Multiplayer updates
[h3]Version 1.0508[/h3]
🎯 [Multiplayer] You can now disable the default Master Server client-server introduction process for your private Internet games (e.g., those you have added by pressing "favorite" on a public game).
🎯 [Multiplayer] Slightly improved (= reduced) bandwidth for servers.
🎯 [Multiplayer] It is now possible to adjust the network throughput of both server and client through three new variables in the config.cfg-file:
* Networking_MaxUnreliableEntitiesToSendDuringFrame (default: 15; lower means less data to send for the server)
* Networking_MaxUnreliablePacketsPerFrame (default: 5; lower means less data to send for the server)
* Networking_WorldSynchDelay (default: 1; higher means less data to send for both server and client)
Note that if you change these values too much from default, you will end up with weird behavior such as teleporting and rubber-banding for enemies and bullets.
🎯 [Multiplayer] You can now disable the default Master Server client-server introduction process for your private Internet games (e.g., those you have added by pressing "favorite" on a public game).
🎯 [Multiplayer] Slightly improved (= reduced) bandwidth for servers.
🎯 [Multiplayer] It is now possible to adjust the network throughput of both server and client through three new variables in the config.cfg-file:
* Networking_MaxUnreliableEntitiesToSendDuringFrame (default: 15; lower means less data to send for the server)
* Networking_MaxUnreliablePacketsPerFrame (default: 5; lower means less data to send for the server)
* Networking_WorldSynchDelay (default: 1; higher means less data to send for both server and client)
Note that if you change these values too much from default, you will end up with weird behavior such as teleporting and rubber-banding for enemies and bullets.
