I average pings in the 30-60 millisecond range. I rarely, if ever, have over 0.2% packetloss, be it S2C or C2S. Every other motherfucking time I kill someone in a dd/jd/bd, I'm getting specced for being over some rather obscure limit dubbed, "MED SPIKE."
I would like to know why a lag check is run every time you kill someone. Yes, I'm aware that a PlayerDeath event is fired every time you die making it easy to toss some lag checking code in your death event handler. That's some bullshit programming though, and you lazy dev bitches know it. The event itself generates enough lag to put you over the limits you're being checked against. I'm usually between .5 and 5 over this MED SPIKE limit, and I know full well it's because of the extra lag associated with trying to run these checks while the server is already trying to update my client with a position packet, and then registering a hit, and then telling me the dude I hit has died.
Fix it. Christ, all you have to do is run the checks on a delay. I kill a guy, you wait a good 10-15 seconds, then you run your check. Problem solved.
I would like to know why a lag check is run every time you kill someone. Yes, I'm aware that a PlayerDeath event is fired every time you die making it easy to toss some lag checking code in your death event handler. That's some bullshit programming though, and you lazy dev bitches know it. The event itself generates enough lag to put you over the limits you're being checked against. I'm usually between .5 and 5 over this MED SPIKE limit, and I know full well it's because of the extra lag associated with trying to run these checks while the server is already trying to update my client with a position packet, and then registering a hit, and then telling me the dude I hit has died.
Fix it. Christ, all you have to do is run the checks on a delay. I kill a guy, you wait a good 10-15 seconds, then you run your check. Problem solved.
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