Airbus320 Posted May 12, 2005 Share Posted May 12, 2005 Hi all, Since 7 months I am running a NOLF 1 server (the PLI thing). One of my rules stated for this server is "No custom skins". The main reason why I forbid custom skins on my server is that custom skins would create extra lag and because I am network limited, I can't use extra lag. However for 2 weeks, I talked to someone who said that custom skins don't create lag at all... I still think it creates lag because people with custom skins require more bandwidth to send their skin to players which don't have the skin on their computer. But I am still doubting about this issue.. :? So does anyone know if it really creates extra bandwidth usage / lag and if so, is it much extra bandwidth or is it neglectable? I would like to know this because if the lag issue with custom skins is just a fable, I will remove the rule because custom skins can be fun. A320 Quote Link to comment Share on other sites More sharing options...
Leesy Posted May 12, 2005 Share Posted May 12, 2005 I don't think it would create lag as such - just probably on the first time somebody looks at that player. True the person's computer will have to send the custom skin out to everyone but I'm assuming it only does this once. Then after that the PC will have it stored and have no need for it to be transmitted. So it's not like you will have them constantly using up bandwidth throughout the level. Quote Link to comment Share on other sites More sharing options...
[WR] Factor Posted May 12, 2005 Share Posted May 12, 2005 oki i used to play nolf1 24/7 bak in the old days...this is an easy question... oki...custom skins do create lag...BUT VERY VERY LITTLE...the more u have in one server though...the harder it gets...so if u have trouble supporting about 6 players...and they keep like...a ping at 80 or so...it might jump to 90 if all of them have custom skins on... custom maps also dont cause lag...(common misconception) unless they r really big maps...otherwise they r just as normal as every other map... Quote Link to comment Share on other sites More sharing options...
Eliteone Posted May 12, 2005 Share Posted May 12, 2005 A skin shouldn't create lag. Connection speed and hardware are the causes of lag. Plus background applications running on the client PC can cause them lag. Only thing custom skins might do is slightly increase the load time for the game. Quote Link to comment Share on other sites More sharing options...
[WR] Factor Posted May 12, 2005 Share Posted May 12, 2005 e1...nolf1 runs a lil differently the skins do cause lag in there...because unlike nolf2...u can use any skin u want...lots of ppl create skins and u just use them for the heck of it...and if there is a server that has like...15 ppl in it all with created skins...once ppl start using correctors and lots of explosions start happening...it lags it... a person u might wanna discuss this with is [sT] Belgaron...he ran a nolf1 server for almost 2 straight years...he knows all about it...he will let u know Quote Link to comment Share on other sites More sharing options...
Eliteone Posted May 13, 2005 Share Posted May 13, 2005 e1...nolf1 runs a lil differently the skins do cause lag in there...because unlike nolf2...u can use any skin u want...lots of ppl create skins and u just use them for the heck of it...and if there is a server that has like...15 ppl in it all with created skins...once ppl start using correctors and lots of explosions start happening...it lags it... a person u might wanna discuss this with is [sT] Belgaron...he ran a nolf1 server for almost 2 straight years...he knows all about it...he will let u know 3345[/snapback] All the server does is exchange info Factor. If only one client has a custom skin then the other sees a default skin. An action intensive server that lags is because of bandwith settings or physical connection. Or the Hardware of the server as I said above. Bandwith should be set according to the connection Follow the info below as a guideline. Recommended Player Limits ------------------------- Connection Machine Spec # of Players ----------------------------------------------------------------------------- 56K | Minimum Server (Host) | 2 (including host) | ISDN (128 kb up/down) | Fast Server (Dedicated) | 4 | DSL/Cable* | Fast Server (Dedicated) | 4-8 | T1 | Minimum Server (Dedicated) | 8-16 | T3 | Minimum Server (Dedicated) | 8-16 | T3 | Fast Server** (Host/Dedicated) | 16 | ----------------------------------------------------------------------------- * Dependant on upload speed, Cable and DSL connections vary. ** Fast Server system requirements are above a P3 550 + 256 MB RAM Limiting Bandwidth ------------------ New to version 1.003 is the ability to restrict upload bandwidth. This feature was implemented to give server operators the ability to limit the amount of data that's being sent to players on high bandwidth connections. When used correctly, this feature can greatly improve performance. There are two ways to change your bandwith limit with NOLFserv. The first and easiest way is to use the bandwith option in the setup wizard. Here, you can use one of 5 preset values, or enter a custom value. The list of available connection types and the values used for each are as follows: 56k modem: 4,000 bytes per second Cable: 16,000 bytes per second DSL: 32,000 bytes per second T1: 1,000,000 bytes per second T3: 10,000,000 bytes per second Since the actual upload bandwidth of your connection may vary greatly from these, you can also enter a custom value. To determine this value, just follow these steps: Determine your maximum upload bandwidth. This information can be obtained from your ISP. Multiplay this value by 1024. Divide the result by 8. For example, if your upstream bandwidth is 128k: 128 x 1024 = 131072 131072 / 8 = 16384 So, to avoid send overflow on a 128kbps upload bandwidth connection, you would set your custom value to 16384. To fine tune this setting while the server is actually running, just type "SendBandwidth" and the value you wish to use in the console, and then press <Enter>. (i.e. SendBandwidth 16384) Quote Link to comment Share on other sites More sharing options...
