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ping limit

Posted: Sun Feb 25, 2007 9:24 pm
by Coke
joey should set a 175-200 ping limit because i think thats the main cause of lag

Posted: Sun Feb 25, 2007 10:40 pm
by corvey
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.

Posted: Mon Feb 26, 2007 6:37 am
by Coke
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

Posted: Mon Feb 26, 2007 8:46 am
by Intimidator
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.

Posted: Mon Feb 26, 2007 9:19 am
by Coke
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

Posted: Mon Feb 26, 2007 10:00 am
by Intimidator
Well when the server runs 32 people they need something like that.....

Posted: Mon Feb 26, 2007 10:52 am
by Ortega
Coke- that has already been looked at and discussed on the forum

Posted: Tue Feb 27, 2007 12:44 am
by CWO
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.

Posted: Tue Feb 27, 2007 5:19 am
by AXE
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

Posted: Tue Feb 27, 2007 5:24 am
by |bah|Ariel
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 ?