Unlagged problem
if you got 64 kilobits upload its 8 kilobytes (even little less cause of protocols overhead) and since sv_maxrate is value in bytes it means you can set only sv_maxrate 8000 and sv_maxclients 2 (one local player, one remote player), if you setup space for more clients, after next one connects, there isnt anymore bandwidth for any remote player so they all start to lag
also i think that we are talking about dsl which *really* isnt ideal technology for hosting game servers
as you said maybe the cpma server can handle more clients than e+ server, thats because of excessiveplus nature of game (more bandwidth usage)
in fact you cant do anything with that, only rent better connection
I'm hosting server on 64k up line without any problem... :roll:
Do you have the latest files of Q3, PR and E+ on the server?
qxy wrote:
[code:1]I'm hosting server on 64k up line without any problem... :roll:
Do you have the latest files of Q3, PR and E+ on the server?[/code:1]
we are talking about 64 kiloBITS not kiloBYTES
you got 512kbit upload he got 64kbit upload thats bit different
Ok, now i'm getting seriously freaked out, cause those shit lags started to appear not only in E+, but in OSP, CPMA and even BaseQ3 as well. ARGH!!!! I'm 10000000% sure this has not occured before i installed E+ o.o I hosted for up to 6 players simultaneously and there wasn't even a HINT of those STUPID FUCKING LAGS. GRRR.
Please, if anyone has ANY idea, or possible solution, i'm going to kiss his feet and praise him as god almighty.
ehm, make some tests to measure your real upload speed, maybe your isp changed something (maybe you had bigger speed before and after high bandwidth usage, isp shaped it down), firstly you should read specification of service which you are using, this is not problem with quake, but with your connection..
well sometimes more likely very often reality and informations about your connection from your isp are different so measure your real speed (many times, various hours), you are also getting informations from clients so download speed is also important (7gb limit)..
comparing other games is senseless cause their bandwidth usage maybe totally different (suprisingly not every game uses same network protocol)
read my first post here in this thread,
if you really have now 64kbit, its not enough for more than 1 remote player (usable in 1v1, 1 remote player, 1 local player and maybe one remote spectator, so sv_maxclients 3, easy math, you can measure all by yourself) in q3a e+ (other mods most likely also), simply when there isnt enough bandwitdh you cant do anything with that, if it worked before you hadnt 64kbit..
anyhow 64kbit upload (especially dsl) is like joke for hosting gameservers (especially fps games), whoever hosted servers will tell you same thing, take it or not
Baaaah.
Well, thanks guys, for trying to help. At least now i know a little bit more about configuring servers