[WR] Factor Posted May 13, 2005 Share Posted May 13, 2005 thats where u r wrong again...first line u said... if only one person has the skin only they see it... thats if its a totally custom texture...most skins r made in nolf1 using old textures that u see in the game...like mountains...steel...ground...signs...sum of these make u camoflauged...and these r able to be seen by everyone...because they r regular textures in the game already...nolf1 skins are almost all from original textures...at least bak when i played... (srry to sound so...im better than u or i know more)...im just sayin...nolf1 is way different than nolf2... u ever play nolf1 e1? Quote Link to comment Share on other sites More sharing options...
Slngsht Posted May 13, 2005 Share Posted May 13, 2005 Yes, nolf1 is a whole different animal. I do notice a difference when someone is wearing a custom skin, especially when it is animated. It is a bit harder to kill them. I'm not so sure what the impact on ping/lag/cpu time on the server and client is, but In the jag server, some players will wear skins, and are hard to kill. The same person, when they remove the skin, will be easier to kill. Quote Link to comment Share on other sites More sharing options...
Eliteone Posted May 13, 2005 Share Posted May 13, 2005 Yes factor I do. Custom skins have never been an issue on the nolf 1 server I run (the one running for Unity now) however I run it on a dual Xeon Server with an excellent connection. All games guys are dependent on the servers ablity to keep up and your PCs ability to process the information received along with your connection speed. These are all basics no matter if it's Nolf 1, unreal Tourney, Call of Duty etc. If the server cannot process the information fast enough you get issues.........period. Quote Link to comment Share on other sites More sharing options...
[WR] Factor Posted May 13, 2005 Share Posted May 13, 2005 i wont argue with that one at all...because u r a server lady..im not... but for sure...the skins thing...everyone can see them...because they use textures from the game...which means everyone has the files on their hardrive and can see them Quote Link to comment Share on other sites More sharing options...
MajorPayne Posted May 13, 2005 Share Posted May 13, 2005 Sounds like either the client PC is taking longer to load the skin or the server can't give the client machine the requested information fast enough resulting in a perceived lag on the server. Either restrict the custom skin use or set the bandwith setting so the server has a "lead" on the clients. That should help the issue. Quote Link to comment Share on other sites More sharing options...
Airbus320 Posted May 13, 2005 Author Share Posted May 13, 2005 So if I am correct there are the following 'rules': The static custom skins for NOLF1 creates a neglectable lag if the textures used for the skins are the standard nolf textures (mountains, grass, motorcycles etc etc). The dynamic skins (which have moving parts or changing colours) or skins for which non standard textures were used creates more lag because the non standard textures have to be send to the other players. Quote Link to comment Share on other sites More sharing options...
[WR] Factor Posted May 13, 2005 Share Posted May 13, 2005 close...everything is right...except one thing...if its not a standard nolf skin...it doesnt even matter...because it doesnt show on anyone else's game...so i dont think it would effect the game play...everything else is right... Quote Link to comment Share on other sites More sharing options...
Nova™ Posted May 13, 2005 Share Posted May 13, 2005 Well, if the Standard Skin doesn't lag, but the Custom Skin does, then the person who made the Custom skin doesn't know what the hell their doin' if their making it lag Quote Link to comment Share on other sites More sharing options...
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