Posts Tagged ‘team fortress’

The 192 mark has been met. Server Updates, Peak User Levels, Fun Times

Tuesday, October 21st, 2008

Today the newbs servers accomplished something that it has not accomplished ever before.  We had all 8 of our servers 100% full.  This is a total of 192 players on at the same time.  Sure some of the larger server groups are full all the time, but this is a pretty big deal to me, especially since we just got done migrating to new addresses across most of our servers (and one of the servers was JUST added this week).

A large part of this success can be attributed to the die hard newbs, who try each day to start up the servers.  Today after the server updates came out (which I happened to be pretty quick on upgrading our servers for) I saw regulars joining the servers when they came back up, some of these servers filled almost instantly, a couple others took the usual 10-20 minutes of 1v1 to get going ;)

As for the server updates, here is the list, and my take on it…

Added rate limit for several client commands to prevent server spamming

^– I hope this addresses the bugs when poeple change class a billion times in a minute (I’m getting sick of banning people for it)

Added consistency checking for particle systems

^– yay, hopefully this fixes some of the see stuff you shouldn’t be able to cheats

Updated r_particle_timescale ConVar so it can only be changed if the server has sv_cheats set to 1

^– I’m guessing this was being abused in the clients?  (See teleport/cloak forever?)

Updated loading/disconnect dialogs so they’re easier to read

^– New font it seems, is easier to read

Updated Dustbowl, Granary, and Badwater Basin with several exploit fixes

^– anyone have any ideas what these were?

Updated Granary to remove the setup time and gates

^– yay.

 

-octo