- Excessive messages are a logical starting point
- Including player data in the entity updates and having a lot of moving
entities (like we do with helicopters and APCs) is another thing to check
(if you added things to delta.lst or use that for significant amount of
client updates as we do). I made this mistake once.

Don't know of any articles, and finding these things was for us a very
manual process. Also, be wary of sending messages to all players in loops
and such, particularly at initialization, we were flooding clients with
that at one time).

If you have a 'zone' type entity, don't send messages for in/out of the
zone, use something in a delta instead (much more efficient, you send bits
rather than bytes).

Hope those are some places to look for evilness in your code. You could try
disabling some of the changes you've made. Testing early and often helps,
but it's often hard to manage with a really rough product and volunteer
testers who have more polished mods to play :).

Good luck!

At 12:13 AM 6/20/2003 -0400, you wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Has anyone else had any seemingly rare problems where their mod gave some
people an unusually high choke?
In one server on the first map, My choke was nearing 100 and It was as if
i lagged out but had 40ms ping, next map it was on 2 other people, but my
choke was 80-90 yet it was very smooth for me.

If there are any articles code related to HL choke as possible causes (I'm
thinking MESSAGE_BEGIN/ENDs...) I would be much obliged
--

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