I don't think his problem is one message per second...Probably more like he's trying to send tens or hundreds per second. The buffer can accept something like 4k of data before overflowing.
> -----Original Message----- > From: Reedbeta [mailto:[EMAIL PROTECTED]] > Sent: Wednesday, November 28, 2001 5:06 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] Overflow problem > > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders