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Forum: All Forums : Quake 4
Category: Q4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: horrible lag in quake 4
tricksta~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Friday, Nov. 4, 2005 05:01 pm
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
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Orchid~rb
General Member
Since: Dec 23, 2006
Posts: 11
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Friday, Nov. 4, 2005 09:20 pm
It's fine for me...
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BlanK~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Friday, Nov. 4, 2005 11:57 pm
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
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Level 0
Category: Q4 General
Posted: Saturday, Nov. 5, 2005 05:05 am
I have the same problem as well. I spike up to 999 and on the lagometer, I have all yellow. I can still see others moving around in game and they are able to shoot me *aka* the sitting duck lagging :(
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gSTRUCTOR~rb
General Member
Since: Dec 23, 2006
Posts: 24
Last: Dec 23, 2006
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Level 1
Category: Q4 General
Posted: Sunday, Nov. 6, 2005 01:50 am
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
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Level 0
Category: Q4 General
Posted: Sunday, Nov. 6, 2005 01:17 pm
I have same problems

I play on some servers form poland and other countries, in all servers i have very high ping 100-300, i see in lagometer very fast change ping from 20-40 to 300 it suck.

Ok it can be my connection 512/128 kb/s but in q3 servers i have in poland 20-30 ping and 50-60 in germany or so. So i think its very strange cause if i will have lagg connection i think i will have lags in quake 3 and 4 and other games not only q4.
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playingwithmyself~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
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Level 0
Category: Q4 General
Posted: Sunday, Nov. 6, 2005 04:28 pm
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]
Level 1
Category: Q4 General
Posted: Sunday, Nov. 6, 2005 05:23 pm
Good point

Maybe some kind of net_clientEnhacedSampling like cvar that when enabled, fully uses all bells and whistles in the network and demorecording side (for lan/demoediting purposes)

While at 0 it should be as simple and clean as possible (90% of time ,when we are not at lans or editing, but playing online)

So Raven take note, add "net_clientMaxPackets" and "net_clientEnhacedSampling", something else " loyal die hard quake fans"? =>
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pablotextoris~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: Q4 General
Posted: Sunday, Nov. 6, 2005 06:10 pm
Hi Folkz, Hi Ravensoft, ID Software and Activision,

I would like to join request of people in here and many others worldwide.
Before I have found this forum thread (and the one at ESReality aswell), I have performed network connection and throughput tests on my own with almost exactly same result as values that were previously gathered by gSTRUCTOR.

I think it is really important to mention that (according to posts I have read on other forums and according to complains reported by other Q4 gamers I have met online so far),  this "issue" has serious impact on gamers ability to play Q4 online. It seems to be affecting quiet massive group of people - your (so far) very satisfied and loyal customers ;) - so called "Quake addicts" - that bought Q4 with deep belief in you ...while automaticaly counting on certain quality that was brought to us - gamers - along with other immortal FPS games of yours produced in past...

Thanks in advance to all of you, that might be able to help to solve this as soon as it would be possible.
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kommander~rb
General Member
Since: Dec 23, 2006
Posts: 1
Last: Dec 23, 2006
[view latest posts]
Level 0
Category: Q4 General
Posted: Monday, Nov. 7, 2005 03:06 am
hey man! i really dont understand this line of work you guys have, there is supposed to be an evolution, like, in q3 there we have a q3test? remember the purpose? no?, well 4 Xample this kind of (and i want to think that this is a bug) network bug. C´mon guys! dont let me down on this! with the resources you have you could spit that fix in hours!, dont let us down, please...
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