Okay, so I'm finally taking a proper look at how to code replication and I've come to the conclusion that for learning / testing purposes I'd like to create a high ping environment on my local network.
I have no idea how to go about this so any input would be appreciated
I do tests concerning a high ping using a normal connection for a server and another mobile 2G type for client game. Here I have some 160-210 ms ping helping me to figure how do works a client in such a situation.
On start line of local server you can append params:
PKTLOSS= - tells the engine to simulate packet loss in netplay for testing (value is a percentage, up to 100)
PKTORDER= - tells the engine to simulate packets out of order (value treated as a bool, 1 or 0)
PKTDUP= - tells the engine to simulate duplicate packets (value is a percentage, up to 100)
PKTLAG= - tells the engine to simulate lag in netplay (value is in milliseconds)
You need PKTLAG, so for make ping +900 it be:
ucc.exe ... -PKTLAG=900
Information of this kind should never be shared. It has been used in tournaments to put "fake" lag on oponents, but the lag is NOT fake, on online servers you WILL lag and be unable to play the game = hosting clan wins the tournament easy.
Buggie wrote: ↑Fri Jun 10, 2022 8:46 am
On start line of local server you can append params:
PKTLOSS= - tells the engine to simulate packet loss in netplay for testing (value is a percentage, up to 100)
PKTORDER= - tells the engine to simulate packets out of order (value treated as a bool, 1 or 0)
PKTDUP= - tells the engine to simulate duplicate packets (value is a percentage, up to 100)
PKTLAG= - tells the engine to simulate lag in netplay (value is in milliseconds)
You need PKTLAG, so for make ping +900 it be:
ucc.exe ... -PKTLAG=900