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#2 (permalink) | ||||||||
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SpawnPoint Elite
Hackers Caught: 28 |
and the question is ?
Ok you said it's been a while since you have been on the server so maybe ... it is not the same server than you used to play before ? There are many server cs_assault " dwp off at spawnpoint. if you really want to play there try to change your cmd rate. by typing in the console cl_cmdrate 20 if its still doesnt work . Try to find a closer server. ![]()
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When God keeps silent, we can make him say what we want.
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#3 (permalink) | ||||||||
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Banned
Hackers Caught: 15 |
I'm pretty sure that there are five SpawnPoint assault servers, all of which have DWP turned off. Not sure if this is relevant to your problem, but you may need to get more specific for the techies. I noticed that you used "my ping is surely". Assuming you don't know how to do this already, press "Tab" while playing a game to see the pings for all the current players. Your ping will also be there. If it's over 250 or so ms, this is more than likely a problem with your PC or ISP. When I play CSS, my average 70 ms ping often shoots up to as high as 400 ms (no, it's not supposed to). This is a problem usually caused by spyware, a virus, router issues, or multiple people using the same network. But, like I said, try to get a little more specific and you'll probably get some more helpful help.
Moderators: Is this the right forum for this post? |
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#4 (permalink) | ||||||||
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SpawnPoint Newbie
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Quote:
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#5 (permalink) | ||||||||
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SpawnPoint Elite
Hackers Caught: 28 |
huùm .... to make it short ...its a little trick this setting restricts the number of packets being sent to the server by your client
and can be used to help connection bandwidth related problems for those with low upload bandwidth. Don't over use it on the spawnpoint server please.
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When God keeps silent, we can make him say what we want.
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#6 (permalink) | ||||||||
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Community Manager
Hackers Caught: 93 |
Quote:
You need to type "ping" in console to get your actual ping. These 2 values can and invariably are different (especially if you play with cmdrates etc )Rob
__________________
One of the basic causes for all the trouble in the world today is that people talk too much and think too little. They act impulsively without thinking. I always try to think before I talk..... The world is a dangerous place, not because of those who do evil, but because of those who look on and do nothing.
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#7 (permalink) | ||||||||
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Banned
Hackers Caught: 15 |
I'm going to stop replying to posts asking for help of any kind, because I am a total moron.
Thank you for pointing that out, Raven. Would you mind explaining the difference between ping and latency for me? I've always thought the two to be synonyms. |
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#8 (permalink) | ||||||||
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Community Manager
Hackers Caught: 93 |
Hi mate it's not a problem it is a well known misconception that people think that they are actually the same so to settle a few peoples arguements i've composed this: -
Latency vs. Ping The way Half-Life determines the "latency" value shown in its scoreboard is different than what users generally call "ping". The word latency is a deliberate decision to emphasize that the value shown is a better representation of actual network play than a mere ping. How is ping calculated and how is latency different. Ping is a simple round trip time for a message from one computer to another. It is independent of whether the machine is playing a game etc. It generally is a best case communication round-trip time. In Half-Life, the server tracks round trip times for packets that it sends to the client. The problem that arises is that the client, if it is not running at a high framerate, can have the message sitting in its network queue for a significant amount of time. For instance, a client that is chugging along at 10 fps ( yuck! ) is using about 100 milliseconds to process each frame. The scenario goes like this, on average, you can assume that a message arrives some time during that 100 ms. window. If you assume it can arrive anywhere in that time frame, it's quite possible that the client has already read messages from the network for that frame. If so, then you have to wait 100 ms. until the next time the message queue is read. Then the client must act on the messages. Finally, the client sends its next movement command to the server. When the server receives this movement command, it looks at when it sent out the message that the movement command corresponds to and computes the latency based on that round trip time. If the server is not running at a high frame rate, or even it it's running at 40 fps or so, then it's message queue can lead to inflation of the round trip time as the client's reply sits in that message queue. These numbers are somewhat exaggerated, but you see the point. The server computes the ping over the last 64 messages it received from the client ( ignoring dropped packets ). If the client sees any kind of transient network backlog, or low framerate, it can really skew the overall average latency that is reported. So the road to better latency values involves trying to improve your framerate as much as possible, as well as playing on servers that are running at decent ticrates. ( Such things as video mode, max number of decals, and other settings can have a huge impact on framerate ). This brings up another misconception about benchmarking HL performance. In HL, the timedemo and playdemo commands do not work the same way as in other Quake/Quake2 engine games. In particular, demos always try to play back in the same amount of time it took to record them. Thus a demo that is 10 seconds long and has 240 frames will always play back in roughly 10 seconds. It could be that less frames are rendered on a slow playback machine. But, at most, 240 frames will be rendered ( in this example ). The bottom line is not to use HL demos for any benchmarking. Much better is to use "timerefresh" in a known spot ( or several of them ) to get an idea of your framerate. Or to run with host_speeds set to 1 -- which prints out the current frames per second to the notification area at the top of the screen. These provide a useable benchmark. Here endeth today's lesson ![]() Rob
__________________
One of the basic causes for all the trouble in the world today is that people talk too much and think too little. They act impulsively without thinking. I always try to think before I talk..... The world is a dangerous place, not because of those who do evil, but because of those who look on and do nothing.
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#9 (permalink) | ||||||||
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SpawnPoint Elite
Hackers Caught: 28 |
Hum ..yes..you quite right .. it is not false but I find this was a little bit too concise for an explanation.
Try to argue a little more your comments next time.
__________________
When God keeps silent, we can make him say what we want.
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