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Summary 0001956: Clientside ACS calls are bulkier than one would expect bandwidth-wise
Revision 2014-10-11 20:20 by Ijon Tichy
Description For whatever reason, two clientside ACS calls per tic sends 10KB/s worth of bandwidth. For tracer scripts, which must have the tracer drawing clientsided if they don't want to disconnect everyone online, this is not desirable for any large amount of pellets (like, say, a minigun with realistic fire rates).

If there's any way to minimize the size of these calls, it should be pursued so that weaker connections (people still use dial-up!) can handle online play more easily.
Revision 2014-10-19 19:39 by cobalt
Description For whatever reason, two clientside ACS calls per tic sends 10KB/s worth of bandwidth. For tracer scripts, which must have the tracer drawing clientsided if they don't want to disconnect everyone online, this is not desirable for any large amount of pellets (like, say, a minigun with realistic fire rates).

If there's any way to minimize the size of these calls, it should be pursued so that weaker connections (people still use dial-up!) can handle online play more easily.
Revision 2014-10-11 20:20 by Ijon Tichy
Steps To Reproduce 1) Start local testing server with scriptlag.pk3, and cheats on.
2) Open up some network monitoring tool. I used iftop.
3) Join local testing server.
4) give "Pistol Beam"
5) Hold down +attack with the Pistol Beam out.
6) Note the sudden 8KB/s jump.
Revision 2014-10-19 19:39 by cobalt
Steps To Reproduce 1) Start local testing server with scriptlag.pk3, and cheats on.
2) Open up some network monitoring tool. I used iftop.
3) Join local testing server.
4) give "Pistol Beam"
5) Hold down +attack with the Pistol Beam out.
6) Note the sudden 8KB/s jump.






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