On 2/22/06, Benjamin Davison <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > Kills the network, any suggestions on how to lower the bandwidth of NPC's > like the zombie?
Are you sure the lag is network related? AI puts a heavy load on the server, a lot of NPC's on the map will mean the server is doing a hell of a lot more work and using a fair bit more memory than having a bunch of players on the server. First thing I'd check would be cpu and memory usage on the server. The next point to consider is how much information gets sent for each NPC across the network? How much of that do yo need to be sent from the server and can any of it be predicted on the client? i.e. is it really necessary for the NPC position to be updated every frame? Maybe it can be predicted on the client and the server information can be sent less often. Where can you get away with small differences? Where can you get away with big differences? > Or should I roll my own AI(eek) Rolling your own AI won't change the network load unless you make it mostly client side. In any event you'd probably still be better off using the supplied AI and predicting some of it client side. Be aware that moving things client side is not a panacea for lag. My comp is running pretty close to maxed out on some mods, so while moving a whole lot of stuff client side may reduce network lag, it may also hammer the client in to submission :} Good luck! I think more mods should have AI in MP/Co-op, so let us know if you find a good solution :) -- Jeff Fearn "Postmodernism: Once more without feeling." -- Geoffrey Nunberg _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

