Or just make the client side handle the fade so the server sends only 1 message and clients do the rest.
-----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of tei Sent: Thursday, December 04, 2003 5:48 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] pfnMessageBegin... Humm... thats remind something... I have make a test, eons ago, in my own engine. We have some special tag for gibs to "autofade out". The result whas horrible laggy because the changes where soo often that the engine whas need to send every update for every gib for everyframe.. ARGGH!!... Can be much less laggy to change some value 0.5 every 0.5 s than 0.1 every 0.1 s (x10 less laggy).. The server will send every change, at every frame, soo some smooth visuals can be againts smooth gameplay. Even 0.3 every 0.3 is x3 less laggy :D maybe/not Alfred Reynolds wrote: > Sending 1 byte per user per frame would also cripple you (it's the > volume, not the individual size). > > >>-----Original Message----- >>From: [EMAIL PROTECTED] >>[mailto:[EMAIL PROTECTED] On Behalf Of >>Cale 'Mazor' Dunlap >>Sent: Thursday, December 04, 2003 12:17 AM >>To: [EMAIL PROTECTED] >>Subject: RE: [hlcoders] pfnMessageBegin... >> >>Our biggest message is 9 bytes and its sent once per client >>per connect >>for the weather system. >> >>It only happens on Internet servers, not LAN or local game. We're >>totally stumped, and if this doesn't get fixed, we don't release 2.9. >> >>-Cale >> >>-----Original Message----- >>From: [EMAIL PROTECTED] >>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred >>Reynolds >>Sent: Thursday, December 04, 2003 1:25 AM >>To: [EMAIL PROTECTED] >>Subject: RE: [hlcoders] pfnMessageBegin... >> >>Sounds like you are sending too much data (too many >>MESSAGE_BEGIN()'s or >>too much data in each). >> >> >>>-----Original Message----- >>>From: [EMAIL PROTECTED] >>>[mailto:[EMAIL PROTECTED] On Behalf Of >>>Cale 'Mazor' Dunlap >>>Sent: Wednesday, December 03, 2003 11:09 PM >>>To: [EMAIL PROTECTED] >>>Subject: RE: [hlcoders] pfnMessageBegin... >>> >>>Ok, it isn't the temp ent messages. It looks like the temp ents were >>>just occurring on the map I was testing on, the lag still occurs on >>>other maps. >>> >>>I turned on net_graph 2 to check out the net traffic. I started up a >>>local server and just connected to my own server, I still >> >>had hardcore >> >>>lag. I'm not the only one that experienced this either, every >>>tester for >>>FA has reported this so far. It only seems to happen on >>>Internet games, >>>I've been told it doesn't happen on LAN games. I also know >> >>it doesn't >> >>>happen if I run the game by itself (without a server), using >>>-deathmatch >>>1 in the command params. >>> >>>Could it have something to do with the dedicated server >>>software itself? >>>We've tried both Steam and WON and we get the same results. >>> >>>In regards to my net_graph 2 findings, it looks like >> >>there's a pretty >> >>>decent size packet (the graph went 3/4 the way up my screen >>>in 1024x768 >>>res) getting sent every half second on the dot. I also noticed some >>>other abnormal findings with the lowest graph (the >> >>bluish/orange one). >> >>>It would spike twice then be fine for a few seconds, then it'd spike >>>twice again, then be fine. Since my findings were pretty >> >>systematic I >> >>>assume there's gotta be an explanation for this. >>> >>>-Cale >>> >>>-----Original Message----- >>>From: [EMAIL PROTECTED] >>>[mailto:[EMAIL PROTECTED] On Behalf Of Alfred >>>Reynolds >>>Sent: Thursday, December 04, 2003 12:03 AM >>>To: [EMAIL PROTECTED] >>>Subject: RE: [hlcoders] pfnMessageBegin... >>> >>> { svc_temp_entity, "svc_temp_entity", CL_Parse_TempEntity }, // >>>23 >>> >>>Its temp ents, y'all have too many. >>> ... _______________________________________________ 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

