Laggy players


(nonoMapper) #1

Howdy SD,

sometimes i have players that lag allthough they have a normal ping between 60-90.
These players had a normal movement before with the same ping so i am wondering if there is a client setting that causes players to appear laggy but they dont notice it themself. Only other players see them laggy and therefor is hard to hit.

Is there some kind of setting that can cause this laggy behaviour? maybe i can prevent it by forcing a cvar.
(i allready checked google but gave up since laggy topics are en masse on the internet…)

Thanks in advance:)


(Mateos) #2

You can have a good ping (Close from the server), but have a connection bad enough to lag.

I know a guy with 250 of ping because he lives in Brazil and play on a server hosted in France, but his connection is good enough to never lag.


(nonoMapper) #3

yeah but the problem is that they live near the server, those 2 players (italian and czech) never lagged before and all of a sudden they do.
I am not saying that they do this on purpose but i was wondering if it’s possible cause those players probably WOULD use it :wink:

I honestly can’t imagine that you dont have visual lags when you see a 250ping player because thats laggy for sure dude. Anything above ~180 is laggy for me and almost unacceptable for me to play decent (well, when i am in the mood to frag but when i play for fun i don’t care too much…)

He’s not using wlan and this remembers me of a dutch guy having the same crap allthough the server was located in the netherlands. He had an awesome ping (~15) before the lags came.
Ok, it could be that his installment of wolfet is full of stuff…after a while wolfet tends to screw up.

It’s just that it happens more often lately and i was wondering…out loud;)


(Patriotqube) #4

try do a /players in console

if the nudge is anything else than 0 theyll most like appear to be lagging some ppl has it set to -50 which makes them almost unhittable

and there are scripts you can use also causing that, only reason some are doing it is to get the almost unhittable status.

or try and get the guys name, and check in logs what settings he have.

or he is simply a polagger :slight_smile: sorry couldnt resist


(nonoMapper) #5

Hah, a good idea and why didnt i come up with that…well, too late now;)
But thanks, i will try that out when i see one of them sneaky bastards (if i am asuming correct that is)


(zbzero) #6

The player who Mateos was talking about was me and i dont lag, but i have some delay because of my hing ping.

But about your players they can use some kind of lagscript to make them unhitable, what im trying to say is can use the client/server cvars to make them unhitable, exemple:

they can bind something like that --> bind mouse1 +attack; cl_maxpackets 30; com_maxfps 76; cl_maxpackets 60; com_maxfps 40; cl_timeNudge -10; com_maxfps 125; cl_timeNudge 10 …

this will make them unhitable while they are shoting (this exemple not work, its just an exemple) but they can create scripts with “vstr” to change their settings while running or shoting and they will be very unhitable.

So my advise is fix the server settings to block changes of players and make them all playing with the same cvars.

You can do that forcing all players use the same settings using “sv_cvar” and “forcecvar”

exemple:

sv_cvar rate EQ 25000
sv_cvar snaps EQ 20
sv_cvar cl_maxpackets EQ 100
sv_cvar cl_timenudge EQ 0
sv_cvar com_maxfps IN 40 125
forcecvar r_ambientScale 0.5

using these will make the players unable to use different settings/cvar while connected in your server, in my opinion will decrease the possibilities of a player exploit the use of these cvars while ingame.

I hope it helps you.

Regards,
Rod.


(nonoMapper) #7

Thanks zbzero, most of those settings are allready setup.

The only difference is that i have the rate on 35000, the maxpackets 50, but NO timenudge so i added that one. Now i have to wait until they show up.
However i dont have the ambientscale nor the com_maxfps setting, i gotta google that up first cause i have no idea what that does. (nor do i have with timenudge and will google that too…now)

But thanks for now guys, i will test and hopefully come back with some results


(Mateos) #8

com_maxfps just capped the game FPS, at least on client side… I have it on 125 :slight_smile:

The one zbzero posted force clients to have it between 40 and 125, seems correct. I dunno about the lower value, but the 125 one, I always heard was the best max cap for it?


(zbzero) #9

i really recomend you use rate, maxpackets and timenudge fixed values like 25000/35000, 100 and 0 and snaps in 20.


(sneak) #10

[QUOTE=zbzero;403533]The player who Mateos was talking about was me and i dont lag, but i have some delay because of my hing ping.

But about your players they can use some kind of lagscript to make them unhitable, what im trying to say is can use the client/server cvars to make them unhitable, exemple:

they can bind something like that --> bind mouse1 +attack; cl_maxpackets 30; com_maxfps 76; cl_maxpackets 60; com_maxfps 40; cl_timeNudge -10; com_maxfps 125; cl_timeNudge 10 …

this will make them unhitable while they are shoting (this exemple not work, its just an exemple) but they can create scripts with “vstr” to change their settings while running or shoting and they will be very unhitable.

So my advise is fix the server settings to block changes of players and make them all playing with the same cvars.

