Permanent Servers |
by eihrul
on 02/03/2002 00:50, 472 messages, last message: 03/21/2008 13:36, 272784 views, last view: 09/30/2024 15:29 |
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Anyone wanting to announce a permanent Cube server should place such announcements in this thread. Of course, the main servers at this point are grunt.splatterworld.de and dark.asamnet.de
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Board Index
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#425: pings |
by ATIRULE
on 11/27/2007 09:25
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A way to limit the clients ping time would be nice
IE clients with ping over XXXX number
would not be able to connect
also I would like a way for server admin to connect to a master mode 3 server so
IE for us clan member haveing a noob lock our Own server for like 5 hours on end is very annoying
maby /connect IP Adminpass -mastermode
btw u can't add the #votemaster command thing with out adding the #kickmaster as well in case some A$$ gets master IE Fraggingfucktard :P
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#426: Re: pings |
by Drakas
on 12/16/2007 12:32, refers to #425
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You don't understand pings at all.
/connect <ip> <password> would be very useful though.
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#427: Re: pings |
by SanHolo
on 12/16/2007 18:47, refers to #426
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Why not? Not allowing players with a ping of 400+ could be useful. ;-)
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#428: Re: pings |
by Drakas
on 12/16/2007 18:50, refers to #427
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You don't understand pings either.
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#429: Re: pings |
by jbuk2k7s cookie has gone
on 12/16/2007 21:18, refers to #427
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A packagejump threshold would work better, seeing as that's what actually matters in sauer.
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#430: Re: pings |
by MovingTarget
on 12/16/2007 22:30, refers to #429
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Correction: packetjump. Yes, that is what really matters. No, I don't think it is useful. Yes, you can pretty easily mod it in.
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#431: Re: pings |
by Drakas
on 12/16/2007 22:53, refers to #430
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Not that easy. You may need to add in some statistics recording, to find out an average or such. + many more complications if someone gets a short burst of lag.
Also, it's the master who should take care of wrappers, not automation.
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#432: Re: pings |
by MovingTarget
on 12/16/2007 23:21, refers to #431
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Averages are quite easy. Take a sample every second or so, calculate the average, and if this behavior has been going on for more than, say, twenty seconds (which we can easily determine), then we disconnect them.
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#433: Re: pings |
by Drakas
on 12/17/2007 08:56, refers to #432
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go on, implement an *efficient* and *reliable* system IF this is so easy.
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#434: Re: pings |
by SanHolo
on 12/17/2007 17:05, refers to #428
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What makes you think so?
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#435: Re: pings |
by MovingTarget
on 12/17/2007 17:36, refers to #434
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Your ping is not all that important, SanHolo. I've seen people with 1,000+ ping play smoothly on a server. Although the smoothness may be somewhat due to Sauer's client prediction.
If anything, PJ is much more important.
Your PJ (packet jump) is the time it takes for packets from your instance of Sauerbraten to travel to the server. These packets contain vital information, such as your position, whether you are shooting, and if so, what gun you are using, etc. If you have a very high PJ, then... you can see what would happen.
To #433: Drakas, calm down. And I will see what I can do about implementing this, on top of all my other projects.
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#436: Re: pings |
by Drakas
on 12/17/2007 17:48, refers to #435
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I'm always calm.
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#437: Re: pings |
by MovingTarget
on 12/17/2007 18:23, refers to #436
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Under fire, maybe.
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#438: Re: pings |
by yetanotherdemosthenescomputer
on 12/18/2007 00:16, refers to #435
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See, and here I was thinking that what you described as PJ was actually the ping, and that packet jump was simply the time between packets during which the engine was required to interpolate the player's movements. Hence, the lower the pj, the smoother the gameplay.
Under your scenario, what does ping mean?
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#439: Re: pings |
by SanHolo
on 12/18/2007 12:51, refers to #435
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I haven't said that ping is important, I just pointed out that restricting players to below a certain ping threshold could be useful. I've seen people playing with 1500+ ms pings, and that's where it starts to make sense. Packetjump is not that different from the ping, but as you say it sounds like the better way to tell players to stay away from the server or to stop downloading pr0n while playing. =)
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#440: New server! |
by afdskjlconorhfjdshk
on 12/26/2007 18:50
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My server will be on and off, but you can
/connect conorkirkpatrick.com
and it should connect...
It shows up as "Real Sauer" or as "Real Cube" in Sauerbraten and Cube, respectively.
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#441: The lots'a'pigs level |
by Poroc
on 01/06/2008 23:23
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Would someone be generous enough to please tell me how to finish the secret imps hideout level?
( The one with 100 pigs ).
Also i think cube should mainly be played by gamers who have only a 56 k modem and 486.
Most of us dont care about the ping ( milli seconds or whatever ).
Richer fellows with broadband and pentium 4 1.7 GHZ + are more than happy with "Sauerbraten" ( Cube 2 ).
Not too mention all the other games that i can only dream of playing.
No offence its logic.
I do know that the old dos games are real kick ass.
Q: Why dont i get a better computer and net connection?
A: Well i would but i am too poor.
I built this computer from "Pieces of rusty old crap" and payed nothing for.
So why should I, when nice and understanding fellows create games like "cube" that work just fine with my box of bits.
Loyal and supporting fellow of generous game makers who donate their time and expertise. I would help but i dont know all that much, ( and cant afford schooling.)
I would donate guys but i dont have a credit card.
Peace out!
My first Blog. Yahoo
Hey everyone i wrote this. Woohoo
Get stuck into em. Yippee
POROC
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#442: Re: The lots'a'pigs level |
by jbuk2k7s cookie has gone
on 01/07/2008 17:22, refers to #441
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What does that have to do with permanent servers?
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#443: Re: pings |
by Megagun
on 01/09/2008 15:43, refers to #428
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Then what *are* pings, and why are they not useful to be measured or limited? Feel free to clarify that instead of just shouting out that people "don't know"?
If I play on my own server and have an extremely low ping, and someone else has a ping of 200, it'll still have a pretty significant gameplay-altering effect, due to the fact that I'm playing "in the present" whereas the other player is effectively playing "in the past". One of the iffy sideeffects this has is that people in the past can hurt you whilst you're nowhere near them, but they clearly hit you on their computer, the server knows this, and you're given some damage. So yes, people with high pings are able play, but you won't ever have the challenging fast-paced closerange "real" encounters with them. Thus if you want a challenging Instagib match (for example), without people yelling "HAX! I WAS BEHIND THE WALL!" and with people having challenging fights rather than picking off people who are just running around "randomly" (but in the past), you'd want to have a ping limit in place, and a packetjump limit, even though that might not be very doable or have any noticeable effect..
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#444: Re: pings |
by SheeEttin
on 01/09/2008 18:48, refers to #443
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The way I understand it, your ping time is the time it takes for a message to go from your computer to the other, while packet jump is how many packets off the other person is playing.
The two are related, but they measure different things.
Feel free to correct me if I'm wrong, though...
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