Today the main Quakeworld portal Quakeworld.nu reports about advancement in the area of ping related issues in Quakeworld. Previously the cmd minping command has been used to adjust pings if players in a big tournament game insist on having a fair ping. The drawback of this method is that all players in a game are affected even if it's only one player that needs to "ping up", as this feature introduces a bunch of unwanted effects.
Another method is be to use a Qizmo proxy to re-route the Quakeworld packets to reach a higher ping, but this is not as realiable and is a quite time consuming method as one needs to search for a suitable Qizmo proxy server.
The new feature, added by the russian prodigy Qqshka, that is up for testing in the ezQuake client is a client side command called cl_delay_packet <ms> which basically lets you add as many milliseconds to your ping as you like. This makes it possible to set a stable ping in situations where the ping may be jumpy, which sometimes causes the sensitive players to whine for hours when there is a big game coming up with thousands of spectators watching.
Read more about the feature and how to test it at Quakeworld.nu
Another method is be to use a Qizmo proxy to re-route the Quakeworld packets to reach a higher ping, but this is not as realiable and is a quite time consuming method as one needs to search for a suitable Qizmo proxy server.
The new feature, added by the russian prodigy Qqshka, that is up for testing in the ezQuake client is a client side command called cl_delay_packet <ms> which basically lets you add as many milliseconds to your ping as you like. This makes it possible to set a stable ping in situations where the ping may be jumpy, which sometimes causes the sensitive players to whine for hours when there is a big game coming up with thousands of spectators watching.
Read more about the feature and how to test it at Quakeworld.nu
Edited by Åke Vader at 12:44 CDT, 20 September 2008 - 11160 Hits
great guys.