the 100ms delay doesn't mean that latencies higher than 100ms are
hopeless. Don't know how you gleaned that from it. The only time that
would hold true is if the server operator had sv_maxunlag set to 0.1,
but 1.0 is the default. Players with a lower ping/latency still have
an advantage in some
What has me more curious is where it states the Source
engine does entity interpolation with a 100ms delay.
To quote:
The Source engine does the entity interpolation with a 100-millisecond delay
(cl_interp 0.1)
Therefore the 100ms delay is adjustable client side. Dropping cl_interp to 0.
02
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
Hi y'all!
Can someone explain the cvar cl_downloadfilter and the options?
I only know nosounds
regards
-r99t
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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: hlds_linux@list.valvesoftware.com
Sent: Friday, July 15, 2005 3:56 AM
Subject: Re:
Sorry If I missed It.Ive searched my little head off.How do I set up my apache
so that the clients In the server are the only ones who can download.And not by
going to the url In a web browser...Any help would be very kind
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