Packets.
The default setting IS the minimum number of packets. If you're experiencing consistancy failures, you can use the -dup X parameter to send 2 or more copies of each packet, which increases bandwidth requirements but also increases the liklihood that at least one packet will reach its destination intact and on time.
I believe the -net setting can also be used to reduce the amount of data sent and recieved by each client, as they only send their data to the server. (By default, Doom clients send data to all other computers)
I believe the -net setting can also be used to reduce the amount of data sent and recieved by each client, as they only send their data to the server. (By default, Doom clients send data to all other computers)
I'm pretty sure that a few corrections are needed.
The command argument to send extra (backup) packets is -extratic.
The -dup argument (-dup 2, -dup 3, etc.) will reduce the number of packets. For example, -dup 2 will send a packet every two game tics, -dup 3 will send a packet every three game tics. This can help speed up the game on limited-bandwidth connections, usually at the expense of some smoothness of movement.
The network setting argument is -netmode 1. The default is -netmode 0 and this is the original peer-to-peer mode where all computers send data to all other computers. With three players or more, -netmode 1 will cause each client to communicate only with the host. This helps a lot to reduce data "collisions" on a LAN with a large number of players.
The command argument to send extra (backup) packets is -extratic.
The -dup argument (-dup 2, -dup 3, etc.) will reduce the number of packets. For example, -dup 2 will send a packet every two game tics, -dup 3 will send a packet every three game tics. This can help speed up the game on limited-bandwidth connections, usually at the expense of some smoothness of movement.
The network setting argument is -netmode 1. The default is -netmode 0 and this is the original peer-to-peer mode where all computers send data to all other computers. With three players or more, -netmode 1 will cause each client to communicate only with the host. This helps a lot to reduce data "collisions" on a LAN with a large number of players.
It may not have made consistency failures much worse, hard to say. We've still had some problems with con failures even using -extratic, with more "advanced" zdoom maps and also with bots in some conditions. If you think you know what happened in the game to cause the failure, Randy still might be able to use the information to squash another multiplayer bug.
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