You can do that forcing all players use the same settings using “sv_cvar” and “forcecvar”

exemple:

sv_cvar rate EQ 25000
sv_cvar snaps EQ 20
sv_cvar cl_maxpackets EQ 100
sv_cvar cl_timenudge EQ 0
sv_cvar com_maxfps IN 40 125
forcecvar r_ambientScale 0.5

using these will make the players unable to use different settings/cvar while connected in your server, in my opinion will decrease the possibilities of a player exploit the use of these cvars while ingame.

I hope it helps you.

Regards,
Rod.[/QUOTE]

Why are you using sv_cvar to set an “EQ” value then using forcecvar for the same thing? Little odd how you work lol…

[QUOTE=nonoMapper;403537]Thanks zbzero, most of those settings are allready setup.

The only difference is that i have the rate on 35000, the maxpackets 50, but NO timenudge so i added that one. Now i have to wait until they show up.
However i dont have the ambientscale nor the com_maxfps setting, i gotta google that up first cause i have no idea what that does. (nor do i have with timenudge and will google that too…now)

But thanks for now guys, i will test and hopefully come back with some results[/QUOTE]

ambientscale has nothing to do with players lagging, it’s something he took as an example probably. the only cvars that would change network settings are maxpackets, snaps, rate, and timenudge. I don’t understand why you use 35000 rate, 25000 is perfectly fine. (or can someone point me to proof/reason why people sometimes use 35000 and 45000?).

Here’s a good example of which cvars to force and to what:

  command "sv_cvar cl_freelook EQ 1"
  command "sv_cvar cl_pitchspeed EQ 0"
  command "sv_cvar cl_yawspeed EQ 0"
  command "sv_cvar cl_timenudge EQ 0"

  command "sv_cvar b_simpleitems EQ 0"

  command "sv_cvar cg_bobup IN 0 0.005"
  command "sv_cvar cg_fov IN 90 120"
  command "sv_cvar cg_shadows IN 0 1"
  command "sv_cvar cg_autoaction IN 2 7"

  command "sv_cvar rate EQ 25000"
  command "sv_cvar cl_maxpackets EQ 100"
  command "sv_cvar snaps EQ 20"
  command "sv_cvar com_maxfps IN 40 125"

  command "sv_cvar m_pitch OUT -0.015 0.015"
  command "sv_cvar m_yaw IN -0.022 0.022"

  command "sv_cvar r_ambientScale EQ 0.5"
  command "forcecvar r_ambientScale 0.5"
  command "sv_cvar r_drawentities EQ 1"
  command "sv_cvar r_drawworld EQ 1"
  command "sv_cvar r_lightmap EQ 0"
  command "sv_cvar r_showmodelbounds EQ 0"
  command "sv_cvar r_showtris EQ 0"
  command "sv_cvar r_znear EQ 3"
  command "sv_cvar r_allowextensions EQ 1"
  command "sv_cvar r_ati_fsaa_samples EQ 0"
  command "sv_cvar r_ati_truform_tess EQ 0"
  command "sv_cvar r_clamptoedge EQ 1"
  command "sv_cvar r_colorMipLevels EQ 0"
  command "sv_cvar r_depthbits IN 24 32"
  command "sv_cvar r_detailtextures EQ 0"
  command "sv_cvar r_flares IN 0 1"
  command "sv_cvar r_ext_ATI_pntriangles EQ 0"
  command "sv_cvar r_nv_fogdist_mode INCLUDE NV GL_EYE_RADIAL_NV"
  command "sv_cvar r_primitives IN 0 2"
  command "sv_cvar r_subdivisions IN 1 20"
  command "sv_cvar r_lodcurveerror GE 60"
  command "forcecvar r_wolffog 0"
  command "forcecvar r_zfar 0"

These are for etpro, you may need to modify the method a little for another mod. sv_cvar doesn’t work in etpub and some other mods. Nitmod does support the same format as etpro. Also note the b_ cvars only work in etpro.


(Mateos) #11

Rate at 25 000 crash certain servers, at 35 000 as well… Find the correct one which doesn’t crash yours.


(Dragonji) #12

[QUOTE=sneak;403647]Why are you using sv_cvar to set an “EQ” value then using forcecvar for the same thing? Little odd how you work lol…
[/QUOTE]
Because forcecvarsv_cvar EQ?


(zbzero) #13

sv_cvar and forcecvar are different things, some cvars cant be forced to clients using sv_cvar and others by forcevar so you must use the necessary one for each case.

the sv_cvars and forcecvars i wrote in the post was an exemple, i not said to use it in his server, i wrote it to give him a hint.

I think all the server admins should use global configs as exemple to fix some exploitable cvars in servers by malicious players who will abuse when they saw its not restricted.


(nonoMapper) #14

Well i tried to play around with those settings without results so i quess i will have to live with those few laggers.

Thanks for the help:)