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Hey all
I'd like to simulate a 70-100 ping offline against bots. Anyone know how to achieve this?
Thanks
BMU
Lord_Xan
02 Aug 2005, 15:07
I'm not aware of any console commands to simulate packet loss or increased latency, but maybe you can achieve something to that effect by playing with the tickrate command? You'll find that somewhere in your UT2004.ini file.
Note that there are two entries for tickrate - one for Internet games and one for LAN games. Obviously you'd want to adjust the LAN one. :)
<A>BioGizzard
02 Aug 2005, 15:23
call me shmo, but have u tried making a knot in ur lan cable?...:P
woun't it help to make ur netspeed very low?
BWUHAHHAHHAHHAAAHHAH lol @ Bio
<A>Nom@n
02 Aug 2005, 17:35
heya. check out your ut2004.ini file. there should be option in there to simulate higher ping - if i remember correctly.
call me shmo, but have u tried making a knot in ur lan cable?...:p
woun't it help to make ur netspeed very low?
But it's botmatch not LAN. Maybe if I make a knot in the frontside bus... :D
I'll have a look through ut2004.ini and report back, thanks for the suggestions. Google has not delivered up anything so far though.
If that doesn't work, does anyone know of 3rd party software for this type of thing?
Google has not delivered up anything so far though.
omigod!!11111!1!11
Google is supposed to know everything :/
BMU,
1. I read about SimLatency= <enter amount in miliseconds> in the ut2004.ini Try to add that and see. You might have to enter that every time you enter UT however.
2. Instead of playing Instant Action, try to host a server. Choose your maps, bots, skill level and mutators, then run a dedicated server.
Launch UT then and join your own server. I have no clue what kind of ping you will see, but it is definately better (worse?!) than zero ping.
3. From Unrealtournament forums
Start a dedicated server on your local network, then make a
shortcut to your ut and make this the commandline:
C:\UT2003\System\UT2003.exe ut2003.ini pktlag=100
It will say connection lost when you start the game, now just
log into you local server and voila, 100 ping, Works great.
On second thought, would a simulated 50ms ping vs. a zero ping bot not be more detremental to your game than a 0vs0? I doubt there is anyway to lag the bots.
From http://wiki.beyondunreal.com/wiki/Debugging_Techniques#0.2.3 :
Simulating Lag and Packet Loss
You can tell the engine to simulate network lag, packet loss, packets out of order and packet duplicating when testing on a local server as described above.
Add one or several of the following parameters to the server's command line:
pktlag=<milliseconds>
Simulates lag.
pktloss=<percentage>
Simulates packet loss. The given percentage specifies how many packets are lost; it can be between 0 (no packet loss) and 100 (all packets will be lost).
pktdup=<percentage>
Simulates packet duplication. The given percentage specifies how many packets are duplicated; it can be between 0 (no packet duplication) and 100 (all packets duplicated).
pktorder=<0 or 1>
Simulates packets that are received out of order. A server for a test game with 150 milliseconds lag, 10 percent packet loss and packets out of order would look like this:
ucc server DM-Gael pktlag=150 pktloss=10 pktorder=1
WOW! Gamos and Shrimp - thanks a stack.
Hmmm yeah the bot won't be lagged, true. But good online players know how to play through ping anyway, it's not really an unfair advantage on the bot's part.
I'm curious to see if my usual ISDN ping of 70-100 has a noticeable effect or not. Playing online I often feel like I'm wading through syrup but I don't know if it's due to packetloss, ping or just plain suckiness on my part. Now I'll be able to identify the cause better and work on it.
Thanks again, you UT veterans rock. :)
Thanks again, you UT veterans rock.
Nope, my google-fu is just stronger :P
Lemme know if it works ;)
so google does know :D
Google for president!!
Yep. My googlekarma is very weak, I must've been a Telkom employee in a previous life or something. Paying for my sins :)
F*rResT
06 Aug 2005, 20:58
Did this work?
Forrest - haven't tested it extensively (too busy playing online) but yes, from one short trial run I'd say it works as advertised :)
The bold part of Gamos' post is what I did.
BMU - what i do is run a dedicated server on a LAN with net limiter.
Also - there are ways to simulate adsl dial up over local area networks. you can configure these dialups to run at limited speeds.
i'll look at my archives to see what emulater i used if the other options don't work well for you.
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