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View Full Version : Anybody else notice the ping?


Maelstrom116
01-02-2008, 03:11 PM
I'm sure everyone has noticed this as well as me and my friends. But the lag can be unbearable at times, horrible lag spikes with pings shooting to 900. Just wondering if this is the mod problem, but in the day of Garry's Mod version 2.0, the lag was really bad, and it was the mod creating the problem and was eventually worked out. Just checking to see if the upcoming "bug fixes" will include the crazy ping spikes. I'm sure others are thinking it might have been a far away server, but I live in North Texas and the server was based in Texas so it was the server or internet connection, because I got on other games and the ping was normal.

Joe
01-03-2008, 08:38 AM
lol, that's why you'd see me in the FASTEST running servers and is also the reason why my resolution is 2 sized lower than what it should be just so there are no lagging.

NuMbAA
01-03-2008, 10:40 AM
Agreed. Most servers have significant lag spikes very often. Mostly when the action starts to pick up. A lot of the time I find myself being trapped by a zombie, only to have a major lag spike, and end up wasting my ammo, and being killed right when the lag ends..

Regular K
01-03-2008, 12:21 PM
Most likely due to most servers being listen (ran in game), not actual dedicated servers.

I doubt the lag is due to Zombie Panic! (entirely at least), because it can't be much more network intensive than a 32 player game of Day of Defeat: Source.

There may be some unoptimized code, or bug. Also the maps are pretty big.

Anyway, time should eventually help this as better servers get up, and the game gets fixed up.

Kommando
01-03-2008, 12:49 PM
This is an server-issue; all of the servers I have played on have been running just fine, with very little to no lagg at all.

Cabbage
01-03-2008, 01:05 PM
I've had lag on a few servers at peak periods (6PM-11PM) but not too much. If this game were to lag it would probably be because of the sheer amount of prop_physics entities as oposed to prop_physics_multiplayer. If you haven't got a clue what i'm on about then basicaly all the physics enabled objects slow the server down, this isn't an issue in CS:S because they use special multiplayer physics.

It's also the reason HL2:DM can be laggy at times.

ZombiesPanic
01-03-2008, 04:31 PM
I've had lag on a few servers at peak periods (6PM-11PM) but not too much. If this game were to lag it would probably be because of the sheer amount of prop_physics entities as oposed to prop_physics_multiplayer. If you haven't got a clue what i'm on about then basicaly all the physics enabled objects slow the server down, this isn't an issue in CS:S because they use special multiplayer physics.

It's also the reason HL2:DM can be laggy at times.

They should use them in ZP!S as well, I find myself getting stuck far less in CS:S than in ZP!S. Everything from a sheet of cardboard to some Chinese food wrap gets me stuck.

And yeah, I got some unplayable lag too, a lot when the game first released. Most of the servers are Dedicated now, or atleast fixed somehow to make the lag old news.

mrmong
01-03-2008, 05:13 PM
you can actually stand on objects in zp but you sorta fall through them in css

ZombiesPanic
01-03-2008, 07:36 PM
you can actually stand on objects in zp but you sorta fall through them in css

I was actually thinking quite the opposite. With my experience in ZM for CS:S I can stand on nearly everything. Excluding the occasional grey filing cabinet. In ZP!S I glitch way too often, and sometimes fall through things. I mean, I can barely get out of zombie spawn sometimes because of those wooden graters that are lying around which equal stuckmania for Zombies. I resort to breaking everything I can to ensure no further deterrants.

Quin
01-03-2008, 08:22 PM
Personally the only physics prop that gets me is the piece of cardboard in zp_subway, at the back of the train. Zombies get stuck running in and humans get stuck running on it, but if you jump on it sometimes it shoots you down the hall.