Nice articles! I have only read the valve one so far but I learned soo much from it. I used those commands alot when playing Counterstrike but never really understood what they did. Very interesting.
A few Questions remain though. If you have read the valve one, you will find that each user can set the frequency of their game updates. One player can receive 20 updates per second, or roughly 1 update every 3 loops, while another player receives 15 updates per second, or 1 update ever 4 loops. So the server must have to keep track of which updates it has sent to each player. With 32 player games, that is alot of gamestates to keep in memory.
I got to thinking about how to implement this using DarkNet and think I have my own personal best case implementation. Each player gets their own "update" packet (mn Create Packet). Every time something in the game changes, that information is added to each player's update packet. Those packets are then sent at each player's update frequency. When your game can have unlimited packets this seems like an easy solution. I honestly cannot think of a way to implement this with Multisync or DBPro's base commands, but it has been awhile since I used Multisync too...
Definately going to tag this thread for updates. I only had time to read one of those articles tonight, but man was it a good find.