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Zitat von »"GeNeRaLbEaM"«
Ich hab einen V2 von GP .... I5 mit aktuell 3 Servern 64/40/32 (aber nur der 40`er ist auch voll) die anderen beiden sind noch frisch.
Der 40`er mit aktuell 100% CPU Auslastung.
Ich hab auch nochmal bei FPSmeter.org durchlaufen lassen ... also er kämpft dagegen an, aber z.T. ist wirklich nur noch ZigZag verhalten ...
was tun ?
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Zitat von »"Jason"«
Required updates to Team Fortress 2 and Day of Defeat: Source have been
released. Please run hldsupdatetool to receive the updates. The specific
changes include:
Dedicated server
- Linux optimizations.
- Fixed Linux servers not relisting correctly after a master server restart.
- Fixed a case where servers could have "ghost" players consuming player slots.
Engine
- Marked the "snd_show" convar as a cheat.
Team Fortress 2
New content:
- Added new community map cp_freight.
- Added missing physics models for several items.
- Added jiggle bones to the Sam & Max items, and The Buff Banner.
- Added Crit-a-Cola.
Gameplay Changes:
- Pyro changes:
- Flamethrower direct damage reduced 20%.
- Burn duration reduced (10 -> 6 seconds).
- Airblast re-fire delay reduced by 25%.
- Airblast ammo usage reduced by 20%.
- All reflected rockets/grenades/arrows now mini-crit.
- Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
- Heavy changes:
- Minigun spin-up/down time reduced by 25%
- Minigun firing movement speed increased to just under half-normal (from 80 to 110).
- Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
- Bonk! changes:
- Post-use movement penalty removed.
- Now has a re-use cooldown time, like The Sandman.
- The Chargin' Target changes:
- Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
- Capped the turn rate from +left and +right while charging.
- The Huntsman changes:
- Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
- Bow can now be lowered without losing the lit arrow.
- Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
- Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
- Backpack changes:
- Moved Crafting button out to the root class/backpack selection panel.
- Dragging and dropping items in your backpack now makes appropriate sounds.
- Bot changes:
- Bots don't retreat to gather health as readily if they are in combat.
- Bots no longer retreat when moving to block a point capture.
- Bots should now equip an appropriate combat weapon and fight while moving to collect health.
- Bots who are roaming the map and hunting now chase down their victims, following them around corners.
- Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
- Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
- Added a few more bot names from community suggestions.
- Fixed a behavior loop with Engineer metal gathering.
- The Sandman change:
- Added a slight speed reduction to stunned players.
- Community requests
- Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
- log_verbose_enable default: 0
- log_verbose_interval default: 3 secs
- "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don't have a selectable secondary weapon (like The Razorback).
Bug Fixes:
- Fixed an case where The Gunboats didn't apply their damage reduction properly.
- The amount count in the HUD now flashes red when you're low on ammo.
- Extinguishing a burning teammate now earns a full bonus point (was half a point).
- Fixed a permanent overheal exploit involving dispensers.
- Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
- Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
- Fixed a client crash that could result from players with arrows embedded in them.
- Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
- Added missing map prefixes to server browser game types.
- Killing yourself with your own sentry no longer increments the sentry's kill counter.
- Fixed dropped hats sometimes having the wrong team color.
- Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
- Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
- Fixed Spies disguised as Medics hearing the autocaller sound.
And in addition to those changes, we have made large changes in the Linux
engine, moving to a newer compiler, adding multiple GCC specific optimizations
and changing the filesystem layout for binaries to match more closely to other
platforms builds.
These changes have a few consequences you should be aware of. We have
increased the minimum glibc version to 2.3.6, our survey shows that over 95% of
you already have newer glibc's so this shouldn't generally be an issue. The new
compiler and optimizations has also changed the binary format, if you are using
tools that do binary patches into our engine (SourceMod and the like) then
these will no longer function, the authors of those products will need to
provide updates to get them working again. We have also increased our usage of
threads and mutex constructs, if you see hangs or deadlocks on your server
(when you didn't before) a gdb backtrace of the process will help us pin down
problem.
Jason
Zitat von »"Terrorkarotte"«
Ich betreibe schon länger Orangebox Server (DoDs). Kurz bevor die css beta online gegangen ist, das war ziemlich am Ende vom April, hat valve die binaries massiv geändert. Davor gabs bei der obox nur srcds_i486 für alles, seitdem srcds_linux. Sei diesem Update sind die Orangebox Server bei Spielerzahlen >20 merklich instabiler. Auch hat der Verbrauch der obox Engine nochmals zugelegt (so kommt es mir jedenfalls vor).
Vor dem Update liefen auf meinem System 32 slots mit tick 100 (DoDs hat obox mit t100) auch bei 32/32 stabil. Nach dem Update nichtmal mehr bei tick 33. Unabhängig von der Tickrate beginnen die Server bei mir ab ca 24slots messbar, aber Im Spiel zum Glück nicht spürbar instabiler zu werden.
Da dies von der tickrate (100/66/33) unabhängig, immer bei ungefähr gleichen Spielerzahlen geschieht, würde ich auf einen schlechten Code bzw. Wechselwirkung mit Servertools tippen. Letzteres konnte ich leider bisher noch nicht mit einem vanilla Server gegentesten, weil es sich um einen Gungame Server handelt.
Zitat
seitdem srcds_linux. Sei diesem Update sind die Orangebox Server bei Spielerzahlen >20 merklich instabiler.
Zitat von »"Jason"«
(...)
Server Browser
- Added a warning dialog that pops up to warn players joining games with more than the recommended number of players.
(...)
Jason
Zitat von »"rain"«
hmm das klingt ja schon fast nach Gruppenzwang was Valve da vorhat! Warum können die auch nicht mal der Community entgegen kommen?!