Hi all,

What should be a good 'unreliable bps send' (unr in f11) to maintain on the client in a lan game?

I am making a fps which can be co-oped up to 2 players (so 1 server+client and 1 client). I have already implemented alot of ifs to let skills only be sent when they change and to let as much as possible be sent in unreliable_mode and as much as possible (without allowing too much cheating possibilities) to be done only on the client.

The problem is that if only even one skill is send by the client, unrealiable bps (unr in f11 window) rises to ~550. Maybe I am wrong, but this sounds alot to me. When client player would move, it sends about ~3 skills most of the time (mainly jumping commands, mouse movement tilt, mouse movement pan), than unrealiable bps rises to ~1000-2500.

So I added SEND_RATE to some of the skills (which does make big difference by the way). For the jumping commands this seems to work fine, but when I add it to the client mouse movement send_skills the client sometimes keeps rotating even if mouse_force is zero (/the client does not touch the mouse):

Code:
if (my.client_id == dplay_id) {
....
if (mouse_force.x != my.ROTATION_PAN) {
my.ROTATION_PAN = mouse_force.x; 
send_skill(my.ROTATION_PAN,SEND_UNRELIABLE | SEND_RATE);}
....
}



How can this be solved?

And lastly, what would be other good ways to futher decrease 'unr bps sent'?

Thanks in advance.

ps: I have dplay_entrate default (0,5).