On 7/17/05, Steve Dalberg <[EMAIL PROTECTED]> wrote: > Lastly, and I'm not sure on this, but I don't believe that > all updates from a server to client are identical, but I'm not sure...
"Game data is compressed using delta compression to reduce network load. That means the server doesn't send a full world snapshot each time, but rather only changes (a delta snapshot) that happened since the last acknowledged update. With each packet sent between the client and server, acknowledge numbers are attached to keep track of their data flow. Usually full (non-delta) snapshots are only sent when a game starts or a client suffers from heavy packet loss for a couple of seconds. Clients can request a full snapshot manually with the cl_fullupdate command." -- http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux