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Gmod Changelog
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SaintLuther Online
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#61
11-18-17, 05:34 PM
11/18/17 - New Command

Members can now check the amount of time they have played on a server in a defined time period.

This uses the new !lfgs command which will have more commands added to it in the future.

The syntax to check your time is: !lfgs time (days) (server)

Where days is a number from 1-120 and server is a valid server acronym (ttt, sbox, ph, etc.) or "all" for every server.
Gamemodes with multiple servers (PH1, PH2, PH3) will have your time automatically added up.
Time is updated every day at 11:30 PM, so it will not change until then.
If you use 1 day, then it will be the amount of time you played yesterday.

Example command: !lfgs time 7 ttt
Example output: You have 8.4 hours on ttt in the past 7 days.

You can also use the exact same command in the console, but remove the leading "!".
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#62
12-14-17, 12:11 AM
12/13/17 - Client/Server FPS Counters

FPS counters for the client and server have been added to all servers, and can be enabled in the !lfg menu.
Click and drag them to reposition them to your liking.
   
The Client FPS counter tells you your current framerate.
The Server FPS counter tells you what the server's framerate is running at.
This could be useful for Sandbox admins to determine if lag is being caused only on clients, or if the server itself is experiencing lag.
Ping does not affect Server or Client FPS.
Sandbox Server FPS should be at 33 while other servers will be at 66.
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#63
12-14-17, 06:43 AM
(12-14-17, 12:11 AM)SaintLuther Wrote: Sandbox Server FPS should be at 33 while other servers will be at 66.

Why does Sandbox have half the FPS as the other servers?
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#64
12-14-17, 10:53 AM
(12-14-17, 06:43 AM)Zellogi Wrote: Why does Sandbox have half the FPS as the other servers?

Server framerate = tickrate. Lower tickrate = less cpu usage.
https://developer.valvesoftware.com/wiki...networking
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child beater 9k Away
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#65
12-14-17, 08:11 PM
(12-14-17, 10:53 AM)SaintLuther Wrote: Server framerate = tickrate. Lower tickrate = less cpu usage.
https://developer.valvesoftware.com/wiki...networking

Why not just write tickrate instead of framerate? The server itself isn't rendering anything...
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#66
12-14-17, 08:48 PM
(12-14-17, 08:11 PM)『TXM』Xenon Wrote: Why not just write tickrate instead of framerate? The server itself isn't rendering anything...

He could have server meaning something he isn't showing us that also works for other game modes.
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#67
12-14-17, 08:51 PM
(12-14-17, 08:11 PM)『TXM』Xenon Wrote: Why not just write tickrate instead of framerate? The server itself isn't rendering anything...

tf are you talking about? The server renders models, physics, etc.. Please do some simple fact checking before saying something stupid next time.

   
https://support.steampowered.com/kb_arti...-HMJI-5162
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#68
12-14-17, 10:15 PM
(12-14-17, 08:51 PM)SaintLuther Wrote: tf are you talking about? The server renders models, physics, etc.. Please do some simple fact checking before saying something stupid next time.


https://support.steampowered.com/kb_arti...-HMJI-5162
Well then, that's kinda... weird. Ok I guess.
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#69
12-23-17, 01:03 AM
12/22/17 - Mapvote Fixes

An update to the original Mapvote fixes, the player avatars will now be aligned properly, and the amount of points for each map is correctly shown.

There is still a known bug of a player voting for a map, leaving, and still having their vote count (even though it isn't shown).
This also prevents people from switching their vote back to that map if they had voted for it before they left, switched afterwards, and tried to switch back.
Hopefully fixing that won't take another 6 months.
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#70
12-23-17, 01:43 AM
now the player icons aren't scattered everywhere when voting. cool
[Image: esANH.jpg]
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