I concur Tom. The more they share, the better we can provide for a
game we support and have ran servers for since the game released.
Maybe valve will throw us a bone and consider issuing
standard/competitive TF2 cfg's that they feel would represent the
best playing experience for anyone with a
Henry I have every confidence in you and your team, if I didn't, I wouldn't
bother with any of this.
regards and thanks.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Henry Goffin
Sent: Monday, 17 October 2011 3:10 PM
To: Half-Life dedic
On 10/16/2011 10:07 PM, G. Hutchinson wrote:
I wish Valve would issue a recommended server.cfg with a future
release of TF2. They could call it RecommendedServer.cfg or such so
that it would not overwrite those who want to keep their cfg's, and
those of us that would be happy with the recommen
good to know Henry. Thats a pretty reassuring post. Looking forward to it
happening.
On Mon, Oct 17, 2011 at 1:10 AM, Henry Goffin wrote:
> We are currently suffering from a lot of client issues that we hope to get
> fixed ASAP. That is unfortunately clouding the issue of performance. You'll
> ha
We are currently suffering from a lot of client issues that we hope to get
fixed ASAP. That is unfortunately clouding the issue of performance. You'll
have to trust that when the dust from this last megaupdate settles, things will
be better than ever. We are working on settling it as fast as we
I agree with Cc on the FPS issue. Also note the tinkering with any
rates helped some and hurt the majority in what it would affect. My
view has always been setting anything at 100 tic pertaining to TF2
was psychological and a justification to charge $3+ per slot for
GSP's versus the standard $1
Performance is horrible after the update. its not just you. i see lots of
lag and rubber banding. Like i said. I have no problem with it being locked
at 66 tick and 66 fps as long as its stable and smooth which it is not.
On Mon, Oct 17, 2011 at 1:03 AM, Ant wrote:
> I will only agree on one thi
If only, Henry.
However, I have a feeling this issue over fps_max will haunt this mailing
list for quite some time to come.
On 17 Oct 2011, at 06:01, Henry Goffin wrote:
There have been long threads about this in the past. Higher FPS had an
unpredictable and small, but real, impact on "jitter" -
I will only agree on one thing here and that is that game performance has
degraded since the update. I hear more bitching from players re performance
now than I ever have. So many issues i honestly don't know what to bitch
about first, so I am sitting back waiting for others to confirm before I cry
There have been long threads about this in the past. Higher FPS had an
unpredictable and small, but real, impact on "jitter" - depending on server OS
settings and other complicated factors, a 1000 FPS server might have processed
packets a few milliseconds sooner than the same server at 500 FPS..
Trust me its not in my mind. You can setup servers with each FPS and i can
pick out the ones with higher FPS. Im not retard i can feel it in the game.
My system is fine. I dont need to look at other discussions.
If valve can fix this right it wouldnt be a problem but as is the game is
unplayable a
You *think* you can tell the difference because you expect there to be one.
The logic says there isn't. The only time you will see a difference is if
your system can't handle a consistent 66.66 fps. Because with an fps of 250,
for example, on such a system the chance of you dropping below 66.66 is
I know TF2 doesnt work right at 100 tick. Im more refering to CSS. They can
make it work properly but they dont. even locked at 66 tick as it is now
isnt stable at all. If it boiled down to FPS greater then tickrate then why
is it i can tell a difference between 250FPS and 500FPS and 1000FPS? That
For TF2, we are standardizing on what we think provides the best experience
because the server market has gotten flooded with bad information and incorrect
messaging to end users. We are also improving server quality on our side
because it is partially the neglect of the server which led to the
Unfortunately no matter how many times Valve tries to explain this to server
operators at the end of the day they will always say that higher FPS =
better experience, and it is really not the case. As long as your server
holds a steady tickrate and does not drop to say 10 FPS constantly due to
some
Tf2 dosen't work properly at 100tick. That's why they disabled it.
Valve are tying to make a more uniform experience for all players. And at
the end of the day, they have the right to do that and you can't stop them.
There have been so many discussions over fps and it has all boiled down to
an fps
FPS wasnt a useless number. There was a difference in FPS servers quality.
Why are you wasting efforts on trying to mess up the 100 tick mod? Those who
run it obviously want it and your trying to sabotage that. Why you all chose
to lock everything down to on the worst side of the spectrum i dont kn
Bandwidth settings, etc should remain unchanged from what they were pre-update.
