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spammah

The latest TF2 engine patches

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In the last engine update....

 

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

 

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)

 

Fixed an issue with the multi-threaded renderer which could cause a crash on map change

Adjusted whitespace to improve formatting in status command output

Changed stats output to show KB/s instead of bytes/sec, added a connections column, and changed the users column to "Map changes"

Fixed game servers not being able to execute the retry command due to the dependence on the connect command (which is not executable by game servers)

Made sndplaydelay executable by servers

Server frame rate is now based on the tickrate of the active Source mod, not the fps_max convar

Server processing delays have been reduced, especially for servers on modern Linux kernels

Entity processing logic has been optimized to significantly reduce CPU usage on full servers

Multi-threaded server code is now enabled by default under Linux (already enabled on Windows)

An exploit with non-printable characters causing lag on Windows servers has been fixed

CPU is fully yielded back to the system whenever the server is running faster than the tickrate

Dramatic increase in performance for low-level math libraries

 

Does anybody feel a difference when playing TF2 in public or pugs or scrims now?

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