#1 Issue on wL servers - Printable Version +- (wL) Forums (https://war-lords.net/forum) +-- Forum: Community (https://war-lords.net/forum/forum-4.html) +--- Forum: Suggestions or Issues (https://war-lords.net/forum/forum-16.html) +--- Thread: #1 Issue on wL servers (/thread-8214.html) Pages:
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RE: #1 Issue on wL servers - Lieutenant Josh - Aug 04 2012 It is an international community yes, but can we do something about the guys from Siberia?/ Like Those ridiculous auto lag latencies of 500+ that lag no matter what u do to it? RE: #1 Issue on wL servers - M. Bison - Aug 04 2012 There's nothing wrong with the server-side hit registration. Higher pinged players do not cause hit registration to become any less accurate nor does anyone have an advantage (except during extreme lag). People who state these things are either ignorant or arrogant. The actual problem is miscalculations in client-side prediction which can occur in some situations. For instance, one such situation is when you're dink'd/shot in the face and you survive. When this occurs, your cross hair will jump and your shot distribution pattern will change. However, due to delays in networking, your client will register your bullets pre-dink'd, and this isn't accurate with reality. These miscalculations are one of the reasons an aimbot cannot possibly obtain headshots which are truly accurate 100% of the time, although it can obtain them pretty consistently. The aimbot can only knows as much as your client, and your client isn't entirely up-to-date. These graphical issues become more apparent when either server-side fps drops or while playing with higher pinged players. This is due to a greater delay in the packets, which consequently force your client to rely on prediction for a longer duration of time. The server will intentionally buffer a shot until the higher pinged player updates the server or until it hits some arbitrary timeout. This timeout means players will have an advantage over extremely laggy players. After the higher-pinged player finally updates the server, it will then play back the gunfire in order to determine which player killed the other first before updating both clients. These delays mean you can get around a corner via client-side prediction before the server finally steps in and says, nope you're actually dead way over here. The client didn't actually shoot you around the corner; you were dead long before that. If the particular player had lower ping, your client would've been informed of the death far quicker, resulting in client-side miscalculations being less noticeable. There's really only two other nuisances caused by these delays/miscalculations: 1). People using excessive ammunition on players already dead. 2). People seeing a blood splatter on someone's face but then dying. RE: #1 Issue on wL servers - lin3ar - Aug 04 2012 Rates are forced - this makes high ping largely irrelevant unless the players' Internet connection cannot support them, which causes teleporting and skipping. Interp is the result of what Bison described and registry isn't affected unless said player is very glitchy. Server instability isn't caused by large numbers of international players connecting - the recent lag is probably a server side problem on our end that is unrelated to international connections, something along the lines of for example, srcds cores malfunctioning - that's the roots' responsibility to look into though. Anyways, WL has and will always be an international community. We've been successful in this manner and I don't see anything wrong with it so far when we provide a quality gaming community to all players around the world. RE: #1 Issue on wL servers - >RiG-Th!S< - Aug 04 2012 I was wondering about that Bison....still frustrating as hell,atleast now I know why the awpers tend to get me when im past the corner. RE: #1 Issue on wL servers - LordbabY - Aug 05 2012 taking D2 as an example, as soon as it hit 40+ players.. the serious teleport lag kick in.. however, I experience no lag just now perhaps due to the overall low ping players.. most are well under 200 and there are only ~7 out of 40+ with 200+.. the server runs like when it has 30+ but <40.. pretty cool. RE: #1 Issue on wL servers - M. Bison - Aug 05 2012 net_graph 4 and notice the sv field. If you're seeing the number dropping <20, you'll experience substantial lag. It's a good indication the server needs a restart. :eek: RE: #1 Issue on wL servers - LordbabY - Aug 05 2012 when the server has 40+ players, can we postpone the midnight restart to the end of the map.. normally we will lose 1/3 to 1/2 of the population after the restart..and take times to repopulate and invite. |