A forum for the general posts relating to MacroQuest. *DEPRECATED: This forum is no longer in public use, but remains here for your reading pleasure. Enjoy
Moderator: MacroQuest Developers
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dont_know_at_all
- Developer

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by dont_know_at_all » Tue Apr 29, 2003 6:21 pm
What do the numbers on the lag-o-meter mean?
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fwiggles
- a hill giant

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by fwiggles » Tue Apr 29, 2003 6:22 pm
on the far right i believe is packet size...on the left is your lag or something...and who knows what the 2 mid ones are =P
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dont_know_at_all
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by dont_know_at_all » Tue Apr 29, 2003 6:44 pm
My ping times run from under 100 to about 150. I haven't run w/out mq in a long time. Are these typical or am I seeing the lag problem too?
Here is the "official" doc:
The first number is your round trip time (ping) to the server. The second number is the percentage of packets sent to your computer that never arrived (packet loss). The third number is the percentage of packets sent to the server that never arrived (packet loss). The final number on the far right represents the amount of data being received in bytes per second. This will vary depending on what is occurring in the game at the time — e.g. lots of activity nearby = more data being received.
Immediately below these numbers are two connected bars. The bar on the left represents the flow of data coming from the server. The bar on the right represents the flow of data to the server. If you are well connected to the server, these bars will be solid green. Two solid green bars means that all recent packets that were sent actually arrived at the destination. If you see a gap in either bar, that indicates that a packet that was sent never arrived at its intended destination because it was lost on the network.
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Imperfect
- Macro Author

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by Imperfect » Tue Apr 29, 2003 9:39 pm
There is nothing about MQ that effects your ping numbers. There really never has been. Its not as if MQ intercepts the net traffic but, I am sure you know that.
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eqjoe
- a grimling bloodguard

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by eqjoe » Wed Apr 30, 2003 12:04 am
I am on to something. (I think.. hell I just want a stable build)
A release build on XP and .NET using the Detours.lib that is distributed does not display the wild ping/lag issue. If you build your own detours.lib from the MS Detours 1.5 distrubtion and build a release version on that same XP - .NET system your will have the same problem as the VS6 builds.
Go figure.
Looks like a patch tonight... be ready for new structs. You know they are messing with us if they change them up this time.
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grimjack
- Macro Author

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by grimjack » Wed Apr 30, 2003 12:39 am
dkaa,
I did not notice mine having the problem either for the same reason. Only when I ran another machine next to it did I really notice the problem. The machine not running MQ had a fairly constant number on the left (like 108-150 but the changes in the number are not often). The machine running MQ had a new number there almost every second from 78-200. As soon as I do an /unload the number becomes fairly constant on that machine too. If you want to see if you have the problem just watch how fast your left number updates and do a /unload. If you have the problem you should notice a BIG difference in how that number updates.
Oh and I use the detours.lib supplied by MS as well. I did not compile it myself. MQ is Compiled with VS .NET.
Thanks
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maq0r
- a lesser mummy

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by maq0r » Wed Apr 30, 2003 2:24 am
I have VS6, XP and compiled detours by myself and I dont get that crazy ping thingie some people say they get.
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Clawed
- a ghoul

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by Clawed » Wed Apr 30, 2003 2:48 am
Isn't it normal to get different ping times constantly? I thought I always did in EverQuest, no matter what I was running. Hmm, I'll look into it after the patch.