isnt contagion offline since month?? not showing at that gametrackerthing here on index-site..
where are all the posts i wrote years ago about that problem....
to answer some things...
it doesnt matter anymore, back in the days it were mostly
non-us-players affected by that problem. now it seems to be "even".
but what i know from european side, esp. from germany, is the following crap fact:
the big providers who want like to use the, lets call it "attlantic wire", the cable connection
between europe and the usa, have to buy "bandwithcontingents" to be able to use it.
the problem now is, "they" (the providers) know very well "you" are only a not much paying
cheap lowly flatrate-using customer!
they will send all your datas, and they will recieve all your datas you requested, they must,
cause you still payed for that. but they will not do it instantly when "you" want it, they do
it when they can... even if it means it delays 10 seconds or more. or in other words:
the death of every onlinegamer who needs ultralow pings...
germans main provider "telekomm" had a buyable "feature" called "fastpath", which
turned you more or less into a "vip", and like the name "fastpath" said, it was like you
were privileged with better bandwith and your private things beeing sent first.
but "telekomm" cut that feature some month ago and every online gamer who liked
to play on servers outside europe is really pissed now since that time because pings
skyrocketed, made onlinegaming impossible, even within europe the trouble started.
and now back to my "atlantic wire". one of the biggest rivals from "telekomm", socalled
"kabel deutschland" (cable germany), bought much more bandwith-contingents from
the atlantic cable owners, to have a better advantage against telekomm when fibre optic cable
should be available even in the smallest village with just 3 houses 150miles away from the next bigger city...
but telekomm denied the request to buy bigger contingents just to fullfill the wishes from
a handfull players.
since i have my contract with "cable germany" i have less problems than other german players
like panda or pizzaservice, who whine nearly every single map about that problem which they
didnt have before...
the only difference is, i changed years ago without knowing about that problem since telekomm
denied to upgrade my small villages wire stuff. and i was tired only beeing able to use a
combined 2 x 64kilobit(!)-line... while cable germany offered me 32Mbit (!)
providers dont care about your gaming datas, these are not important enough.
also, most of internetusers are the ones who downloads or uploads many stuff, and if
these up/downloadable things are bigger than 5mb, who cares if there is a 5-10 sec. delay
before your up/download starts or finishes, most important thing is you get what you want
without errors...
but the "vip´s", many companies were treated privileged. their huge amount of datas
will be sent "first", yours after them or between them... and because of that delay ut
doesnt know what to do with those horrible delayed datas and says packet loss...
but tbh... is it really "packet loss"? or is it "a PART of ONE SINGLE packet get lost"... think about it
and you will find out what i mean...
or, to rewrite my question from years ago again:
how does "one" package, that ut sends/recieve, look like?
because... if you really had a 100% packet loss, you would get disconnected...
but instead... you can HEAR every invisible player or monster firing weapons, dying,
you HEAR when you pick up invisible pu´s or when players toss them or weapons to you.
also, with a good spray and play gun like shotty, rl with spreads, flak or particle
you can play and win as #1 player even when playing the last 15 waves completely "blind".
so, if you really had 100% packet loss, how comes you ALLWAYS still could kill monsters???
that only works untill you die and completely lose ALL your weapons because of THAT problem.
but anyways. back to my question:
how does a single package looks like, what size does a single package have, and is
it itself splitted into many parts, like important parts, that MUST BE SENT NOW, like
with what weapon in what direction/angle you aim and fire, and unimportant parts,
like where are (visible) pu´s, players, monsters, weaponfire, what weapons they use
what skins they use etc, like i said, the unimportant things that are marked to be
"if there isnt enough bandwith to send the full packet, delete the unimportant things
from it just to make sure the important things from the packet went through
that bottleneck or send it later when its possible"...
which ends up in you still can "play" but blind in an "empty" map...
or how else could i understand one single packet???
also, Dia-Bllo´s topic still exists here from oct. 2007, and is still not really answered...
http://www.gamingmadness.org/forum/view ... =10&t=2117
still dont understand it 100%, its a bit to technical stuff for me, but i guess paint or mob
might could understand that NOW better than 8 years ago...
i know its a huge long text about that "problem", but could still contain some things
which can be set server- or ut-server-sided... cant tell, i didnt make or know the settings.
hmmm i know im just forgetting things again...
sorry rumple you left to early... no tip i can give you except learning to deal with it or
joining later like in wave 12-14... in hope to play the last waves as long as possible
with all things visible...
oh well, one thing. if you experience the beginning of that "problem", stop beeing a teamplayer!
i know that doesnt sound right, but it is...the truth...
if you jug weps, they are lost, if you switch weps, they are lost, if weps are tossed to you,
they are lost. so, run away and avoid all that... you rarely can see more than 3 pu´s in your
inventory, even when you know you have hundreds of them. even to get rid of all the
"black" pu´s till you get to the pu you wanted to load need ages...
and tbh, im tired to rename into "i am not a pu trash can" or tell players not to dump
every useless pu on me when i join even after wave 5....
just my 2 euro-cents about that never-ending story...
ats
btw. i remember a feature in some downloadhelping programs. you can enable there something
like "do ping every x seconds to keep connection alive in case of slow connection or delays".
if the server is set to "ignore pings", could that be reason why some players (mostly the same
with newer pcs) get so often disconnected from the game in more or less laggy situation,
cause there are windows settings or such like disconnect after 2 seconds no recieving anything?