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Topic: horrible lag in quake 4 |
| tricksta~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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| Orchid~rb |
General Member Since: Dec 23, 2006 Posts: 11 Last: Dec 23, 2006 [view latest posts] |
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| BlanK~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Friday, Nov. 4, 2005 11:57 pm |
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| Quote (tricksta @ Nov. 04 2005, 11:01 am) | people are being tortured by horrible ping in multiplay games in quake 4. we aren't even able to play multiplayer (the whole reason most of us bought this game). please raven, fix this issue with your first patch.
http://www.esreality.com/?a=post&id=912146 |
I also have the problem I have tried everything, other games work fine except this? I just honestly don't get why my ping would be 60 then sky rocket to 999 in seconds when entering a server. PLEASE FIX IT GUYS!! <3 |
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| Idesss~rb |
General Member Since: Dec 23, 2006 Posts: 3 Last: Dec 23, 2006 [view latest posts] |
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| gSTRUCTOR~rb |
General Member Since: Dec 23, 2006 Posts: 24 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Sunday, Nov. 6, 2005 01:50 am |
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Hi, i really dont understand why developers keep pushing our pockets to help hardware [mainly VGA] bussiness. But now it's even worse, they want to help ISP's by forcing us to have better (but NOT really necesary) connections. Dont you guys make enough money by selling your games?
The fact is that the "quake3 cl_maxpackets" command doesnt exists in quake4. What does it mean? that you have NO CONTROL on the number of packets that the game sends to the server -> if you have a 64k upstream connection or a better one supporting low upstream packets/s you are out of luck. Yes that's right, no bots and no internet multiplayer, just LAG LAG and more LAG.
This can easily be fixed with a cl_maxpackets clone. I'd tested it by simulating [~20%] packet loss in my linux router and it works, without degradation on the multiplayer experience.
We are quakers, we love the game, we will do our best to help and we have done your work by analyzing quake4 network traffic to find the reason of this issue, just add a cl_maxpackets clone in quake4 v1.0.0.1 and everything will be fine (at least in the network side ;) |
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| lucas131~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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| playingwithmyself~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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Category: Q4 General Posted: Sunday, Nov. 6, 2005 04:28 pm |
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I am a reasonable person, i dont usualy gripe about minor issues or make mountains out of molehills but FFS! u cant seriously expect me to belive that quake 4 NEEDS 16kb/s upload just to play multiplayer. i play battlefield 2 on 64 player servers with a 30 - 45 ping NO PROBLEMS but simply joining a quake 4 server with nobody else playing gives me a ping off the scale and eventualy times out. i use V.O.I.P on bf2 and my ping is still fine in a 64 player server, im not upgrading to cable to play quake 4, not because i dont think its worth the money or hassle but purely out of principal, this is a travesty of justice to all the loyal die hard quake fans that have barely even looked at unreal or halflife for deathmatch, the ones that played quake one on 32kbps dial up modems and still didnt move from the computer for the entire weekend, i hope u start taking this issue more seriously because i can promise that this problem is going to have an unredeemable adverse affect on quake, john carmack poineered 3d multiplayer networking code and id love to hear what he has to say about this, the unscensored version.
please try and remove some of the unnessacary code from the networking (eg zoomtracking) to eliminate just a little upload on the client side it would be appreciated beyond belief
P.S. it is a reasonable request that only the net code relevant to gameplay be used if large portions of bandwidth were left then demorecording may have been acceptable but i promise im not the only person who feels this way have a look around. |
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| gSTRUCTOR~rb |
General Member Since: Dec 23, 2006 Posts: 24 Last: Dec 23, 2006 [view latest posts] |
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| pablotextoris~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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| kommander~rb |
General Member Since: Dec 23, 2006 Posts: 1 Last: Dec 23, 2006 [view latest posts] |
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mp_TempleCall of Duty: Mods: Multiplayer (624.12Kb)
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