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There are still more people playing CS 1.6 than source, it's not as dead as
that.

By the way if someone know about max rate and cl_gaitestimation...

2007/4/29, Roman Hatsiev <[EMAIL PROTECTED]>:
>
> Yes, they fix critical things sometimes, but SMP bug in Windows
> version is still there for example though I personally consider it
> critical. I can come up with long list of relatively simple to
> implement features for HL1 but that would be just a waste of time
> since HL1 engine is dead. End of story...
>
> On 29/04/07, AnAkIn . <[EMAIL PROTECTED]> wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > Even if it's dead, they still do fix for things sometimes. And I think
> it
> > won't take too much time to just make a sprite under mp_consistency?
> >
> > 2007/4/29, Roman Hatsiev <[EMAIL PROTECTED]>:
> > >
> > > HL1 engine is dead. No one is going to touch it. We have to live with
> it.
> > >
> > > On 29/04/07, AnAkIn . <[EMAIL PROTECTED]> wrote:
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > This was posted on HLDS Linux mailing list, but I didn't get an
> > > > answer, so I post it here:
> > > >
> > > >
> > > > Hello Alfred,
> > > >
> > > > To prevent easy-cheating on CS 1.6, I would like to know if you
> could do
> > > > this:
> > > >
> > > > 1) Make the smoke sprite under mp_consistency checks, because of
> people
> > > > using No Smoke.
> > > >
> > > > 2) Making .wad files under mp_consistency check to prevent people
> from
> > > using
> > > > modified textures to have white walls?
> > > >
> > > > I know those exploits are old, but many people use it.
> > > >
> > > > I have also two questions:
> > > >
> > > > I would like to know what is the max "rate" limitation of the HL1
> > > > Engine?(Not by sv_maxrate) In some HL1 NetCode articles I read
> 20000.
> > > But a
> > > > lot of servers make sv_maxrate on 25000.
> > > >
> > > > And what does cl_gaitestimation ? (I just know that it's a netcode
> cvar)
> > > >
> > > > PS: Sorry if my english is sometimes bad.
> > > >
> > > > Thanks you.
> > > > - AnAkIn
> > > > --
> > > >
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> > > >
> > >
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> > >
> > --
> >
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> >
>
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