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Connection Interrupts
Posted: Thu Oct 27, 2005 8:25 am
by +JuggerNaut+
Alright, during gameplay i get CI's. usually 6 - 10 per match. you've seen/heard this before; yes, me too, but i mostly get them when i die, fall into a void, etc. why is that?
Posted: Thu Oct 27, 2005 10:25 am
by [xeno]Julios
is it mostly when you fall into void or when you die in general?
stabbing in the dark here, but it might be that because the void is so visually simple, your framerate spikes causing you to lag (i think this is only a prob if ur upload is suffering though)
try capping your fps at a low rate just to experiment and see if problem still occurs.
Posted: Thu Oct 27, 2005 10:28 am
by [xeno]Julios
also, run a traceroute while playing and note the times at which you lagged. Then go back and examine the traceroute and look at the patterns on the graph that correspond to those times. They might just look like big red blocks of red or something.
Now run a traceroute for an hour or so without playing and see if those patterns occur.
If they do, then it's not a quake specific thing, and it's probably coz you fall into void so much that everytime you do lag, you're dying.
Posted: Thu Oct 27, 2005 12:21 pm
by ^misantropia^
Does this happen in a particular mod? Some mods have the habit of sending a heap of configstrings when you die, which can cause you to lag out for a second or two.
Posted: Thu Oct 27, 2005 5:05 pm
by +JuggerNaut+
[xeno]Julios wrote:also, run a traceroute while playing and note the times at which you lagged. Then go back and examine the traceroute and look at the patterns on the graph that correspond to those times. They might just look like big red blocks of red or something.
Now run a traceroute for an hour or so without playing and see if those patterns occur.
If they do, then it's not a quake specific thing, and it's probably coz you fall into void so much that everytime you do lag, you're dying.
i only mentioned the void because when i die is mostly when the DI's happen. i don't die
that often :icon26:
i'll try what you stated above though, thanks. btw, here are my connection settings from my autoexec:
//Connection Settings
seta cl_maxpackets "30"
seta cl_packetdup "0"
seta snaps "40"
seta rate "25000"
anything else not listed there are at default values.
^misantropia^ wrote:Does this happen in a particular mod? Some mods have the habit of sending a heap of configstrings when you die, which can cause you to lag out for a second or two.
the only mod i play is OSP. thanks for the input though.
Posted: Thu Oct 27, 2005 6:19 pm
by [xeno]Julios
ew wtf are you doing with your maxpackets @ 30? :icon32:
Posted: Thu Oct 27, 2005 7:11 pm
by +JuggerNaut+
good question. what should it be set at? i recall a server that said to set it for fourty; maybe that was good for that server? but i played there quite a bit, so i believe i put it at 30 since default is 20 i believe? should i be leaving it at 20?
*edit* i'm thinking of snaps? ffs
Posted: Thu Oct 27, 2005 7:58 pm
by Fjoggs
125 you bunny! :E
Posted: Thu Oct 27, 2005 8:15 pm
by dzjepp
cl_packetdup should set to 1 as well iirc, at least based on the upsetchaps guide.
Posted: Thu Oct 27, 2005 8:54 pm
by ^misantropia^
Or to 2, 3, 4 or 5. It doesn't actually send out duplicate packets; it includes the user fire/move commands from the last x snapshots in the current one. Handy if you experience packet loss.
Posted: Thu Oct 27, 2005 9:16 pm
by +JuggerNaut+
Fjoggs wrote:125 you bunny! :E
eh? i thought that was for LAN settings?
dzjepp wrote:cl_packetdup should set to 1 as well iirc, at least based on the upsetchaps guide.
yeah, "1" is default, so me changed.
Posted: Thu Oct 27, 2005 9:58 pm
by Fjoggs
no, 125 is for broadband settings.
Posted: Thu Oct 27, 2005 10:09 pm
by [xeno]Julios
don't be put off by the ping increase when you raise ur maxpackets - it's an illusion.
also keep snaps at 40 just in case server has it on 40.
so maxpackets 125 and snaps 40 and u're set.
Posted: Fri Oct 28, 2005 12:34 am
by +JuggerNaut+
I'll do that when i get home and try it out. thanks!
Posted: Fri Oct 28, 2005 12:51 am
by plained
^misantropia^ wrote:Or to 2, 3, 4 or 5. It doesn't actually send out duplicate packets; it includes the user fire/move commands from the last x snapshots in the current one. Handy if you experience packet loss.
thats some real handy info ty
Posted: Sat Oct 29, 2005 11:23 pm
by +JuggerNaut+
yer, looking like my ISP. appt. has been made. thanks for the help anyway.
Posted: Sun Oct 30, 2005 12:20 am
by Foo
It's been known for a long while, but not proved. A number of players used SNAPS 666 and other daft values, becuase it was clear it wasn't affecting anything.
Posted: Sun Oct 30, 2005 12:47 am
by [xeno]Julios
riddla wrote:[xeno]Julios wrote:don't be put off by the ping increase when you raise ur maxpackets - it's an illusion.
also keep snaps at 40 just in case server has it on 40.
so maxpackets 125 and snaps 40 and u're set.
not quite, if you look at the source code its recently been discovered the engine is locked at a max of 30 on sv_fps so set snaps 30

interesting didn't know this. Anyway, no harm in setting snaps at 40 just in case. Might as well set to 125 for that matter

anyway, you can easily tell if your snaps are high enough. If they aren't, your ping goes up by quite a bit and the lagometer shows a telling pattern
Re: Connection Interrupts
Posted: Sun Oct 30, 2005 12:54 pm
by DRuM
+JuggerNaut+ wrote: when i die
You die? I thought you were teh InVinCibLE!!
Re: Connection Interrupts
Posted: Sun Oct 30, 2005 4:37 pm
by +JuggerNaut+
DRuM wrote:+JuggerNaut+ wrote: when i die
You die? I thought you were teh InVinCibLE!!
:icon31:
Posted: Thu Nov 03, 2005 6:12 pm
by +JuggerNaut+
ok guys, i get this in lines of four almost every time i'm lagging out:
"deltaparse entities too old"
what the hell is that?
Posted: Thu Nov 03, 2005 6:19 pm
by Survivor
Posted: Thu Nov 03, 2005 6:32 pm
by +JuggerNaut+
great. that tells me what it is technically, but not what i can do about it. thanks for the link though.
Posted: Thu Nov 03, 2005 6:34 pm
by Foo
The error is a symptom of the lagging, not the cause.
Posted: Thu Nov 03, 2005 6:51 pm
by +JuggerNaut+
ah, so it's a server based message though right?