Is there anybody who have Knowledge in any of this to set up ???
Smaller values or should be higher ? Any chelp is much approciated.
# Sleep time for all Selectors
# After he finished his job the Selector waits the given time in milliseconds
# Lower values will speed up the loop and the Ping is smaller SleepTime = 5
# Every loop it send a maximum of the given packages to each connection
# Lower values will speed up the loop and the Ping is smaller but cause less output MaxSendPerPass = 64
# Every loop it read a maximum of the given packages from each connection
# Lower values will speed up the loop and the Ping is smaller but cause less input MaxReadPerPass = 64
# Each unfinished read/write need a TEMP storage Buffer
# on large player amount we need more Buffers
# if there are not enough buffers new ones are generated but not stored for future usage HelperBufferCount = 20
# Setting this to True will lower your ping, at the cost of an increase in bandwidth consumption. TcpNoDelay = False
# ---------------------------------------------------------------------------
# Client packet queue tuning
# ---------------------------------------------------------------------------
# Queue size, do not set it too low !
# 0 - use value MaxReadPerPass + 2 (from mmo.properties)
# Default: 0 ClientPacketQueueSize = 0
# Maximum number of packets in burst.
# Execution will be aborted and thread released if more packets executed in raw.
# 0 - use value MaxReadPerPass + 1 (from mmo.properties)
# Default: 0 ClientPacketQueueMaxBurstSize = 50
# Maximum number of packets per second.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 80 ClientPacketQueueMaxPacketsPerSecond = 80
# Average number of packets per second calculated during this interval.
# Using larger value decrease number of false kicks, but slower reaction to flood.
# Avoid using too low or too high values, recommended between 3 and 10.
# Default: 5 ClientPacketQueueMeasureInterval = 5
# Maximum average number of packets per second during measure interval.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 40 ClientPacketQueueMaxAveragePacketsPerSecond = 40
# Maximum number of flood triggers per minute.
# Client will be kicked if more floods detected.
# Default: 2 ClientPacketQueueMaxFloodsPerMin = 2
# Maximum number of queue overflows per minute.
# After overflow all incoming packets from client are dropped until queue is flushed.
# Client will be kicked if more queue overflows detected.
# Default: 1 ClientPacketQueueMaxOverflowsPerMin = 1
# Maximum number of buffer underflows per minute.
# Client will be kicked if more underflow exceptions detected.
# Default: 1 ClientPacketQueueMaxUnderflowsPerMin = 1
# Maximum number of unknown packets per minute.
# Client will be kicked if more unknown packets received.
# Default: 5 ClientPacketQueueMaxUnknownPerMin = 5
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Question
TouchOfFlames
Is there anybody who have Knowledge in any of this to set up ???
Smaller values or should be higher ? Any chelp is much approciated.
# Sleep time for all Selectors
# After he finished his job the Selector waits the given time in milliseconds
# Lower values will speed up the loop and the Ping is smaller
SleepTime = 5
# Every loop it send a maximum of the given packages to each connection
# Lower values will speed up the loop and the Ping is smaller but cause less output
MaxSendPerPass = 64
# Every loop it read a maximum of the given packages from each connection
# Lower values will speed up the loop and the Ping is smaller but cause less input
MaxReadPerPass = 64
# Each unfinished read/write need a TEMP storage Buffer
# on large player amount we need more Buffers
# if there are not enough buffers new ones are generated but not stored for future usage
HelperBufferCount = 20
# Setting this to True will lower your ping, at the cost of an increase in bandwidth consumption.
TcpNoDelay = False
# ---------------------------------------------------------------------------
# Client packet queue tuning
# ---------------------------------------------------------------------------
# Queue size, do not set it too low !
# 0 - use value MaxReadPerPass + 2 (from mmo.properties)
# Default: 0
ClientPacketQueueSize = 0
# Maximum number of packets in burst.
# Execution will be aborted and thread released if more packets executed in raw.
# 0 - use value MaxReadPerPass + 1 (from mmo.properties)
# Default: 0
ClientPacketQueueMaxBurstSize = 50
# Maximum number of packets per second.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 80
ClientPacketQueueMaxPacketsPerSecond = 80
# Average number of packets per second calculated during this interval.
# Using larger value decrease number of false kicks, but slower reaction to flood.
# Avoid using too low or too high values, recommended between 3 and 10.
# Default: 5
ClientPacketQueueMeasureInterval = 5
# Maximum average number of packets per second during measure interval.
# Flood detector will be triggered if more packets received.
# After triggering all incoming packets will be dropped until flooding stopped.
# Default: 40
ClientPacketQueueMaxAveragePacketsPerSecond = 40
# Maximum number of flood triggers per minute.
# Client will be kicked if more floods detected.
# Default: 2
ClientPacketQueueMaxFloodsPerMin = 2
# Maximum number of queue overflows per minute.
# After overflow all incoming packets from client are dropped until queue is flushed.
# Client will be kicked if more queue overflows detected.
# Default: 1
ClientPacketQueueMaxOverflowsPerMin = 1
# Maximum number of buffer underflows per minute.
# Client will be kicked if more underflow exceptions detected.
# Default: 1
ClientPacketQueueMaxUnderflowsPerMin = 1
# Maximum number of unknown packets per minute.
# Client will be kicked if more unknown packets received.
# Default: 5
ClientPacketQueueMaxUnknownPerMin = 5
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