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 Average Interval Lag shows game lag right? 
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Ensign

Joined: Wed Nov 06, 2002 3:00 am
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Have someone trying to say I'm lagging their system. Average Interval Lag (hitting the @ key at the Command menu) would show if the game was being lagged, correct?


Wed Jan 14, 2004 8:36 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
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Location: United Kingdom
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quote:Originally posted by SteveH_66

Have someone trying to say I'm lagging their system. Average Interval Lag (hitting the @ key at the Command menu) would show if the game was being lagged, correct?



On a TWGS system this will show 0
I think this is because the TWGS is acting like a proxy between you and the game and as such there is no lag between the TWGS and the Game itself..
I could be wrong on that but That's what I "think"

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Wed Jan 14, 2004 10:01 pm
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Ensign

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I have hit this key and have it show more than 0 for Average Interval Lag before in a game Dr Who. And when it did it, there was noticable lag on my dialup connection. The sysop is also playing in the game, this script is driving him CRAZY, and he's claiming it's lagging the system cause he wants to get rid of it. I have written about this script before, he tried the same thing months ago. I wrote John Pritchett an e-mail about it, he said he wrote pacing code into TWGS so that a script shouldn't lag a system, I tested it thoroughly on a local game and got no lag when my other test characters were playing the game, and I wrote pacing code into the script to delay it, so that it wouldn't lag a system. Xide looked it over and said he didn't think it was clocked where it would lag a system. Yet this guy persists in claiming system lag so he can get rid of the script. I need some way to check for system lag that is accepted as the standard or whatever by everyone in the Tradewars community, need it BAD. Thanks


Wed Jan 14, 2004 11:00 pm
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Lieutenant J.G.

Joined: Sat Mar 15, 2003 3:00 am
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sysop is playing in his own game and he is telling you it is lagging....Put the pieces together.....RUN THE OTHER DIRECTION

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Thu Jan 15, 2004 1:40 am
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Lieutenant J.G.
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Joined: Wed Apr 18, 2001 2:00 am
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If you are using ZOC then get the latest release of The Reverend's Helper package from his site at http://thereverend.coastgames.com/trade ... rev-helper

In the config menu there is a ping option that is very useful to check for lag in the game. If you are using SWATH then you can also isolate the _ping.zrx file and use it in that helper as latest SWATH versions allow use of ZOC scripts. Hope that helps you out a bit.

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Thu Jan 15, 2004 4:52 am
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
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quote:Originally posted by SteveH_66

I have hit this key and have it show more than 0 for Average Interval Lag before in a game Dr Who. And when it did it, there was noticable lag on my dialup connection. The sysop is also playing in the game, this script is driving him CRAZY, and he's claiming it's lagging the system cause he wants to get rid of it. I have written about this script before, he tried the same thing months ago. I wrote John Pritchett an e-mail about it, he said he wrote pacing code into TWGS so that a script shouldn't lag a system, I tested it thoroughly on a local game and got no lag when my other test characters were playing the game, and I wrote pacing code into the script to delay it, so that it wouldn't lag a system. Xide looked it over and said he didn't think it was clocked where it would lag a system. Yet this guy persists in claiming system lag so he can get rid of the script. I need some way to check for system lag that is accepted as the standard or whatever by everyone in the Tradewars community, need it BAD. Thanks


Yea, Most 0 turn things are really paced in the TWGS.. Some ops tighten the timings to slow scripts down and THAT can bog a TWGS (I have seen it before).. But most scripts will never muck with a TWGS since the twgs adds in so many delays..
Moving/attacking/plotting/cimming..
the rest of the things are based on maxcommands/cycle.. and that's one of the settings that can clog a twgs.. I have never seen anything other than 0 and I would suggest you find a new server..

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Thu Jan 15, 2004 6:29 am
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Lieutenant J.G.
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The other thing may be the bandwidth, not the server itself that is being used up. My server used to be run on a 512 cable connection and would get lag periodically depending on useage. Since I upgraded to a 1024 Cable connection the lag is gone and never heard a complaint about it since. Depending on his connection speed I would tell him to try and upgrade his connection, I know when I first got cable modem it was only 256k and that would lag a system if there were more than a few people using it.

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Thu Jan 15, 2004 3:49 pm
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Ensign

Joined: Wed Nov 06, 2002 3:00 am
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Thanks for the replies everyone. I am sure it isn't the script either. I put in delay triggers to pace the script, so that it wouldn't fill the buffer up on the game system and keep stressing it or something like that. Xide said the code isn't clocked high enough to lag the system either, I would assume because of the delay trigger I put in.

As was said in the replies, if anything is lagging the system it's their settings there. I am sure it isn't bandwidth, the Primary Sysop/Owner moved the game server to a new connection, he said it would either be a 1.5 Mbps connection or a 3 Mbps connection. He made the move, so I wouldn't think bandwidth would be a problem :)

From my earlier download of the game settings I see that Max Commands is 4, I believe that this is the Max Commands Per Cycle setting you talked about. I haven't been able to check it lately, I was locked out of the board. So, I also won't be able to use the Rev's ping script unless I can do this without having to be in the game.


Thu Jan 15, 2004 10:56 pm
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Lieutenant J.G.
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One other thing I am curious about, I run a server myself and I have never seen a way to pinpoint a lag condition to a particular player. I dont think its possible from what I know. Think about this, you pull up the TWGS, your looking at the grid screen where you see say, 10 players. At the bottom you see the received charactars per second bar, which by the way is almost useless to me other than seeing that at least someone is running something. There is no way, at least in TWGS, to pinpoint which of those 10 players lag is coming from. So how do they know, I think its all BS myself and just a problem with their server or settings that they are trying to pin on a player. If there is a way to do it someone please explain because I just dont see it.

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Fri Jan 16, 2004 2:31 pm
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Lieutenant J.G.

Joined: Wed Feb 06, 2002 3:00 am
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quote:Originally posted by Shorty

One other thing I am curious about, I run a server myself and I have never seen a way to pinpoint a lag condition to a particular player. I dont think its possible from what I know. Think about this, you pull up the TWGS, your looking at the grid screen where you see say, 10 players. At the bottom you see the received charactars per second bar, which by the way is almost useless to me other than seeing that at least someone is running something. There is no way, at least in TWGS, to pinpoint which of those 10 players lag is coming from. So how do they know, I think its all BS myself and just a problem with their server or settings that they are trying to pin on a player. If there is a way to do it someone please explain because I just dont see it.


Using nt/2k go into the task manager and look under processes
each player will will have the tw2002.exe module load and you can see cpu usage on a per user basis, cant really trace the user unless you boot that player and see who drops (If that would even show correctly)..

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Fri Jan 16, 2004 6:43 pm
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