Andreas "bds" Thorstensson has written a nice article about the Half-Life net code. The article, Half-Life Net Code Explained Part II, should help you minimize choke, change your net code settings for the better, and learn about how servers and clients transfer game data. Here is a little teaser:
As some of you already know the net code will change in 1.6. The math which the client and server do for the lag compensation has been changed. This means that ex_interp now can (and should) be set to 1/cl_udpaterate (0.01 with cl_updaterate 100) to 0.1. Why the new formula is 1/cl_updaterate is because, assuming that there is no choke nor packet loss, players and objects will move continuously and receive the next update from the server right after they are finished interpolating.So go read it right here before you end up looking like a fool.
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