In reply to that Valve Developer link posted early in this thread: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
I found the information an incredible read from a players point of view. Is there a similar page somewhere for CS 1.6? I'm curious is 1.6 works the same way as far as the client updaterate/cmdrate and the server ticrate. I've always been at odds about what actually happens when setting such variables... On Thu, 14 Jul 2005 23:55:48, Dan Sorenson <[EMAIL PROTECTED]> wrote: > At 01:00 AM 7/14/2005 -0700, you wrote: > >Dan look over this.... > >http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking > >Then give a rethink of some of what you said.... > > Heck, I'm suprised I came so close on some of these > assumptions I made, and thanks for the pointer. I was basing > most of my logic on the old classic engine, and it's been > about 4 years since I've investigated its behavior. > > However, I don't see where gaming the prediction and > interpolation by cutting client-sent updates wouldn't throw > off the results. Whether the engine would react by going more > or less in favor of one client in this case is not mentioned, nor > would I expect fine details of the server's logic. > > What has me more curious is where it states the Source > engine does entity interpolation with a 100ms delay. I don't think > I can get to my upstream tier 2 provider in under 100ms, let > alone to a server, so right away interpolation is suspect. > That explains a lot of the oddities I see in-game, actually. > It's not the overall rate that's a problem -- I rarely see more > than 64Kbit/s inbound from most servers, it's the latency. > I'll have to experiment some, as we've a number of international > players on our servers with pings in the 120-200ms range > trying to take on 30ms players. Improving things such that > interpolation remains accurate would be a good thing for them. > > - Dan > > * Dan Sorenson DoD #1066 A.H.M.C. #35 [EMAIL PROTECTED] * > * Vikings? There ain't no vikings here. Just us honest farmers. * > * The town was burning, the villagers were dead. They didn't need * > * those sheep anyway. That's our story and we're sticking to it. * > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

