DMoogle
A$
Meh, clicking the lagstat button in between stocks isn't a hassle at all.
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Yeah it is. We've got 2 Australian servers (Desiree's Server) and the old one has this bug, even for people who sit around 50ms. Even for Eurpoeans and Americans that get 250-300 they can still get a 0 reading.it wasn't a bug
if am not mistaken, a lagstat is performed by sending about 250 icmp packets to each of the users and watching how many fail to be answered\time it takes to return in comparision to the sampled ping.I've got an idea.
LAG ALARM!
![]()
Option for the game hoster only.
Explaination: Have the option of enable/disable a lag alert system that automatically sends lagstats to a server (lets say each 20/30 seconds). Then, if someone lags (clearly) you receive a visual alert like a red light or something that makes you know who lags, so you dont have to
1) pause
2) do a lagstat
3) advice "...." player to try to fix the lag
The hoster of the game can also automatically send warning messages if someone lags.
Additional options: Ignore unless its more than "...." lagspikes
I think this will make it all a bit more simple and especially for the n00bs/newcomers
I'm having this exact same problem as ShootingStar I think this needs to be investigated.When I set this as Project64k's kaillera client, PJ fails to open =[
"The application failed to initialize properly (0xc0150002). Click on OK to terminate the application."
With Mupen64k, if I press on the "Kaillera" option, nothing happens.
maybe, maybe i am wrong.I've seen lagstats of 1k+, so is this cumulative or something?
I am Win XP SP2 also, so I'm kinda clueless. The only way I can find out how to fix such an open-ended problem is with more information - which we might not have. Do you do all of your windows updates? I only ask this because many, many years ago, my P64K would crash if I didn't do certain (very old) security patches. Believe me, I'd fix it if I had any clue why this only happens to 1-2 people.I'm having this exact same problem as ShootingStar I think this needs to be investigated.
I even downloaded a fresh copy of project64k and the error still pops up when trying to use
your kaillerclient Ownasaurus. The application failed to initialize properly (0xc0150002)
Edit: And if this helps any I am running Windows Xp Professional SP2 on a Pentium 4
with 1gb of ram.
Huh o_O I thought the server automatically stored some "temp data" regarding the packet loss and by doing the "/lagstat" command you only receive this temporal stored information causing no lag at all by the process... It is definitely cumulative from start of the game to finishif am not mistaken, a lagstat is performed by sending about 250 icmp packets to each of the users and watching how many fail to be answered\time it takes to return in comparision to the sampled ping.
doing that ingame might cause a slowdown or ds even if it can cause packet loss to one of the users (as kaillera uses udp and not tcp), thus i do not think it is a good idea.
however, i might be talking complete nonesense and people like firo will know more about it.![]()
there's this bug where if you try to highlight text, the text somehow gets erased and mixed up with other text.
I think I fixed the problem in the last release, but let me know if it occurs again.Release 11 said:- Fixed a bug where you could edit the text of the in-game chat window
I'll see what I can do... I'm not entirely sure how that button worked though.malva00 said:what happened to waiting games?
What makes you so sure? I really don't know what causes this for 2 out of what I assume to be 30+ users....agent21 said:yea thats suprisingly a build proble, on your side owna
I was thinking the same thing but I did some research on that error and that's a build problem, but I do suggest that you guys do a virus scan and a registry cleanup. And also try uninstalling and reinstalling VC++ Redist.What makes you so sure? I really don't know what causes this for 2 out of what I assume to be 30+ users....
That idea is cool and that could be implemented on the server just the alarm thing I don't like, it would be nice if it would automatically /lagstat every minute or so.I've got an idea.
LAG ALARM!
Option for the game hoster only.
Explaination: Have the option of enable/disable a lag alert system that automatically sends lagstats to a server (lets say each 20/30 seconds). Then, if someone lags (clearly) you receive a visual alert like a red light or something that makes you know who lags, so you dont have to
1) pause
2) do a lagstat
3) advice "...." player to try to fix the lag
The hoster of the game can also automatically send warning messages if someone lags.
Additional options: Ignore unless its more than "...." lagspikes
I think this will make it all a bit more simple and especially for the n00bs/newcomers
I would love if you could link me to a resource that said it was a build problem, if that also says what the supposed fix was. If it isn't the VC++ redist., then maybe I just need to explicitly define the winver or something like that... idk. If any coders have ideas, I'm all ears.I was thinking the same thing but I did some research on that error and that's a build problem, but I do suggest that you guys do a virus scan and a registry cleanup. And also try uninstalling and reinstalling VC++ Redist.
I'm thinking the same thing but after googling the error I saw a total different solution to the problem. http://social.msdn.microsoft.com/forums/en-US/vcgeneral/thread/eb6a6e10-9996-42c5-a8d4-6c71c375a7bd/I would love if you could link me to a resource that said it was a build problem, if that also says what the supposed fix was. If it isn't the VC++ redist., then maybe I just need to explicitly define the winver or something like that... idk. If any coders have ideas, I'm all ears.
How's vacation?
EDIT: IMO It's gotta be at the user's end - either lacking VC++ 2008 redistributable or .net framework 2 or 3 or whatever this uses >_>.
smasher: Lol threatening to not use it won't make me go any faster or slower, even if you're frustrated with it. That being said, modifying the winsock timeout parameter shouldn't be too hard and I might get to it sooner than later. After all, it annoys me too when I try to join a dead server.
It deals with you making it so the Kaillera client has delay to how long it takes to connect to server and can be speed up by the client connecting besides internet connecting. Ask fireblaster he mite be able to help more.A 2 second timeout instead of a 15 second timeout will be included in tonight's or tomorrow's BIG release (#14). However, I have no idea how to ping spoof (lower) on kaillera from the client's side. Sorry![]()
- NOTE: The waiting games list button, which is currently disabled, should be functional in the next release or two.Hude error in v14
The bottom buttoms the Waiting games list is always shaded and the anti3D master server list button is waiting games list.
agreed, i am so used to just scrolling for mode when opening the client, i feel dumb everytime i see the nick is the highlighted box.how about having the "change mode" box highlighted when the p2p client first opens so you can quickly mouse wheel scroll to p2p or playback mode
This is the first request for me to open source it. I have no inherent problem with open sourcing it, but I'm extremely anal about nice, neat code. My code in it's current state has huge blocks commented out and a few other things I don't like, so I would not release it as-is. To answer your question, I would be more than happy to release the source if enough people want me to, but I have to do some cleanup before I release it - which will take a moderate amount of time. Honestly though, a lot of the messiness is from the original n02 source - you gotta believe me! (There are unnecessary bits of code in { } and some really odd conditional logic, some of which I fixed.) I'll release the source some time after my last final exam on Monday if a few people are interested. However, I'm hoping people will contribute to the same great project instead of seeing like 5 offshoots because 1 amazing client is better than 5 good ones!you should open source this... same goes for smasher's "updated" pj64k... any reason not to?