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Up Topic Game lags only for laggy clients?

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In Response to PeterW
And I'm telling you that you got the message wrong imo - brute force is only a good solution for things you don't care about. Chat messages were simply not worth optimizing for the Q3 guys - so what if the game clogs up your connection for the few seconds you happen to be chatting. We are effectively looking into sending 20 "chat messages" per second per client, we have to worry about snowball effects.

Double-sending with strict limits would be acceptable, I think - but I am *very* wary of anything beyond that. Packet size does matter.

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