Wanted to share a fix that gave some performance improvements in the latest Dod Source release.
bool CDODPlayer::WantsLagCompensationOnEntity( const CBasePlayer *pPlayer, const CUserCmd *pCmd, const CBitVec<MAX_EDICTS> *pEntityTransmitBits ) const { // No need to lag compensate at all if we're not attacking in this command and // we haven't attacked recently. if ( !( pCmd->buttons & IN_ATTACK ) && (pCmd->command_number - m_iLastWeaponFireUsercmd > 5) ) return false; return BaseClass::WantsLagCompensationOnEntity( pPlayer, pCmd, pEntityTransmitBits ); } Add this to your player class, it will inherit from CBasePlayer::WantsLagCompensation. What this is doing it only performing lag compensation calculations in the frames where a player is shooting or has just shot, as opposed to every frame. I'll try to get this into the next sdk code dump as well as some further lag compensation changes that will fix players getting stuck in each other. Matt _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders