Baker wrote:
Isn't what causes the lag for dialup when the SNG is used a whole bunch of extra nails being sent to the client? Nothing the client does by itself could prevent that, if true.
If the server knew the client has the lag command enabled, (and this is the part I was inquiring about:) can the server use a predefined list of entities to ignore, say, all spike models, all gibs, or all bubbles. I know that doing it this way would leave no exceptions for a specific model to show up.
Baker wrote:
Add: Bam, Rook's modified anti-wallhack code may make a MAJOR difference for low bandwidth connections. It checks every single entity (except doors/lifts) for whether or not it is visible and if not, doesn't send it. Maybe this could help you as well. Like player-only anti-wallhack, this is all server side. This is running at Rage/Dredd and the HDZ CTF servers right now.
The reason I never play CTF is party because I ping 300 on the server but mainly because once the player is in view, I lag terribly. This has always been the case, I can play fine until a fight erupts in my line of sight.
Slot, can you shed some light on this?
Thanks, Bam