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View Full Version : Are all scripted servers that laggy?



XyZspineZyX
08-29-2003, 06:30 PM
Just wondering about all this scripted thing. I was thinking about running scripts on VFC*HOST server...but after visiting quiet a few scripted servers i am not sure if i want to do that. I don`t know what causing lag on servers that run scripts on HL...Either it`s script itself, or maybe hosts outdone themself with number of players. But i didn`t find it enjoyable at all. No offence to anyone, just expressing my thoughts. When people with 40-50ms pings are starting to wonder around in my crosshair contstantly..i get rather irritated and usually leave. I think there are a lot of factors that make smooth steady server...starting from security settings, amount of people, scripted or not... and even map itself. Just my observations.

Regards,
VFC*Crazyivan
http://www.rmutt.netfirms.com/ivan-reaper.gif

"No matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down." Ivan Kozhedub

XyZspineZyX
08-29-2003, 06:30 PM
Just wondering about all this scripted thing. I was thinking about running scripts on VFC*HOST server...but after visiting quiet a few scripted servers i am not sure if i want to do that. I don`t know what causing lag on servers that run scripts on HL...Either it`s script itself, or maybe hosts outdone themself with number of players. But i didn`t find it enjoyable at all. No offence to anyone, just expressing my thoughts. When people with 40-50ms pings are starting to wonder around in my crosshair contstantly..i get rather irritated and usually leave. I think there are a lot of factors that make smooth steady server...starting from security settings, amount of people, scripted or not... and even map itself. Just my observations.

Regards,
VFC*Crazyivan
http://www.rmutt.netfirms.com/ivan-reaper.gif

"No matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down." Ivan Kozhedub

XyZspineZyX
08-29-2003, 06:34 PM
I don't think the script itself has any effect on lag. It doesn't cause any more data to be transfered than would normally. I've run the script in DF missions, and noticed no effect.

Its probably just a matter of the hosts having crummy machines, or having too many ground objects or flak. Some hosts like to clutter their missions for some reason.



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XyZspineZyX
08-29-2003, 06:36 PM
Tell me mate, what kind of machine you hosting on and how many ppl you usually allow?
Much appriciation.

V!

Regards,
VFC*Crazyivan
http://www.rmutt.netfirms.com/ivan-reaper.gif

"No matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down." Ivan Kozhedub

XyZspineZyX
08-29-2003, 06:49 PM
1.153ghz, 512mb, GF4 4400, cable.

If I'm hosting I set graphics very low, so I always get at least 50fps. Ppl usually complain about lag when the host machine is chopping. It should be avoided at all cost, in FB and also in other games without dedicated servers. As soon as the host is chopping, updates are no longer done properly, regardless of how fast the connection is.

Also, I just use token flak and maybe a handfull of static planes or tanks. Only place objects that directly pertain to the mission, not put dozens of tanks all over the map or dozens of static planes at the airfields. If the client machines start chopping, they will lag out more too (like when they fly over a city and start warping due to low fps).

The map has a lot to do with lag too. The new FB maps have huge memory requirements and will cause the host and client machines to chop, and with more resulting lag. Especially if some client machines have little memory, using a Finland map kill the FPS. I usually use old IL-2 maps (Prokhorovka or Smolensk is good, small maps, few objects, small towns) or even better, the multiplayer maps. Of course Berlin is a no-no. Whenever I use onlinesummer1 or onlinesummer2 my server is always much smoother, both in FPS and lag.

Also boot the laggers. One guy with 700 ping or a guy with pentium 266 has a big effect on everyone else.

With this setup I do 16 player coops or dogfight with no noticable warping. I don't do more than that b/c of lag and dogfight respawn pauses. Its not a matter of how many ppl you can cram in a server, but how nice a game you can have.




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Message Edited on 08/29/03 11:55AM by StG77_Fennec

Message Edited on 08/29/0311:56AM by StG77_Fennec

ZG77_Nagual
08-29-2003, 06:52 PM
2.4 p4, 1 gig ddr ram
On a t1 - people still complain but i think it likely it's their connection - I don't play on the host - it's dedicated as a server

http://pws.chartermi.net/~cmorey/pics/p47janes.jpg

XyZspineZyX
08-29-2003, 07:15 PM
I run scripted servers with the more resource unfriendly maps such as Berlin with tons of static targets and AAA. The reason I do this is because the whole point in scripting a mission is to have objectives such as destroying a tank platoon. My system isn't all that great but I run it VERY clean (no programs in background except HL). I can host 12 players and be warp free unless someone is on a 26k modem. Here are my system specs:

Windows 98SE
AMD XP2000+
640mb PC133
SBPCI 128
ATI Rage Furry Maxx 64mb (new card is in mail /i/smilies/16x16_smiley-happy.gif )
ADSL 1.5m downlod, 180k upload.

<center>----------------------------------------------------------------------------------------------------------------
I/JG1 Oesau (http://jg1-oesau.org) is recruiting. Join us!

