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| | #1 (permalink) |
| i3D.net Gameserver admin Join Date: 26th March 2008 Location: United Kingdom
Posts: 554
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hi. As most of you may know, at the moment, the zombie escape servers are susceptible to infrequent but severe lag spikes. While the lag spikes themselves are very annoying, they usually don't last more than a few seconds. When we do get lag spikes, players' pings usually shoot up to around 300+. Recently, I've noticed that this causes the server to automatically kick players with over 200 ping. Which at the time of the lag is around a third of the server. I think the idea of a ping limit is a good one, and it has been quite useful in sorting out who are the real laggers. However, people whose pings were just high due to the server lag itself were being kicked, and I don't think that's quite fair. So I was wondering, is there any way that we can sort this out? I know that you guys must be busy enough already with the usual admin work, but I was just wondering if there's some other approach that we can take. Thanks, SugarDonut
__________________ On holiday in South Korea right now. If you leave a message, I'll get back to you when the 8 hour time difference allows it |
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| | #2 (permalink) |
| Corporal Join Date: 3rd January 2008 Location: London, UK
Posts: 142
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Yeah I'm with sugar on this... It's good because it kicks those with genuinely high pings but if its the server causing those high pings then the system is defeated. I read somewhere that there is a 20second delay to prevent this? However I'm sure that sometimes people are kicked well within 20seconds of their ping breaking the 200 limit... |
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| | #3 (permalink) |
| i3D.net Gameserver admin Xbox Live: 61st Join Date: 15th November 2007 Location: United Kingdom
Posts: 1,170
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hopefully this will be changed, i have witnessed more than half the server being kicked due to this new ping limit, all because it was the server that was lagging.
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| | #4 (permalink) |
| CS:S Head Admin Join Date: 30th September 2007 Location: Paris, France.
Posts: 2,039
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | The delay has been set to 40 (which is equivalent to 60 seconds in mani) on all servers yersterday evening : i3D.net - CSS gameservers |
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| | #6 (permalink) |
| To be a girl or Join Date: 8th March 2008 Location: London, UK
Posts: 706
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | I've observed that the starting/intermittent lag occurs on some maps (only? more?). For example I know that most of the time when we change to jurassicpark map it will lag a lot at the beginning. But then the map we play before was fine and I believe the map we changed to was fine too. |
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| | #10 (permalink) |
| i3D.net Gameserver admin Join Date: 24th February 2008 Location: Sweden
Posts: 1,023
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Yes good that u changed. As you other say, I also witnessed the high ping kicks. It was kinda funny because we also played on jurassic map and we were like 38 players and after the ping kick we were only 10..
__________________ Because you know I got da fiyaaaaaah! They know what is what, but they dont know what is what, they just strut, wtf? |
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| | #11 (permalink) | |
| i3D.net Gameserver admin Join Date: 26th March 2008 Location: United Kingdom
Posts: 554
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Quote:
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__________________ On holiday in South Korea right now. If you leave a message, I'll get back to you when the 8 hour time difference allows it | |
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| | #14 (permalink) |
| i3D.net Gameserver admin Join Date: 24th February 2008 Location: Sweden
Posts: 1,023
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Idk you can fix that Sanad. Anyways 40 players = 40 computers connected at same place
__________________ Because you know I got da fiyaaaaaah! They know what is what, but they dont know what is what, they just strut, wtf? |
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| | #16 (permalink) |
| GotCooKies? Join Date: 4th April 2008
Posts: 11
![]() ![]() ![]() ![]() ![]() ![]() | i think the main 2 options of decreasing the lag would be to either upgrade the tick rate or decrease the player slots, another way could be to enforce rates ? dont know if this would work, but i know it controls how much the server sends and receives from a person, if all where the same the server might be able to control it a little easier ?
__________________ GotCooKies? Markeh.™ |
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| | #17 (permalink) |
| CS:S Head Admin | A higher tick rate won't help anything because the servers uses to much cpu. And a higher tick would take even more cpu uses. Our problems are more fps drop so rates won't help. (And we already have a rate limit)
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| | #19 (permalink) |
| i3D.net Gameserver admin Join Date: 13th March 2008
Posts: 19
![]() ![]() ![]() ![]() ![]() ![]() | This lag ONLY happens at some maps when all the players spawn, so it seems like there is a problem with the spawningspots - probably the CPU is overchallenged with setting the players spawnspots at a certain amount of players ... I dont know whats the hardware but maybe reducing the slots or simply removing the maps like jurassicpark which got this problem might help? I also wonder why the I3d test servers run on windows server edition, i never got problems with my ZE gameserver when it ran on my debian rootserver - even with more than 40 people ... But there are probably reasons why you let it run on windows, so my only advice i can give you: Reduce the slots or remove the maps which got this spawnlag ![]() |
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