ping limit

General discussion.

Moderator: Forum Moderators

User avatar
Coke
Sergeant
Sergeant
Posts: 390
Joined: Thu Dec 28, 2006 12:11 am

ping limit

Post by Coke » Sun Feb 25, 2007 9:24 pm

joey should set a 175-200 ping limit because i think thats the main cause of lag
Image

corvey
BANNED
BANNED
Posts: 60
Joined: Tue Nov 07, 2006 8:25 am
Contact:

Post by corvey » Sun Feb 25, 2007 10:40 pm

That's kind of bias if you ask me. That means nobody with a higher ping can play at all to see Joey's fantastic mod. Thus means joey's work for world wide fame is wasted to a bunch of local users. I personally would like to see Joey's MOD released for download to the public, and have joey update the mod periodically.

User avatar
Coke
Sergeant
Sergeant
Posts: 390
Joined: Thu Dec 28, 2006 12:11 am

Post by Coke » Mon Feb 26, 2007 6:37 am

rofl seems to me when there is some one with 200 ping the server lags and no one uses joeys fantasic mod because it lags :P
Image

User avatar
Intimidator
Corporal
Corporal
Posts: 276
Joined: Sat Feb 18, 2006 4:04 pm
Location: New Jersey

Post by Intimidator » Mon Feb 26, 2007 8:46 am

I have seen a program that the Omni potents guys run on there server that kicks players automatically if the ping exceeds 150......
Not sure if thats the right number but i know that they run on there assault server.
"The next time you're having a bad day, imagine this: You're a Siamese twin. Your brother, attached at your shoulder, is a pole smoker. You're not. He has a date coming over tonight. You only have one ass."

User avatar
Coke
Sergeant
Sergeant
Posts: 390
Joined: Thu Dec 28, 2006 12:11 am

Post by Coke » Mon Feb 26, 2007 9:19 am

on an assult server u should not need it unless u have like laggy maps and stuff but when it coems to inv so many monsters big maps then to top it off some one with 250 ping
Image

User avatar
Intimidator
Corporal
Corporal
Posts: 276
Joined: Sat Feb 18, 2006 4:04 pm
Location: New Jersey

Post by Intimidator » Mon Feb 26, 2007 10:00 am

Well when the server runs 32 people they need something like that.....
"The next time you're having a bad day, imagine this: You're a Siamese twin. Your brother, attached at your shoulder, is a pole smoker. You're not. He has a date coming over tonight. You only have one ass."

Ortega
First Sergeant
First Sergeant
Posts: 1001
Joined: Sat Jan 27, 2007 2:33 am
Location: Camp Verde, AZ

Post by Ortega » Mon Feb 26, 2007 10:52 am

Coke- that has already been looked at and discussed on the forum
Later all!

CWO
Private
Private
Posts: 20
Joined: Wed Jan 17, 2007 12:31 am

Post by CWO » Tue Feb 27, 2007 12:44 am

umm actually its the other way around... ping packets are low priority so if the server lags, the pings shoot up because ping is one of the last things the server and client care about.

High pings do not cause lag on UT2004. This type of rumor is taken from other games like Age of Empires and such where one high ping WILL lag everyone. I'll explain examples of these...

UT2004: In UT2004 you have the central server and clients connect to the server. Now if someone lags, he tends to become jumpy to everyone including himself. Now this jumpy part is caused by the server and client trying to synchronize with eachother. The server never waits for synchronization, the client must do this. When they do sync up, the server calculates what the client has done between the last signals and these to see if they can possibly be done (speedhack protection and such). Now if the client fails to sync with the server in due time, the client will drop. All the while, the server never stops to wait for the client, it just moves on without it.

Age of Empires: I use this game because this is one of my favorite series and its a perfect example of a game where everyone's ping to eachother matters. In Age of Empires 3, there is no server. There is a host computer that does most of the one-time calculations and instructions that need to be done all during the game but its not the same as a UT2004 server. In Age of Empires, you are connected to everyone in the game and it is your job to send all of the info on your side to everyone in the game. So if you've done something like move your army, your computer must send this information to everyone else in the game and if even only one person doesn't confirm receiving this info, the entire game stops until they do. Age of Empires runs with everyone decentralized where UT2004 runs with everything centralized.

User avatar
AXE
Private
Private
Posts: 45
Joined: Mon Oct 02, 2006 5:54 am
Location: las vegas, nevada

Post by AXE » Tue Feb 27, 2007 5:19 am

JOEY I HAVE A PROGRAM FOR PING LIMITS AND IT IS ADJUSTABLE TO CHANGE HOW HIGH TO LIMIT PINGS.
GOT IT WHEN I HAD A [GU]SERVER ITS YOURS IF YOU WANT IT. LET ME KNOW ILL SEND YOU A COPY

|bah|Ariel
Private
Private
Posts: 50
Joined: Sat Nov 04, 2006 3:30 am

Post by |bah|Ariel » Tue Feb 27, 2007 5:24 am

CWO wrote:umm actually its the other way around... ping packets are low priority so if the server lags, the pings shoot up because ping is one of the last things the server and client care about.

High pings do not cause lag on UT2004. This type of rumor is taken from other games like Age of Empires and such where one high ping WILL lag everyone. I'll explain examples of these...

UT2004: In UT2004 you have the central server and clients connect to the server. Now if someone lags, he tends to become jumpy to everyone including himself. Now this jumpy part is caused by the server and client trying to synchronize with eachother. The server never waits for synchronization, the client must do this. When they do sync up, the server calculates what the client has done between the last signals and these to see if they can possibly be done (speedhack protection and such). Now if the client fails to sync with the server in due time, the client will drop. All the while, the server never stops to wait for the client, it just moves on without it.

Age of Empires: I use this game because this is one of my favorite series and its a perfect example of a game where everyone's ping to eachother matters. In Age of Empires 3, there is no server. There is a host computer that does most of the one-time calculations and instructions that need to be done all during the game but its not the same as a UT2004 server. In Age of Empires, you are connected to everyone in the game and it is your job to send all of the info on your side to everyone in the game. So if you've done something like move your army, your computer must send this information to everyone else in the game and if even only one person doesn't confirm receiving this info, the entire game stops until they do. Age of Empires runs with everyone decentralized where UT2004 runs with everything centralized.
Now this looks very interesting.

Most of my problems lays not in the fact that i with pings from 140 to 190 feel that there is any lag, but it is that i loose sync and i mostly never get it back.

When i asked before the answer i get is that i loose sych cos of lag (high ping).

Is there a way that i can do when i play to make the server "resync".
I loose sync most often when i respawn at a new wave.

Or if i loose sync just go to a place and stand still.

And what is the difference between joining a game at let's say wave 10 and respawn at the same wave ?
For me (as a complete noob when it comes to computer communication) it looks like the same data is transfered between my pc and the server.
Or are there any difference ?

Post Reply

Return to “UT2004 General Discussion”