RE: [hlcoders] pfnMessageBegin...
Its it SVC_TEMPENTITY message (and decals), look at the TE_* effects in common/const.h. Visual effects mainly :) -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Cale 'Mazor' Dunlap Sent: Wednesday, December 03, 2003 10:48 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] pfnMessageBegin... . GREAAAT Would sounds in maps cause that message to fire? -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
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
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
RE: [hlcoders] pfnMessageBegin...
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 ___
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
RE: [hlcoders] pfnMessageBegin...
Yeah, I found the problem. There was a value that was being set every frame by ClientUserInfoChanged in our game rules. I forgot to have it return if it didn't need to do anything to the keybuffer that frame oops. -Cale -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Alfred Reynolds Sent: Thursday, December 04, 2003 2:27 AM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] pfnMessageBegin... 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
RE: [hlcoders] Registry values for installs and other things
The ModInstallPath key points to the location where third-party Mods should be installed for the current user. If you want to find Counter-Strike, you could back up one level and check for a folder called counter-strike. counter-strike day of defeat deathmatch classic dedicated server half-life ricochet team fortress classic -Eric -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: Wednesday, December 03, 2003 10:24 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Registry values for installs and other things Eric Smith wrote: Eric, Steam Install Path (for Mods) = HKEY_CURRENT_USER\Software\Valve\Steam\ModInstallPath Can this key be used to reliably find VALVe Steam Mods, e.g. CS? That would be interesting for addons and bots. What we currently do is using this key and going two directory levels up from it's value to find the directory for the Steam accounts. I was just wondering if this is a safe method. Thanks, Florian ___ 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
Re: [hlcoders] Registry values for installs and other things
Eric Smith wrote: If you want to find Counter-Strike, you could back up one level and check for a folder called counter-strike. Okay, cool, that's what I wanted to know. Actually we are backing up two levels in order to check for multiple installations for different users. I just wanted to make sure this is a valid method. Thank you, Florian ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Registry values for installs and other things
That should be fine. -Eric -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Florian Zschocke Sent: Thursday, December 04, 2003 12:52 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Registry values for installs and other things Eric Smith wrote: If you want to find Counter-Strike, you could back up one level and check for a folder called counter-strike. Okay, cool, that's what I wanted to know. Actually we are backing up two levels in order to check for multiple installations for different users. I just wanted to make sure this is a valid method. Thank you, Florian ___ 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
Re: [hlcoders] pfnMessageBegin...
Humm... thats remind something... I have make a test, eons ago, in my own engine. We have some special tag for gibs to autofade out. The result whas horrible laggy because the changes where soo often that the engine whas need to send every update for every gib for everyframe.. ARGGH!!... Can be much less laggy to change some value 0.5 every 0.5 s than 0.1 every 0.1 s (x10 less laggy).. The server will send every change, at every frame, soo some smooth visuals can be againts smooth gameplay. Even 0.3 every 0.3 is x3 less laggy :D maybe/not Alfred Reynolds wrote: 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. ... ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders