Author Topic: Simulating High Ping  (Read 2372 times)

Is there anyway I could simulate high ping on a server? Preferably capable of testing it on myself.


Use dial-up. lolo
I'm not sure if you can on BL, but I know how in some other games...
Maybe BL has a similar method, but I doubt it because it's a different engine

changing timescale seems to affect the latency, i am not too sure though

That's weird, I remember reading it somewhere on this forums so after I couldn't find it via search I hoped someone would of had an answer :/

try doing /timescale 0.9999 in the chat
For some reason that makes the server lag like crazy, don't know why but that might be helpful for you.

If there were some sort of event that defined what happened when a PING was received, you could schedule it's parent. The Master Server might not appreciate this, however.

If there were some sort of event that defined what happened when a PING was received, you could schedule it's parent. The Master Server might not appreciate this, however.
You really don't know what you're talking about.

If there were some sort of event that defined what happened when a PING was received, you could schedule it's parent. The Master Server might not appreciate this, however.
feel free to modify the network backend looking for one

You really don't know what you're talking about.
So putting an interval between a ping is received and when the client responds wouldn't work? Care to explain? Yes. I know that it is far-fetched, and would be a ton of work. But nonetheless, it would work.

So putting an interval between a ping is received and when the client responds wouldn't work? Care to explain? Yes. I know that it is far-fetched, and would be a ton of work. But nonetheless, it would work.
Good luck getting Badspot to waste his time for an unneeded change.

As far as high ping goes, you could try to do something weird with proxies or your router, but you could simulate lag if you wanted by spamming this:

function pause(%x)
{
     %start = getrealtime();

     while(getrealtime() - %start < %x)
          continue;
     echo("done.");
}

What Nexus has will just make the game delay packets being sent, not slow down their transit time.

Good luck getting Badspot to waste his time for an unneeded change.
Why modify the game? Blockland already has a ping function built in. If you could figure out how that works, you could easily modify it.

As far as high ping goes, you could try to do something weird with proxies or your router, but you could simulate lag if you wanted by spamming this:

function pause(%x)
{
     %start = getrealtime();

     while(getrealtime() - %start < %x)
          continue;
     echo("done.");
}
Some routers allow you to limit speed on a MAC Address, or globally.