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Pinging system in lobby client?

Posted: 02 May 2008, 11:42
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.

Re: Pinging system in lobby client?

Posted: 02 May 2008, 11:45
by tombom
you sound like the kind of guy who would use springmark

Re: Pinging system in lobby client?

Posted: 02 May 2008, 12:12
by Final
Spring benchmark app 8)

Ill give it a look when i finish work

cheers.

Re: Pinging system in lobby client?

Posted: 02 May 2008, 21:27
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.

Re: Pinging system in lobby client?

Posted: 02 May 2008, 21:35
by tombom
Final wrote:Spring benchmark app 8)

Ill give it a look when i finish work

cheers.
I am a genius.

Re: Pinging system in lobby client?

Posted: 02 May 2008, 23:49
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:

Re: Pinging system in lobby client?

Posted: 03 May 2008, 00:13
by Peet
Correct.

Re: Pinging system in lobby client?

Posted: 03 May 2008, 00:17
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

Re: Pinging system in lobby client?

Posted: 03 May 2008, 00:20
by Peet
Any speed change, with or without pausing fixes that, actually.

Re: Pinging system in lobby client?

Posted: 03 May 2008, 14:28
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.

Re: Pinging system in lobby client?

Posted: 05 May 2008, 19:03
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...