If update manager is being used on your server, you should be able to edit this code:
updatemgr.cpp
Code:
//squared distances for each level
//these values are pulled out of my ass, should be tuned some day
const float UpdateManager::level_distances2[UPDATE_LEVELS]
= { 50*50, 250*250, 500*500, 800*800 };
//delay between sending packets in each level, in ms
//its best if they are all multiples of UPDATE_RESOLUTION
//these values are pulled out of my ass, should be tuned some day
const int32 UpdateManager::level_timers[UPDATE_LEVELS+1]
= { UPDATE_RESOLUTION, //.3s
2*UPDATE_RESOLUTION, //.6s
3*UPDATE_RESOLUTION, //.9s
9*UPDATE_RESOLUTION, //~2s
34*UPDATE_RESOLUTION //~10s
};
Try something like this for highly increased updates:
Code:
//squared distances for each level
//these values are pulled out of my ass, should be tuned some day
const float UpdateManager::level_distances2[UPDATE_LEVELS]
= { 250*250, 450*450, 800*800, 1200*1200 };
//delay between sending packets in each level, in ms
//its best if they are all multiples of UPDATE_RESOLUTION
//these values are pulled out of my ass, should be tuned some day
const int32 UpdateManager::level_timers[UPDATE_LEVELS+1]
= { UPDATE_RESOLUTION, //.3s
2*UPDATE_RESOLUTION, //.6s
3*UPDATE_RESOLUTION, //.9s
4*UPDATE_RESOLUTION, //~2s
12*UPDATE_RESOLUTION //~10s
};
I really don't know why you would possibly need more than 3 position updates per second. I have to guess that your issue is related to something completely different than position updates, unless you are running that bad revision version. If you try this, don't complain when your server performance sucks :P