Perhaps it is the footstep sounds being transmitted from the server. Try making them client side (even triggered by events in the walk animation?)
On 7/2/06, Skillet <[EMAIL PROTECTED]> wrote:
-- [ Picked text/plain from multipart/alternative ] I'm getting ridiculous amounts of sound network overhead in my mod and I'm not sure why. With net_showmsg 1 I see this message repeated hundreds of times: Msg from 127.0.0.1:27015: svc_Sounds: number 1, reliable, bytes 5 A search of the SDK for svc_sounds brings back nothing and I don't recall making any changes to the server side sound code, so I've got no idea what the source of the problem is. It increases with the number of living players, but seems to disappear completely for me (as the local player on a listen server) when I enable noclip mode or go underwater. I would think it was related to player footstep sounds, but the overhead is still there if I stand still in standard movement mode (despite snd_show indicating that no sounds are playing). The net graph (with like 15 bots): http://img225.imageshack.us/img225/4893/soundoverhead5ss.jpg Ideas? -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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