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/ > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list > > archives, please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders