I think the best solution is probably to send the messages less often. IE, you don't need to regenerate 1 armour unit (or whatever) per second, you could just do 10 armour units per 10 seconds. That would reduce the net traffic due to the armour message by a factor of 10. Or you could just predict the armour regeneration on the client side, and eliminate the messaging entirely (except for when the player gets damaged or gets a powerup or something that affects his armour).
--- _Phantom_ <[EMAIL PROTECTED]> wrote: > Ah, yes, ta Leon and Botman.. I think I've worked it out... the armor > regenerates for the whole game, so it's probably those armor messages that > are causing the problem (100 -> 6000 takes a while) as that was the only > major change since the last test. > > So, I now need a new way around it... > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > __________________________________________________ Do You Yahoo!? Yahoo! GeoCities - quick and easy web site hosting, just $8.95/month. http://geocities.yahoo.com/ps/info1 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

