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There are some settings that can be changed in the kernel or network drivers, but it is all a matter of trial and error, without any inside knowledge about BF1942 server code. The network code in BF1942 isn't good, and that is the problem, with those unregistered and delayed hits.
Tuia, will you be so kind and share your knowledge now about whether it is possible to modify the hits to be better by the client (or even from the server side)? ... And if so, what would it take to get there?
getting 140ms ping, ~15ms less ! YAY
KarlsoN wrote:And everyone playing with maximum performance on public? May be only you? (and bfsoldier ofc) xD
That can be true but killing noob like you aint hard for me , at any server
lmao get rekt karlson u fukn noob hahahahahah
Previously had 74 now 91
we can make a big survey / report / investigation, taking months, trying to describe whether ping and lag has gotten better or worse .....
my thoughts after playing and observing for 5+ hours : ping and lag has gotten worse for 75+ % of all players. a lot of the regulars who probably are connecting to the new ip directly, seems to struggle more with inf, and are getting worse hit regs. i could be wrong of course
the full ping / lag picture will only be available when the old server isnt redirecting anymore, but by then it might be too late to switch back to it, if the server manager changes his mind. two full ip switches could be made, but then the player loss will be higher
some tweaking can possible be done, but i doubt things will be as good as on the roubaix server .....
maybe that server switch wasnt such a good idea .... but still, kudos to tuia for trying :-)
Last edited by 000 (2018-01-23 00:13:23)
simon, I think there is nothing you can do to improve hits, I am referring to you as the client. Because, a player (client) sends to the BF1942 server, every 30 ms, packets containing his inputs and it is the server that decides if there is a hit or not, irrespective of the rate a client sends its packets. On the other hand, a BF1942 server can improve its hit detection. A BF1942 server typically sends to each client, every 50 ms, packets containing information about the world (players positions, shots fired, etc.), which is a 20 Hz rate, a bit low I would say. I think it should be easy to increase this rate, I don't know I've never tried it, however this would probably cause more CPU stress.
The BF1942 netcode is a bit rudimentary, it lacks some features which other games from the same time, like CS, already had it. Read this for more information about the basic ideas of multiplayer networking: https://developer.valvesoftware.com/wik … Networking
PS: As I was writing this, lost it all and had to rewrite it again, bummer. Sorry, I had to skip some parts.
Here's a detailed paper that describes the BF1942 networking model: https://archive.org/details/tribes-networking-model
The only major difference is that the Datablock manager is replaced by static data that is verified to match on the client and server.
BTW, the new server must be at a really good hosting center, connection is rock solid:
--- 163.172.13.221 ping statistics ---
15 packets transmitted, 15 received, 0% packet loss, time 14018ms
rtt min/avg/max/mdev = 142.085/142.671/143.661/0.646 ms
Last edited by Russ (2018-01-23 04:16:02)
Thank you very much, Russ. That should be an interesting read.
The server is hosted with Online in one of its Paris datacenters: https://documentation.online.net/en/ded … atacenters
http://www.iliad-datacenter.com/
Thank you for explaining, tuia. Even though I knew just about what the answer was going to be. It is for some other players to read..
:\
Pinging 163.172.13.221 with 32 bytes of data:
Reply from 163.172.13.221: bytes=32 time=87ms TTL=50
Reply from 163.172.13.221: bytes=32 time=86ms TTL=50
Reply from 163.172.13.221: bytes=32 time=86ms TTL=50
Ping statistics for 163.172.13.221:
Packets: Sent = 3, Received = 3, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 86ms, Maximum = 87ms, Average = 86ms
Pinging 188.165.220.115 with 32 bytes of data:
Reply from 188.165.220.115: bytes=32 time=76ms TTL=50
Reply from 188.165.220.115: bytes=32 time=75ms TTL=50
Reply from 188.165.220.115: bytes=32 time=75ms TTL=50
Ping statistics for 188.165.220.115:
Packets: Sent = 3, Received = 3, Lost = 0 (0% loss),
Approximate round trip times in milli-seconds:
Minimum = 75ms, Maximum = 76ms, Average = 75ms
Well, I guess there is nothing to do with the higher ping. The server has moved - take it or leave it.