FPS has always been a useless number that does not affect server bandwidth or
update rate unless you also run a binary mod that changes the tickrate of the
game. (Some server hosts appear to be doing this now that FP
not sure if this helps you or not but works for me on my tf2servers
66 tickrate server
// bandwidth rates/settings
sv_minrate 13000
sv_maxrate 35000
sv_minupdaterate 33
sv_maxupdaterate 67
sv_mincmdrate 33
sv_maxcmdrate 67
sv_client_cmdrate_difference 1
sv_client_predict 1
sv_client_interpolate 1
Can someone please give me a quick run down of the pro and con of server FPS
cap at 65?
Do I need to change any of my server rate to accommodate this new 65fps cap?
Cheers,
Rob
On Mon, Oct 17, 2011 at 2:45 AM, Saul Rennison wrote:
> Your client FPS is completely separate to server FPS...
>
>
>
Actually we still have output from css and cs 1.6 server if querying fps_max
over rcon, so this should be still working.
From: Sachin Sud
Sent: Sunday, October 16, 2011 4:03 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Max FPS
Oh, I am very new to server thing!
Oh, I am very new to server thing!
But if I cap fps_max in server.cfg the fps used get capped at client side.
Now it does not happen anymore
As fps_max is not required anymore
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Cc2iscooL
We're not talking about client side fps. Server side.
On Oct 16, 2011 8:43 AM, "Sachin Sud" wrote:
> Some of my people are getting 250 to 290 fps in css.
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valvesoftware.com] *On Behalf Of *Lane Eck
Your client FPS is completely separate to server FPS...
Kind regards,
*Saul Rennison*
On 16 October 2011 14:43, Sachin Sud wrote:
> Some of my people are getting 250 to 290 fps in css.
>
> ** **
>
> ** **
>
> *From:* hlds-boun...@list.valvesoftware.com [mailto:
> hlds-boun...@list.valveso
Some of my people are getting 250 to 290 fps in css.
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Lane Eckley
Sent: Sunday, October 16, 2011 7:10 PM
To: 'Half-Life dedicated Win32 server mailing list'
Subject: Re: [hlds] Max FPS
Adve
Advertise much?
-Lane
From: hlds-boun...@list.valvesoftware.com
[mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Server.it -
Zelatech srl
Sent: Sunday, October 16, 2011 9:35 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Max FPS
Still have 1000fps for
Still have 1000fps for cs 1.6 and 100 for css on win 2008.
www.Server.it
From: Saul Rennison
Sent: Sunday, October 16, 2011 3:32 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] Max FPS
Yeah, so you might want to remove "1000FPS" from your hostnames, now.
Kind regar
Were getting 66.66 fluctuating .63 to .68 on all our servers from the box.
Literally no rates specified from the standard out the box from valve,
however we we running at this before this update, if that makes any
difference.
Joe
On Oct 16, 2011 2:27 PM, "Sachin Sud" wrote:
> Hi,
>
> ** **
Yeah, so you might want to remove "1000FPS" from your hostnames, now.
Kind regards,
*Saul Rennison*
On 16 October 2011 14:30, Cc2iscooL wrote:
> FPS is locked at 66 now.
> On Oct 16, 2011 8:27 AM, "Sachin Sud" wrote:
>
>> Hi,
>>
>> ** **
>>
>> With this update fps_max does not work anymo
FPS is locked at 66 now.
On Oct 16, 2011 8:27 AM, "Sachin Sud" wrote:
> Hi,
>
> ** **
>
> With this update fps_max does not work anymore. The fps is based on the
> rates which we set on the server.
>
> Can someone tell me what max fps getting along with rates they have set on
> the server
Hi,
With this update fps_max does not work anymore. The fps is based on the
rates which we set on the server.
Can someone tell me what max fps getting along with rates they have set on
the server.
Thanks
Sachin Sud
___
To unsubscribe, edit your
i run like 74 servers tf2 i think i have had 4 crash may be 5 but from that all
seems good now anyways
From: Sachin Sud
Sent: Sunday, October 16, 2011 12:33 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] [TF2] Server crash with dialog box
Hi,
I run my TF2 on window
Hi,
I run my TF2 on windows based server and they working ok.
The only plugin i m using is sourcemod and metamod.
Server up time is like 18 hours now. No crash observed
Thanks!
On Sat, Oct 15, 2011 at 1:06 PM, Cc2iscooL wrote:
> More specific.
>
> Sys_Error( Closing pack file with open files
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