Sending 1 byte per user per frame would also cripple you (it's the
volume, not the individual size).

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Cale 'Mazor' Dunlap
> Sent: Thursday, December 04, 2003 12:17 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> Our biggest message is 9 bytes and its sent once per client
> per connect
> for the weather system.
>
> It only happens on Internet servers, not LAN or local game. We're
> totally stumped, and if this doesn't get fixed, we don't release 2.9.
>
> -Cale
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> Reynolds
> Sent: Thursday, December 04, 2003 1:25 AM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] pfnMessageBegin...
>
> Sounds like you are sending too much data (too many
> MESSAGE_BEGIN()'s or
> too much data in each).
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of
> > Cale 'Mazor' Dunlap
> > Sent: Wednesday, December 03, 2003 11:09 PM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] pfnMessageBegin...
> >
> > Ok, it isn't the temp ent messages. It looks like the temp ents were
> > just occurring on the map I was testing on, the lag still occurs on
> > other maps.
> >
> > I turned on net_graph 2 to check out the net traffic. I started up a
> > local server and just connected to my own server, I still
> had hardcore
> > lag. I'm not the only one that experienced this either, every
> > tester for
> > FA has reported this so far. It only seems to happen on
> > Internet games,
> > I've been told it doesn't happen on LAN games. I also know
> it doesn't
> > happen if I run the game by itself (without a server), using
> > -deathmatch
> > 1 in the command params.
> >
> > Could it have something to do with the dedicated server
> > software itself?
> > We've tried both Steam and WON and we get the same results.
> >
> > In regards to my net_graph 2 findings, it looks like
> there's a pretty
> > decent size packet (the graph went 3/4 the way up my screen
> > in 1024x768
> > res) getting sent every half second on the dot. I also noticed some
> > other abnormal findings with the lowest graph (the
> bluish/orange one).
> > It would spike twice then be fine for a few seconds, then it'd spike
> > twice again, then be fine. Since my findings were pretty
> systematic I
> > assume there's gotta be an explanation for this.
> >
> > -Cale
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Alfred
> > Reynolds
> > Sent: Thursday, December 04, 2003 12:03 AM
> > To: [EMAIL PROTECTED]
> > Subject: RE: [hlcoders] pfnMessageBegin...
> >
> >     { svc_temp_entity, "svc_temp_entity", CL_Parse_TempEntity },  //
> > 23
> >
> > Its temp ents, y'all have too many.
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Cale 'Mazor' Dunlap
> > > Sent: Wednesday, December 03, 2003 9:48 PM
> > > To: [EMAIL PROTECTED]
> > > Subject: [hlcoders] pfnMessageBegin...
> > >
> > > This is a multi-part message in MIME format.
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > I'm trying to diagnose a nasty lag issue in Firearms 2.9
> > > right now, and
> > > it seems to be pointing to the fact that the message with
> > the index 23
> > > is being called WAY too often. The REG_USER_MSG define
> > > doesn't start the
> > > messages until like, 70 or something like that, so I
> assume 23 is a
> > > message that isn't part of the SDK (some entity updating message
> > > maybe?). This is probably a question for one of the guys
> at valve to
> > > answer.
> > >
> > > If you're not sure what I'm talking about, I'm talking about the
> > > messages from server->client and how they're indexed. Every time a
> > > message is registered with the engine, it tags a number on
> > > it. I'm just
> > > trying to figure out what number 23 is and hopefully figure
> > out where
> > > it's being called constantly and knock it out.
> > >
> > > This bug is at critical priority right now and needs to be
> > fixed ASAP,
> > > an answer very soon would be appreciated.
> > >
> > > -Cale 'Mazor' Dunlap
> > > Programmer
> > > Firearms Half-Life
> > > http://www.firearmsmod.com/
> > >
> > > --
> > >
> > >
> > >
> > > _______________________________________________
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> > > archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
> >
> >
> >
> > _______________________________________________
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> >
> >
>
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