the orignal setting was 1 unit every 0.5second, and it wasnt causing an
instant overflow.. it was taking a few mins of play before it happen

But as I was planing to change to change it to sending a percentage across
when I did the hud anyways I'll make the change now and be done with it.

----- Original Message -----
From: "Leon Hartwig" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Thursday, November 29, 2001 1:14 AM
Subject: RE: [hlcoders] Overflow problem


> 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...
> > >
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