Last edited by e.S (2018-01-23 21:21:38)
simon, I think there is nothing you can do to improve hits, I am referring to you as the client. Because, a player (client) sends to the BF1942 server, every 30 ms, packets containing his inputs and it is the server that decides if there is a hit or not, irrespective of the rate a client sends its packets. On the other hand, a BF1942 server can improve its hit detection. A BF1942 server typically sends to each client, every 50 ms, packets containing information about the world (players positions, shots fired, etc.), which is a 20 Hz rate, a bit low I would say. I think it should be easy to increase this rate, I don't know I've never tried it, however this would probably cause more CPU stress.
The BF1942 netcode is a bit rudimentary, it lacks some features which other games from the same time, like CS, already had it. Read this for more information about the basic ideas of multiplayer networking: https://developer.valvesoftware.com/wik … NetworkingPS: As I was writing this, lost it all and had to rewrite it again, bummer. Sorry, I had to skip some parts.
Ouch, there goes the reghack accusations out the window @Arkos
if possible, can we maybe get a little more detail of the reason(s) for the server move to paris (latency, lag, financial, security etc.) ? were there any issues at roubaix ?
Last edited by 000 (2018-01-24 01:50:31)
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We say it again. Many of us would spend some money. For the (new) server or your new Monitor
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Last edited by Arkos (2018-01-24 02:14:38)
Move to Serbia I bet we are cheap 3:)
Kidding keep up the good work:)
maybe exaggerating / being more dramatic, will help a bit more ?
SERVER IS CLOSING PERMANENTLY NOW ! UPDATE YOUR SERVER LIST !
THIS SERVER IS MOVING NOW ! - USE NEW IP 163.172.13.221 NOW !
THIS SERVER IS CLOSING PERMANENTLY NOW -NEW IP 163.172.13.221
THIS SERVER IS SHUTTING DOWN VERY SOON ! - UPDATE SERVER LIST
Probably just a few percent at best, but could be worth a try
Last edited by 000 (2018-01-24 22:17:34)
Thank you, xp fanatic. You are right, I should have thought of that. The messages have to be exaggerated so players eventually notice it. I don't think informing what is the new IP address helps at all, because few, if any, players connect to IP, but by server name, what do you think?
It is a bit concerning, because, right now, about half of the players have made the transition.
Just tested the new one. Ping was 45 before, now about 55-57.
I don't think informing what is the new IP address helps at all, because few, if any, players connect to IP, but by server name, what do you think?
For what it's worth, that's something we pondered in EA117's recent IP address change(s), too. Let me know if you're seeing results that contradict this, but I feel like the problem with "only worry about name" will be because of how the Battlefield 1942 client treats "Favorite" server entries.
If you tell someone "use the Update button, and then look for the new SiMPLE entries", they will press Update and then say "I see them! I see the SiMPLE entries!" But they're seeing the ones for the old IP address that were marked as "Favorite", and don't distinguish that they're truly "new" or for the updated IP address.
Making the person aware of what IP address they're expecting to see on those entries, and to be sure and un-mark the old entries as Favorites and mark the ones with the updated IP address as their new Favorites, seemed necessary.
Like we tried to explain in http://ea117.com/texas. Please feel free to nuke this line if you'd rather not have the link here.
-Trench
Simple Paris
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I had 109 today, normally 56 on the new Server. (Old one 19 )
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I had 4 today, normally 2 on the new Server. (Old one 7 big_smile)
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Maybe we should also think of the players that don't have the "update server" patch, so they'll update but server list will be empty.
Maybe we should also make a new highlighted topic about that either?
Greetz
I had now 2 players who don't get any servers when they press update, so we need to do something on that aswell!!
Also one was updating serverlist and gets 163.xxxx as simple server, when he hits again the update button it shows the 188.xxx simple server in the server list
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They just need the Client-Patch from 2014, depending of which version they use.
http://team-simple.org/download/
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