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Net_iCompression issue and suggestion #73

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@half-lifeer

Hi. I have one issue and one suggestion.

  1. I tried to use the command net_iCompression = 0 in init.ini, and then dedicatedserver_custom.exe threw an error and closed after I clicked "OK".
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  1. Also, the parameters for net_iCompression (1 or 2) use zlib and LZ compression methods, which are too old.
    So could you implement a newer version, like the LZ4 compression method, in Classic Patch?

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  1. DreamyCecil commented on Sep 3, 2026

    @DreamyCecil
    Member

    Just because those algorithms are old doesn't necessarily mean that they are slow. They still seem good enough for this game and I don't know how much of a difference a modern algorithm would make, considering how small each individual network packet is anyway.

    You should also consider the fact that any new algorithms will not work with vanilla servers and will not speed up anything on the client's side. I may do some testing with it but if I don't see any substantial increase of speed in packet processing and the amount of packets sent at a time, I won't be adding it.

    I'll look into the crash later (although I can already see some issues with reading too much data from packets for some reason).

    Tip for the future: Create separate issues for feature suggestions and bug reports instead of clumping them together.

  2. half-lifeer commented on Sep 3, 2026

    @half-lifeer
    Author

    My apologies for this poor separation.

    You should also consider the fact that any new algorithms will not work with vanilla servers

    That will be a feature to use only Classic Patch for servers with forbid vanilla option.

    will not speed up anything on the client's side

    Sam was made for less than 8 players in multiplayer, and now even with powerful processors, it may lag.

    I may do some testing with it but if I don't see any substantial increase of speed in packet processing

    Make sure you need to test this compression feature with more than 5-8 players. I could help with that.

    Instead of this suggestion, I could test the native compression methods with more than 5 players on the server and send you a debug report. Thanks.

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