{HoF} Evil's Sniper Deathmatch

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Nelsona
Posts: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Thu Jan 09, 2020 9:08 pm

Next chapter: lag producers - people joined with a very high ping, very low score, very... campers, not so much gaming activity. What's up, dudes ? Exhausting net resources for no game ? Worth leaving these "internet connections" to mess around ?
Guys, it's XXI aka 21th century and "high-tech" people are talking about 5G wireless connections and fiber connections and we are still having 457 ms ping ? Are you from another galaxy ? I think on Planet Earth maximum ping value it's around 310-370 ms up to 390, the rest might be "aliens" if we are taking in account technology from now days. Downloading other files while we are lagging servers is not a good practice, you self-claimed geniuses.

I'm asking administration if these "connections" have to be dropped. Does it worth ignoring them ?
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Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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Kelly
Posts: 171
Joined: Fri Sep 29, 2017 1:54 pm
Location: Coos Bay Oregon

Re: {HoF} Evil's Sniper Deathmatch

Post by Kelly » Fri Jan 10, 2020 2:31 am

That's something worth asking Anth or Dots. It would be nice to be able to hard limit clients so that if they exceed a ping value then they get skipped a few times in the replication tree so it doesn't impact the rest of the people on the server. The coop version that Masterkent made that was on my coop server has this ability. If you lag the server it lets you know and warns you. I never kick for it because coop but it's there to be used if you wanted. Be nice if that was available in the UT engine.
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but we’re gonna die one day

Nelsona
Posts: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Fri Jan 10, 2020 6:08 am

I have a toy which I can modify (at UScript Level not concerning replication) and I'm not sure if Nexgen don't have such a feature (or I might be wrong). Player not playing and sitting joined is not helpful at all and has no game at such ping.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

Nelsona
Posts: 647
Joined: Sat Sep 30, 2017 5:03 am

Re: {HoF} Evil's Sniper Deathmatch

Post by Nelsona » Wed Jan 15, 2020 6:32 am

Yesterday evening I did a check at EUTSource games - there is a DeathMatchPlus integrated. Since it has an interesting logging system showing various things I was wondering why it's not used as replacement for default DeathMatchPlus. I see it working fine with XC_Engine and browsing perhaps is doable by making a subclass or testing that IpServer.u spoofing game-type for being visible to plain UT player.
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -

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