trev-gdr Posted March 22, 2008 Share Posted March 22, 2008 I notice myself that call of duty 4 averages a higher ping on average then other games, do others see this occur? I have a customer that claims to have had a ping of 30 on one of our cod4 test servers the other day, and now he's getting 60-65, but I had him connect to a counter-strike server that's located on the same box and he gets 30 or so. But just from looking around and connecting to a few local servers myself, I have yet to achieve a ping lower then 50 with the supposed optimized settings that the "pros" use. I have already contacted the datacenter and looked through traceroutes, and the ping in the tracerts is usually 15 or more ms less then it appears in the cod4 server. Anyways here's the config I use for cod4 servers, I triple checked every command but perhaps I'm missing something. Oh and yes all the proper ports and are open. // Call of Duty 4 Server Configuration File //****************************************************************************** // Color Codes //****************************************************************************** // Colors for text. Do not clear the comment in front of the color codes. // Useful for your server name, motd msg's - Information and ref use only // // ^1 = Red // ^2 = Green // ^3 = Yellow // ^4 = Blue // ^5 = Cyan // ^6 = pink/Magenta // ^7 = White // ^0 = Black //****************************************************************************** // Public Information //****************************************************************************** sets sv_hostname "%hostname%" sets _Admin "admin" sets _Email "" sets _Website "" sets _Location "" sets _Irc "" set scr_motd "" //****************************************************************************** // Common Server Settings //****************************************************************************** // Log Settings set g_logsync "2" // 0=no log, 1=buffered, 2=continuous, 3=append set logfile "1" // 0 = NO log, 1 = log file enabled set g_log "games_mp.log" // Name of log file, default is games_mp.log set sv_log_damage "1" // Master servers set sv_master1 "cod2master.activision.com" set sv_master2 "cod2authorize.activision.com" set sv_master3 "cod2master.infinityward.com" set sv_master3 "cod2update.activision.com" set sv_master4 "master.gamespy.com:28960" set sv_master5 "master0.gamespy.com" set sv_master6 "master1.gamespy.com" set sv_master7 "clanservers.net" set sv_gamespy "1" // Password Settings set rcon_password "%rconpassword%" // RCON must supply pw to use set sv_privatePassword "" // Private slots, non-public slots // The following can be used to lock out the server so that only those // players that have been provide the password can connect. Good for // matches, practices, etc. set g_password "%privatepassword%" // Player slots setup set sv_privateclients "" // Number of private player slots, maxclients - privateclients = public slots // Ping set sv_minPing "0" // MIN player ping on CONNECT, any lower and player isnt allowed to connect set sv_maxping "350" // MAX player ping on CONNECT, any higher and player isnt allowed to connect // Client Download Settings. (0=off/1=on) Used for MODs and custom maps // See included Quick Setup Guide for instructions. set sv_allowdownload "1" seta sv_wwwDownload "0" //seta sv_wwwBaseURL "http://www.your_website.com/base_folder" //seta sv_wwwBaseURL "ftp://client:client@ftpfiles.myftp.org" //seta sv_wwwDlDisconnected "1" // Rate set sv_maxRate "25000" // FPS set sv_fps "20" // Drop inactive players set sv_timeout "300" set sv_zombietime "1" set g_inactivity "0" set g_inactivityspectator "0" // AntiFlooding Settings set sv_floodProtect "1" set sv_reconnectlimit "3" // Anti Cheat Settings set sv_disableClientConsole "0" set cl_autocmd "0" set sv_cheats "0" set sv_pure "1" set g_banIPs "" set g_no_script_spam "1" set sv_punkbuster "1" // Temporary Ban duration, in seconds set sv_kickBanTime "3600" // In-game voice communication system set sv_voice "1" set sv_voiceQuality "1" set voice_deadChat "0" set voice_global "0" set voice_localEcho "0" set winvoice_mic_mute "1" //****************************************************************************** // Misc //****************************************************************************** set sv_allowAnonymous "0" set g_antilag "0" set g_compassShowEnemies "0" //****************************************************************************** // GAME TYPE SETTINGS //****************************************************************************** // DEATHMATCH //****************************************************************************** set scr_dm_scorelimit 150 set scr_dm_timelimit 10 set scr_dm_roundlimit 1 set scr_dm_numlives 0 set scr_dm_playerrespawndelay 0 set scr_dm_waverespawndelay 0 //****************************************************************************** // DOMINATION //****************************************************************************** set scr_dom_scorelimit 200 set scr_dom_timelimit 0 set scr_dom_roundlimit 1 set scr_dom_numlives 0 set scr_dom_playerrespawndelay 0 set scr_dom_waverespawndelay 0 //****************************************************************************** // TEAM DEATHMATCH //****************************************************************************** set