Besseres MP Hosting

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    • Besseres MP Hosting

      Hallo miteinader,

      Ich hab da noch nen Tuning Tip ausgegraben der besseres, lagfreies hosting verspricht.

      Quote:
      hi gents,

      Ever see this in the network.cfg before?
      packetSize = 500;

      So, I ran a few tests, in particular:
      packetSize = 250;

      So, for a few days some of us have been testing this. Before, I could host 4 players, but anymore than 4 would mean the game would get laggy. Now, I can host 6 no problem, and I have players telling me my connection is the smoothest they've seen! This is awesome, and to me it makes sense.

      I see it this way: the server spends less time sending a packet to one client, so the server can immediately send a packet to the next client, therefore each client gets updated more often (maybe twice as often?). Besides, we're playing at 28.8 most of the time, so how big do we want these packets, anyways?

      So, what impact does this have on multiplayer games? Does it affect missile or gun accuracy? How can we test this?

      Well, if you try this, I hope it works like it has for me.

      Capt. 941st_VeCTeR
      941st 'Sabre Wolves'



      I can't test this snice I can't host but you guys might want to give it a try.
      _________________
      ~[AeA]-Skarp
    • RE: packetSize

      Ich habe Win2000 installiert und die network.cfg gleich zweimal gefunden :

      Unter
      Programme/Lock On /AsyncNet

      und unter

      Programme/Lock On/Network

      Die erste unter AsyncNet sieht so aus:

      playername = "Raven";
      pingPeriod = 0.3;
      updatePeriod = 0.25;
      packetSize = 500;
      delayFactor = 2;
      delayConstant = 0.5;
      resyncFrame = 10;
      server
      {
      port = 10308;
      type = 0;
      name = "LockOn server";
      mode = 0;
      maxPlayers = 32;
      }
      client
      {
      addr = "217.225.186.150";
      port = 10308;
      type = 0;
      }


      Die zweite Datei unter Network sieht so aus:

      MinPlayers = 2;
      MaxPlayers = 16;
      DefaultPort = 0;
      QuantTime = 100;
      DelayFactor = 1;
      WaitTime = 5;
      PingTime = 100;
      PingRate = 500;
      PingLimit = 4;
      StartNetFrame = 5;
      WaitMeasure = 5.0;
      ApproachTime = 1.0;
      RejoinTime = 300.0;
      InitialJoinTime = 300;
      ChatHistory = 0;
      TrackingClient = false;

      Damit ist wohl klar, daß die Datei unter Lock On/AsyncNet gemeint ist.

      Ich werde das beim nächsten Flugtag mal testen.

      MfG

      Raven