View Full Version: The lag....

fuzziqer >>GameCube Action Replay Simulator and Control Simulator >>The lag....


<< Prev | Next >>

Beastapher- 04-01-2006
The lag....
I tried to play SSBM online with two different people, but it lagged terribly. Is there a way to fix this, or is that just how this is?

Bomb Bloke- 04-01-2006

Before you start gaming, ping your opponent. Any ping at or over 100ms will be pretty bad for any online game. Try and game with someone in your own state/country if possible. For example, in australia, I can get a ping of about 50ms to most locations, though if I try to go overseas it jumps to around 200ms. I gather there are two different scripts you can use to game, however. These don't affect the lag itself, but rather the way the lag is handled. One script lags, and the other one uses rubberbanding (in which there is no visible lag, however players other then the first will occasionally find themselves "snapping back" to where they just moved from). Of course, that's all my impression based on what I've read: as I only have the PAL version of the game, you'll just have to try it out for yourself. It's all explained under the "What can I do to reduce lag?" heading in the forumer.com/viewtopic.php?t=39>guide.

Aftermath- 05-18-2006

one thing to keep in mind when he's talking baout the rubber banding. If you leave GCARS as it is and deal with the rubber banding, it's nearly impossible to resync the game after it's been desynched. Even if you get both player's locations correct, the damages for each player will be off and everytime you hit someone, they'll go farther/less far and result in more rubber banding. I'd suggest typing in the scripts, it only takes about ten minutes, but it makes it so much more enjoyable. Also, I don't know why he did this or if he meant to, but on DJ Veeman's save file, he left off the script for a couple of the coordinates, I think it was the chip X/Y coordinates, but it may have only been the Y ones. If anyone knows why this is left off, I'd appreciate it if they told me, as I just went ahead and typed in what he was missing.

biolizard89- 05-18-2006

Also, I don't know why he did this or if he meant to, but on DJ Veeman's save file, he left off the script for a couple of the coordinates, I think it was the chip X/Y coordinates, but it may have only been the Y ones. If anyone knows why this is left off, I'd appreciate it if they told me, as I just went ahead and typed in what he was missing. He probably just made a mistake. I was the one who told him to try putting all the script codes in P1's script, and I never suggested leaving off the chip codes, nor can I see a reason why the chip codes would be left off. It can be hard to enter all the scripts perfectly in GCARS-CS (which is why Levine is useful, if you can get it to work), so I wouldn't be too surprised if he just left off a couple codes. Also, the regular scripts would be much better, with no lag for local players, if they included velocity codes as well as coordinate codes. That would probably be fairly easy to hack, if Fuzziqer feels like it at some point.

fuzziqersoftware- 05-18-2006

Actually, I remember hacking velocity codes, but they only worked when the player was in the air. The ground velocity is stored elsewhere; and there's a different set for each platform. I did make a neat Walk Through Walls code in the process, though.

Forumer™ is Voted #1 Free Forum Hosting provider
Build your own community today with the largest message board hosting company.