While HL1 and Source games do do networking differently, and at one time
HL1 did suffer from this problem (and assuming you are not running a pre
Steam version of HL1 engine), this problem has been solved for a very
long time on HL1 and did not exist in Source ever.  Now it is also true
that each other those HPB will cause a little more processor power to be
used (and on Source I've done some testing that makes me believe that
high loss players also cause this to an even higher extent), so if you
are running at the point where you are borderline on CPU and two HPBs
join and suddenly you begin to start for CPU time then suddenly you can
have problem like high pings in-game suddenly.  This problem is really
an OS/hardware problem.

Derek Hyde wrote:
That's how it works in srcds, not in hlds, which is the point we're getting
at. It IS a problem in hlds, for those of us that still use HL1 mods,
servers, and clients, we don't have the luxury of having the ability to use
"source" especially for servers like mine, in which the entire system that I
use has been stated that it's not likely going to move to source, ever,
which means, I'll stick to HL1, which, I like better anyway, it's never made
me get motion sick, which I can't say for HL2....

Anyway, to bring it on topic, anyone that wants to dispute the theory, is
more than welcome to join my server next time I have it running full force
again, and I'll get ahold of the guy that notoriously kills my server by lag
because his connection sucks, and we'll see what you see happen.



From: Nashalife | Newbie <[EMAIL PROTECTED]>
Reply-To: <[email protected]>
Date: Fri, 5 May 2006 08:50:07 +0400
To: <[email protected]>
Subject: Re: [hlds] High Ping Players Lag Server?

Whoa DT, don't be that angry, I didn't intend to flame and I did not call
you a noob. "Newbie" is my nickname (as you can probably see in From field
of this e-mail) and it's a long story how I got it. Excuse me if I made you
think that I call you a noob, yet again, this was not my intention.

Coming back to the topic, please take your time to read
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking - it's
all there, clear and simple, describing how networking works in Source, how
lag compensation is implemented, etc. I just don't see the point in
copy-pasting the whole article here.

Cheers,
Newbie ( <- that's my name, not an attempt to insult you)

----- Original Message -----
From: "DT" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, May 05, 2006 3:01 AM
Subject: Re: [hlds] High Ping Players Lag Server?

Well I've only been playing since '99 with beta .9.  I guess that is why
your calling me newbie?  Because I've only seen it happen a million
times.  I say it does and it is a matter of common sense.  You have the
server (1 computer) that is interacting with let's say 30 clients.  So
29 of those are running at a ping rate of under 50 and 1 at 300.  Your
telling me that when I hit the 300 ping guy with 3 hs in a row that he's
300 ping has registered my hits?  Or that his 1 hs on me 300 ms ago
would not affect the other 4 people that are shooting at him at the same
time?  Like in a room with 6 people all shooting at each other.  The
server has to register all hits. Since his are registering 6 times later
than the rest of ours, the server has to "lag" to update "all" of the
information.  I tell you what REAL NOOB, you show me how it's possible
NOT to lag with the situation that I just explained?  Oh! and the 56
k'ers can go to a server where there are other 56 K'ers just like I did
when I was on modem.  Why am I and the other 28 guys who have broadband
penalized because 1 Austrian guy wants to play with us instead of his
own kind?

I am eagerly anticipating your reply so we can see who the real NOOB is.


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