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ElVince

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Jan 7, 2003
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hello just to let you know it is very hard to play over the internet HOI2 as the upload rate is huge and often all the info cannot be sent creating a lot of log between the host and the client. I recorded spikes going up to my maximum (256 Kb/S). the speed of the game is for the moment "above normal". it looks like the packets are not being compressed before being sent. Anything we can do to fix this?
thank you :)

Elvince
 
MP stuff in the MP forum please.
*Moved
 
Best advice would be to make sure no other programs are running, and if you still cannot handle that then you should slow down.

And make sure all players have broadband, and the host must have atleast a 30-40 KB/s for above normal if you're playing with more than 4 players.
 
sorry castellon for posting in the bug forum, but for me this is a bug. I am measuring the upload rate with netlimiter which allows me to look at only that game upload and no other program. I don't know any game that uses even half of that upload rate. And with such a rate most connection cannot play that game under any circompstances over the internet. I hope this is just a problem with the data compression not being enabled, or some data being sent that are not required.
cheers!

Elvince
 
ElVince, I would be interested in any more technical measurements you've made. We found (in a online multiplayer virtual world that I designed and run) that packet loss could wreak havoc on our networking. We discovered a hack for WinXP to adjust the number of retransmit attempts that helps dramatically.

The overall experience my group had with original HoI was that for multiplayer you had to keep the speed generally at below normal or slower.

Is HoI doing TCP or just UDP?
 
Ok, if HoI is using TCP not UDP then anyone using WinXP will have a failure if there is a network glitch of approximately 8 to 16 seconds. If your network (or somewhere along the Internet) drops packets for that long you'll end up with HoI failing. (unless you modify WinXP and even then packet loss of that long is probably bad enough that you shouldn't try to play)
 
Mithel said:
ElVince, I would be interested in any more technical measurements you've made. We found (in a online multiplayer virtual world that I designed and run) that packet loss could wreak havoc on our networking. We discovered a hack for WinXP to adjust the number of retransmit attempts that helps dramatically.

The overall experience my group had with original HoI was that for multiplayer you had to keep the speed generally at below normal or slower.

Is HoI doing TCP or just UDP?

You willing to be more specific on how to do the hack?
 
Warning: I am not advising this. I'm just sharing it for those interested in experimenting to see if they can get better results.

Using regedit, create (or edit, but I believe it doesn't exist by default) the value TcpMaxDataRetransmissions in the key:

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters

It is a REG_DWORD, and the default if it doesn't exist is 5.

I am using the value 10 (decimal). The rationale for this is that I saw the connection start its retransmissions at 0.5s, so the 4th doubling would be 8s, so roughly speaking, this means that after 16s of packet loss, there will be no hope of recovering, by continuing to 10 retransmissions, it gives me 4 minutes (I think that the max retransmission interval is 60s).