Stab.I/JG1Death at HL, Maj_Death at Ubi.com

At the start of WW2 the German army lacked experienced anti-aircraft gunners. The average gunner was so bad that the USSR decided to help them out. They did it by forcing some of their pilots to fly I-153 flak magnets. These planes were slow but very sturdy. This allowed German anti-aircraft gunners to get a large amount of target practice on a relatively small number of planes. Thanks to the Soviets help, by the end of the war the German anti-aircraft gunners were amoung the best in the world.</center>

XyZspineZyX
08-29-2003, 08:24 PM
Xp2100
1 gig of ram
GF4200
2.4 down/ 256 up
17/21 players
Dedicated machine.
Sound off
Running game in 640 res. settings as low as possible.

I have a couple of maps in the rotation that are intensive but they are easy to change if people actually bomb the targets.

XyZspineZyX
08-29-2003, 08:38 PM
I have absolutely no doubt in my mind that employing certain scripts cause a marked increase in stutter and lag. TX squadron was the first to write and employ dynamic scripts, and last year we managed to find a very functional script, but it was not fully automated with respect to kicking players (though the current version doesnt do that atm anyway), banning TK'ers etc all had to be done manually with us writing into the script the names of the offending players. In addition, our scripts rotated after a certain amount of time, not after ceratin objectives were met.

There is some debate within our squad if we want to use our scripts, or the others. . . I for one like the concept of a dynamic df server, but not at the expense of gameplay.

S!
TX-EcoDragon
Black 1
TX Squadron XO
http://www.txsquadron.com

Reserve Pilot Aircraft #2 of Gruppo 313
Pattuglia Acrobatica Virtuale
http://www.pav-amvi.it

http://www.calaggieflyers.com/



http://www.txsquadron.com/images/txsquadron_main.gif

XyZspineZyX
08-29-2003, 08:39 PM
I am hosting on dedicated to FB PIII 933 with 1GB of RAM, all graphics to min, no sound, skin download disabled. My connection average of 3.5mbps down and 950 kbps up. Game for 14 ppl + HOST. I use to run pretty tight security but losen up a bit. I don`t want people get contstantly autokicked. I can`t say that is absolutely lagless, but it`s close to it. Well if you guys say that it`s possible to run scrpits without lag, i`ll give it a shot...
Thanks for your replies.



Regards,
VFC*Crazyivan
http://www.rmutt.netfirms.com/ivan-reaper.gif

"No matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down." Ivan Kozhedub

XyZspineZyX
08-29-2003, 11:30 PM
yes its the scripts, even with great hosts they cause extra warp and lag, but its more playable then it was before. If the same host hosts without the script nothing but smoothness.


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Good dogfighters bring ammo home, Great ones don't. (c) Leadspitter

XyZspineZyX
08-29-2003, 11:47 PM
I am wondering, what is causing it...extra processing...messaging? Hmmm...

Regards,
VFC*Crazyivan
http://www.rmutt.netfirms.com/ivan-reaper.gif

"No matter how good the violin may be, much depends on the violinist. I always felt respect for an enemy pilot whose plane I failed to down." Ivan Kozhedub

XyZspineZyX
08-30-2003, 12:25 AM
Scripting the server with FBD doesn't add lag unless you have a slow processor. Your 900mhz PIII may cause some lag if you use that as the dedicated scripted server. If your other computer has a faster processor, then you maybe better off just using the computer you play FB on as the server. My server isn't dedicated, but no one complains of any lag or warping unless I increase to more than 12 players.

<center>----------------------------------------------------------------------------------------------------------------
I/JG1 Oesau (http://jg1-oesau.org) is recruiting. Join us!

Stab.I/JG1Death at HL, Maj_Death at Ubi.com

At the start of WW2 the German army lacked experienced anti-aircraft gunners. The average gunner was so bad that the USSR decided to help them out. They did it by forcing some of their pilots to fly I-153 flak magnets. These planes were slow but very sturdy. This allowed German anti-aircraft gunners to get a large amount of target practice on a relatively small number of planes. Thanks to the Soviets help, by the end of the war the German anti-aircraft gunners were amoung the best in the world.</center>

XyZspineZyX
08-30-2003, 01:22 AM
TX squadron runs a dedicated FB machine (ie nothing extra on the box) with a P4 3.06 Gig cpu, 1.5 Gig Ram GF4 Ti4600 Video card on an OC3 connection.

After a map rotates there is an increase in stutter/lag, which seems to get worse with subsequent rotations. The script itself does cause a semi-continuous stutter for me that I notice when flying in close formation, even with only 1 other person in the room, and fresh after a reboot. The server without the script (or with our old scripts, even after many roatations) does not develop this stutter.

I used to fly on another "dedicated" type server that is based near me, I had a 23 ping, and the game was as smooth as could be. . .then the script started running and I could not beleive the difference, and I ceased flying there. . .even though my ping remained no higher than 32, and the pings of others were good. A few of the script versions that I tried seemed to do this less than others, though I have no idea what the causal factor is as of yet.

S!
TX-EcoDragon
Black 1
TX Squadron XO
http://www.txsquadron.com

Reserve Pilot Aircraft #2 of Gruppo 313
Pattuglia Acrobatica Virtuale
http://www.pav-amvi.it

http://www.calaggieflyers.com/



http://www.txsquadron.com/images/txsquadron_main.gif

XyZspineZyX
08-30-2003, 01:26 AM
I think that most of scripted servers are using hard settings and the "cockpit on" is a major hit to the fps. Just an ideea /i/smilies/16x16_smiley-wink.gif