random id?

1
2 fail
3 fail
4
5 fail
6

or not?


1 2 3 4 fail 5 fail 6 fail


Tom Grim wrote:

If I recall correctly, yes, everyone on the NS server
dropped. This occured a lot back in the playtesting
when steam started. I'm unsure if Charlie has
determined what caused it, but the last post he made
here mentioning it said that he wasn't 100% sure it
was cleared up.
Unfortunately, I only have access to Charlie's betas
as a playtester and not the code, so I can't confirm
anything. However, I must say that multiple people
dropping appears to be a side-effect of it.



--- Ben Banfield <[EMAIL PROTECTED]> wrote:

I have this behaviour. I have never seen it drop
everyone.  This led me
into thinking it could be a pvs/pas message for a
while or broadcast as
that goes to unreliable iirc.

50% was me being lazy writing.  However, iirc ns
drops all however i'm
not sure.

Cale Dunlap wrote:


When it happens in FA its completely random, it

does not discriminate

between teams and such, and no its not always 50%

of the players, sometimes

only 3 to 5 on a 28 player server will drop,

sometimes 20 will drop. They

all drop at the same time too.

-Cale

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On

Behalf Of Jeffrey "botman"

Broome
Sent: Wednesday, May 26, 2004 2:31 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] UserMsg 57..... ?

Ben Banfield wrote:



Sorry for the double post but I've come off like

I'm flaming people and

valve. Thats not what I've been trying to do.

I'm simply a bit

exasperated and am just looking for more

information to hunt this down

or for this bug to not cause half the clients on

the server to quit.


Hmmm, that might be useful (half the clients on

the server quit). Does

this happen to several clients at the same time?

I know it's probably

hard to tell, but do people on the server see 50%

of the players

suddenly go away? If so, then that might help to

track it down. If

it's a teamplay MOD are all of those players on

the same team? Adding

some stats tracking debug code to the server could

help to identify when

this happens.

Perhaps you can log (in memory) what's currently

happening for each

player (in a circular buffer in memory) and when

you see a large number

of players suddenly disappear from the server,

dump this log of data to

a text file. Then you can go back and look at

what network messages had

been recently sent or what type of activity was

occuring when a large

number of players suddenly disappeared.

P.S. I don't think it sounded like you were

flaming anyone.

--
Jeffrey "botman" Broome

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