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| Server Support on Windows Get (and give) support on general questions related to the RunUO server itself. |
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#26 (permalink) |
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Forum Expert
Join Date: Apr 2006
Location: The Great White North!
Age: 34
Posts: 887
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That's the number you should be looking at. Quite a few people seem to think that if they have a fast download speed, that they should be fine. But, in the case of RunUO, you're sending data just as fast as you're receiving it... and sometimes you're sending more than you're receiving. As I said, it's most likely your connection... with 30 people on at the same time and all doing different things, some of which could be in areas where there is a lot of stuff to load (vendor malls, rune libraries, champ spawn, etc.), you're quite likely at or nearing the player limit for your connection.
There is another thread here where someone was asking how much bandwidth RunUO takes and Jeff replied stating that a good round figure to estimate with was 1KB per player. Well, in this case, that seems about accurate... 26.1KB/s upload would be an estimated 26 players before lag becomes an issue.
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#27 (permalink) | |
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Download :: 4315 Kbps or 4.32 Mbps (527 kB/s) Upload :: 598 Kbps or 0.6 Mbps (73 kB/s) Last edited by Erica; 01-29-2007 at 11:14 AM. |
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#29 (permalink) |
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Forum Expert
Join Date: Nov 2003
Location: Illinois, USA
Age: 22
Posts: 2,911
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a good solution to people running speed hacks, is using their ip to find where they live, and then going to their homes and chopping off their hand.
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Useful links (Use them or die in a fire!!!): Ultimate Little Guide, C# Tutorials & Docs, RunUO Basic Scripts, Run UO How to..., Configure server for connections, Scripting for Dummies, Common Problem Solutions, FAQ Forum, RunUO Wiki, Basic Generics, Xml Tutorial |
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#31 (permalink) |
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Master of the Internet
Join Date: Oct 2005
Age: 45
Posts: 6,283
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Well, as usual, I've been wrong before and will be wrong again, but I thought that past the beta 36 versions, that RunUO was immune to speed hacks do to the packet handling, but hey, what do I know.
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Why is it that I'm never as smart as I thought I was yesterday? My vast knowledge is only surpassed by my infinite ignorance. <TheOutkastDev> i might have to hire an assassin to killl mal so that i can jump in front of the bullet and piss on him |
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#32 (permalink) | |
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Forum Expert
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Quote:
![]() How technical was that? ![]()
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#33 (permalink) |
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Forum Expert
Join Date: Nov 2003
Location: Illinois, USA
Age: 22
Posts: 2,911
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couldnt have said it better myself lol
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Useful links (Use them or die in a fire!!!): Ultimate Little Guide, C# Tutorials & Docs, RunUO Basic Scripts, Run UO How to..., Configure server for connections, Scripting for Dummies, Common Problem Solutions, FAQ Forum, RunUO Wiki, Basic Generics, Xml Tutorial |
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#35 (permalink) | |
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Newbie
Join Date: Oct 2007
Location: Argentina
Posts: 14
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Quote:
Look that if you are using Nerun Distro last version for Runuo 2.0RC1, if you have P.R.S enabled, is bugged and make your shard laggy.. Post By Nerun: [RunUO 2.0 RC1] Nerun's Distro I hope this help you ^^..
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Working on RunUO
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#37 (permalink) |
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Forum Expert
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depending on what scripts you have and how they operate it could go upwards of 1.5-2.0 kb/s for each player. if you are running scripts that modify the getproperties flag with invalidate properties function and its not on a delay, you will get higher than normal bandwidth per person.
does this happen when you have like 5-10 people logged in or once you hit a certian population of people? when people recall around and there are a lot of items/mobiles in the area it can cause a lot of traffic like if you put a lot of custom stuff at brit bank, players recalling to brit can cause lag spikes. |
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