Author Topic: UDP packets  (Read 2559 times)

Offline V!RaL

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UDP packets
« on: March 09, 2010, 04:32:11 AM »
Server A (Server I want to send packets to)
Server B (server I want A to uncompress, then send packets to)
??? (something to compress packets, and direct them to server A)

Is there anyway to set up a tunnel to server A to send and compress my UDP packets, and have A uncompress them, and send to B. I'm on dialup, Was thinking that if I could compress my packets, would lower my ping by increasing upload speed for smaller packets, and once at the server, have it uncompress them and send to server I'm playing on (B) Anyway this is possible?
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Offline [BTF]adam

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Re: UDP packets
« Reply #1 on: March 09, 2010, 05:21:41 AM »
Server a sends engineer
Server b sets up broadband
?????
PROFIT!
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Offline [BTF]Defiant!

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Re: UDP packets
« Reply #2 on: March 09, 2010, 06:07:02 AM »

For Q2, use r1q2 and against an r1q2 server, done.
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Offline V!RaL

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Re: UDP packets
« Reply #3 on: March 09, 2010, 09:24:02 AM »
Adam, I live in the middle of nowheres rofl, They don't have highspeed hookup where I live :(, Eh, Defiant could you explain a little more? "against an r1q2 server" meaning what?
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Offline Randy

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Re: UDP packets
« Reply #4 on: March 09, 2010, 01:34:51 PM »
R1Q2's netcode working on R1Q2 hosted  servers.


aka using cl_async 1 and r_maxfps to control your cl_maxfps,and cl_maxfps to control your packet rate.
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Offline reaper

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Re: UDP packets
« Reply #5 on: March 09, 2010, 02:34:00 PM »
light only travels so fast, and your latency is probably not great affected (if practically at all) by the size of the packet.
q2 only requires little bandwidth, the size of the packets do affect the serialization delay ( http://en.wikipedia.org/wiki/Latency_(engineering) , but because q2 uses little bandwidth it doesn't matter.

when you go from a>b to a>b>c you are going to add latency.
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