Pinging system in lobby client?

Pinging system in lobby client?

Requests for features in the spring code.

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Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Pinging system in lobby client?

Post by Final »

Read title.

Is there any kind of visible Ping system in the lobby client?
If so where can i find it?
I would like to kick laggers before the game starts :-)

I guess it would have to be the round trip time between the host and the players, rather then the players and the lobby, which I guess could be difficult because you don't connect to the host untill the games starts. (I don't know much about the subject)

Perhaps Ping in this route? LOBBY>PLAYER>LOBBY>HOST>LOBBY=calculate ms

Forgive me if this already exists in some way,shape or form.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Pinging system in lobby client?

Post by tombom »

you sound like the kind of guy who would use springmark
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Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Re: Pinging system in lobby client?

Post by Final »

Spring benchmark app 8)

Ill give it a look when i finish work

cheers.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: Pinging system in lobby client?

Post by lurker »

No matter what their ping, they aren't going to change the game speed at all. They are lagging, they don't make the game lag. And the current iteration of springmark is horrible because it is only mildly related to actual spring performance. Stay away from it.
tombom
Posts: 1933
Joined: 18 Dec 2005, 20:21

Re: Pinging system in lobby client?

Post by tombom »

Final wrote:Spring benchmark app 8)

Ill give it a look when i finish work

cheers.
I am a genius.
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Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Re: Pinging system in lobby client?

Post by Final »

lurker wrote:No matter what their ping, they aren't going to change the game speed at all. They are lagging, they don't make the game lag. And the current iteration of springmark is horrible because it is only mildly related to actual spring performance. Stay away from it.
So to confirm....
A player in a game I'm hosting with 18000ms ping is not going to affect ANY of the other players gameplay in ANY way? (discounting the fact that such lag would cause the laggot problems thus causing him/her to play badly)

Because other games which use a similar game-host dynamic, do suffer when one player Lags.

Edit:-I didn't mean for that to sound so sarcastic. It is a genuine query :wink:
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Pinging system in lobby client?

Post by Peet »

Correct.
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BrainDamage
Lobby Developer
Posts: 1164
Joined: 25 Sep 2006, 13:56

Re: Pinging system in lobby client?

Post by BrainDamage »

btw, in the case everybody gets insane ping values ingame and the game feels unresponsive that's a known engine bug, to fix it simply pause the game, reduce speed to 0.3 and increase it back to 1, then unpause, you'll notice ping times dropping by a tenfold while doing so
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Re: Pinging system in lobby client?

Post by Peet »

Any speed change, with or without pausing fixes that, actually.
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Final
Posts: 71
Joined: 18 Jan 2008, 17:26

Re: Pinging system in lobby client?

Post by Final »

Ok thanks. (I was aware of the speed fix as i host Big games on a daily bases)

The ability to highlight players who are likely to drop out once ingame would still be an advantage. But obviously its not overly important.

So now this topic can begin its journey to the forgotten depths of the forum.
manored
Posts: 3179
Joined: 15 Nov 2006, 00:37

Re: Pinging system in lobby client?

Post by manored »

Not before I post on it! :)

You shouldnt worry so much about keeping people with high pings away from our games... there are many people who start playing with good pings, but either drop shortly later or happen to be idiots who ragequit :)

Comment: Has anyone ever gave a look at the depths of the forum? There are threads from 2 years ago down there...
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