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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> >
> >
>
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