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Date:      Tue, 11 Dec 2001 16:52:44 +0000 (GMT)
From:      =?iso-8859-1?q?Gavin=20Kenny?= <gavinkenny@yahoo.co.uk>
To:        Chris Dillon <cdillon@wolves.k12.mo.us>
Cc:        questions@FreeBSD.ORG
Subject:   Re: Network Gaming - for work!!
Message-ID:  <20011211165244.60462.qmail@web20006.mail.yahoo.com>
In-Reply-To: <Pine.BSF.4.32.0112111008460.20298-100000@mail.wolves.k12.mo.us>

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 --- Chris Dillon <cdillon@wolves.k12.mo.us> wrote: >
On Tue, 11 Dec 2001, [iso-8859-1] Gavin Kenny wrote:
> 
> > well it must be Christmas. I'm performing a study
> that looks into
> > the use of Satcoms for broadband access and in a
> meeting it was
> > stated that Gaming wouldn't work because of the
> link latency.
> 
> Recent versions of the Half-Life server now use some
> nifty code that
> compensates for high link latencies and allow such
> unfortunate players
> a fair chance at hitting the other players with the
> lower pings. :-)
> 
> The Half-Life server is available in the ports
> collection and it works
> fine.  The game itself is currently only available
> for Windows, AFAIK.
> 
> Really, the only games where a high link latency is
> going to hurt
> things is in first-person shooters where you put the
> crosshair on a
> moving target and hit the button and expect it to
> hit the target.  In
> real-time simulation games (Red Alert, Age of
> Empires, StarCraft,
> WarCraft, to name just a few), link latency doesn't
> matter too much.
> Of course any game not classified as real-time
> (multi-player classic
> games like chess, poker, whatever) won't care the
> least bit about link
> latency.
> 

So how do I set it up? Is there a FAQ or How-To? I
build the server port and then what about clients? Are
there config files? Sorry if these are dumb questions
but other than hearing about Half Life I've never
played.

cheers

Gavin

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