The closest thing I have seen for a CS 1.6 client is this

http://home.covad.net/~k25125/SteamyThings/NetGraph_Steam.htm

 I hope that helps :)


----- Original Message -----
From: "Philip Koshy" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Friday, July 15, 2005 3:56 AM
Subject: Re: [hlds_linux] Re: Re: Request a higher minimum value for
cl_cmdrate.


> 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.   *
>>
>>
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>
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