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Difference between revisions of "Iron Grip: Warlord"

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'''Iron Grip: Warlord''' is a co-op multiplayer game where you fight against large number of advancing enemies. It uses the id Tech 3 engine, which is the same as that found in [[Quake III Arena]].  
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'''Iron Grip: Warlord''' is a co-op multiplayer game where you fight against large number of advancing enemies. It uses the id Tech 3 engine, which is the same as that found in [[Quake III Arena]].  
  
 
== Issues ==
 
== Issues ==
 
=== Netcode ===
 
=== Netcode ===
* The netcode can receive around ~3MB a minute, or 60KB a second. As such, your connection needs to be at least ~533 KBps. The netcode also transmits ~175KB/minute or 2KB/second.
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* The netcode can receive around ~3MB a minute, or 60KB a second. As such, your connection needs to be at least ~533 KBps. The netcode also transmits ~175KB/minute or 2KB/second.  
* During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). You can try adjusting the rate variable within the console to find the best match.
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* During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). You can try adjusting the rate variable within the console to find the best match.
* For this game, Hamachi incurs a significant transmission overhead. You would transmit 10KB per second instead of the 2KB/s.
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* For this game, Hamachi incurs a significant transmission overhead. You would transmit 10KB per second instead of the 2KB/s.

Revision as of 17:50, 12 September 2012

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Template:Infobox

Iron Grip: Warlord is a co-op multiplayer game where you fight against large number of advancing enemies. It uses the id Tech 3 engine, which is the same as that found in Quake III Arena.

Issues

Netcode

  • The netcode can receive around ~3MB a minute, or 60KB a second. As such, your connection needs to be at least ~533 KBps. The netcode also transmits ~175KB/minute or 2KB/second.
  • During game, you may receive "Connection Interrupted" while still receiving real-time updates of enemy movement (but the character is frozen and unresponsive). You can try adjusting the rate variable within the console to find the best match.
  • For this game, Hamachi incurs a significant transmission overhead. You would transmit 10KB per second instead of the 2KB/s.