fortress 2:> > - Added percentage to UberCharge HUD panel for the Medic> 
> > - Added upgrade progress and levels to Engineer HUD panel for all > > 
> buildings> > - Added mp_tournament_allow_non_admin_restart server ConVar to 
> allow > > server admin to toggle whether non-admin players can issue the > > 
> mp_tournament_restart ConCommand on the server. Default is 1 (current > > 
> behavior)> > - Added flag to the gamerules entity so map authors can override 
> the HUD > > type being used. Allows map authors to force CTF or CP HUD to be 
> used if > > they mix CTF/CP entities in the map> > - Added check in CTF HUD 
> to make sure it doesn't point at disabled capture > > zones when the player 
> is carrying the flag. Allows map authors to have > > more than one capture 
> zone for each team in the map> > - Changed AutoTeam to give new players to 
> the attackers on attack/defend > > maps if the teams are even> > - Fixed Pyro 
> model not animating in the class menu> > - Fixed players getting stuck in the 
> "prepare to respawn..." countdown > > loop> > - Fixed Natascha not getting 
> the proper 75% of damage and slightly > > increased the strength of 
> Natascha's slowdown> > - Fixed teleporter entrance/exit effects being drawn 
> when they don't have > > a matching teleporter entrance/exit> > - Fixed 
> announcer saying "the cart is nearing the checkpoint" after the > > round has 
> already been won> > - Fixed cloaked spies having a particle-beam effect while 
> standing next to > > a dispenser that's healing them> > - Fixed server crash 
> when trying to load a map that contains control > > points with duplicate 
> index values> > - Fixed several materials warnings in the console> > - Fixed 
> "Cart.Explode" sound script entry using an unknown sound channel> > - Marked 
> the cl_bobcycle and cl_bobup ConVars as cheats> >> > Team Fortress 2 and Day 
> of Defeat: Source:> > - Fixed clients using reloadresponsesystems, 
> sv_soundemitter_flush, > > sv_soundemitter_filecheck, sv_findsoundname, and > 
> > sv_soundscape_printdebuginfo to lag/crash servers> >> > Source Engine:> > - 
> Fixed client "timeout on mapchange" problem> > - Fixed setinfo exploit> > - 
> Marked the r_aspectratio ConVar as a cheat> >> > Server Browser:> > - Renamed 
> "Quick List" to "Map List"> > - Removed minimum ping filter from Map List> >> 
> > Jason> >> >> > _______________________________________________> > To 
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> please visit:> > http://list.valvesoftware.com/mailman/listinfo/hlds_linux> > 
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