scr_war_scorelimit 750 set scr_war_timelimit 10 set scr_war_roundlimit 1 set scr_war_numlives 0 set scr_war_playerrespawndelay 0 set scr_war_waverespawndelay 0 //****************************************************************************** // SABOTAGE //****************************************************************************** set scr_sab_scorelimit 1 set scr_sab_timelimit 20 set scr_sab_roundlimit 0 set scr_sab_roundswitch 1 set scr_sab_numlives 0 set scr_sab_bombtimer 30 set scr_sab_planttime 2.5 set scr_sab_defusetime 5 set scr_sab_hotpotato 0 set scr_sab_playerrespawndelay 7.5 set scr_sab_waverespawndelay 0 //****************************************************************************** // SEARCH AND DESTROY CLASSIC //****************************************************************************** set scr_sd_scorelimit 4 set scr_sd_timelimit 2.5 set scr_sd_roundlimit 0 set scr_sd_roundswitch 3 // rounds between switching teams set scr_sd_numlives 1 // elimination set scr_sd_bombtimer 45 set scr_sd_planttime 5 set scr_sd_defusetime 5 set scr_sd_multibomb 0 set scr_sd_playerrespawndelay 0 set scr_sd_waverespawndelay 0 //****************************************************************************** // CAPTURE THE FLAG -- NOT INCLUDED IN COD4 //****************************************************************************** //set scr_ctf_scorelimit 10 //set scr_ctf_timelimit 5 //set scr_ctf_roundlimit 2 //set scr_ctf_roundswitch 1 //set scr_ctf_numlives 0 //set scr_ctf_playerrespawndelay 0 //set scr_ctf_waverespawndelay 15 //****************************************************************************** // KING OF THE HILL //****************************************************************************** set scr_koth_scorelimit 250 set scr_koth_timelimit 15 set scr_koth_roundlimit 1 set scr_koth_roundswitch 1 set scr_koth_numlives 0 set scr_koth_playerrespawndelay 0 set scr_koth_waverespawndelay 0 set koth_autodestroytime 60 set koth_spawntime 0 set koth_kothmode 0 set koth_capturetime 20 set koth_destroytime 10 set koth_delayPlayer 0 set koth_spawnDelay 60 I took out the gametypes to reduce space so I could post. 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xpservers Posted March 22, 2008 Share Posted March 22, 2008 Its normal. Thats the way the engine is built Link to comment Share on other sites More sharing options...
trev-gdr Posted March 22, 2008 Author Share Posted March 22, 2008 Well my cod4 server was just compared to a gameservers.com one =/, know of any articles that speak about this? Link to comment Share on other sites More sharing options...
HIS-MOTHER Posted March 22, 2008 Share Posted March 22, 2008 // Rate set sv_maxRate "25000" TOO HIGH! set it to 20000 or even 15000-18000. Mess with it and you will see a few ms improvement. It actually is bad to allow too much. Further if your clients are using custom client cfg's for there side "games_mp.cfg they may have used one that has there maxpackets setting edited. Default I believe is 30 but alot of them edit this with no understanding of how it effects them individually. Link to comment Share on other sites More sharing options...
trev-gdr Posted March 22, 2008 Author Share Posted March 22, 2008 Thank you, it is a slight ms decrease, but not much. Most set their maxpackets to 100 from what I understand. Link to comment Share on other sites More sharing options...
HIS-MOTHER Posted March 23, 2008 Share Posted March 23, 2008 Thank you, it is a slight ms decrease, but not much. Most set their maxpackets to 100 from what I understand. Your Welcome. Client side 100 maxpackets is too much as well. Try suggesting 30-50 for them since they are convinced this improves there gameplay. Again it will decrease ms by 1-5 maybe. Mine is actually set to 48 which I found to be a comfortable setting for my gameplay. Increasing the number of datagrams or packets sent may lessen the loss of data via best effort/UDPtraffic but too high a setting will definately increase ms therebye defeating the setting and could possibly decrease performance and hit registries. Link to comment Share on other sites More sharing options...
trev-gdr Posted March 23, 2008 Author Share Posted March 23, 2008 They get the idea from counter-strike mostly, cl_updaterate etc..I notice most cod4 players don't care near as much as cs players about ping, but I seem to be getting a few who do even though the game naturally has a higher ping. Though they claim different, it's hard to argue. Link to comment Share on other sites More sharing options...
HIS-MOTHER Posted March 23, 2008 Share Posted March 23, 2008 Yeah, funny thing is ping is not areal factor in my opinion as long as its below 200. I play in some servers where I ping 150 or so and have no issues whatsoever. I'll take 6.6 updates per second anyday. Although ping is everything to the Avg. Gamer. Link to comment Share on other sites More sharing options...
Monk Posted March 24, 2008 Share Posted March 24, 2008 call of duty 4 uses a different method to calculate latency, compared to vanilla quake 3. They take into account maxpackets, and snapshot delta time, which on the old quake does not and just estimates it. I wouldn't trust the ingame latency at all in call of duty 4. Link to comment Share on other sites More sharing options...
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