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. * >> >> >> _______________________________________________ >> 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

