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Recruds problems


NOFX

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Im not sure if this has been brought up in the forums yet because I don't see it, but Recrud is having some major lag problems... I'm experiencing lagging out for a few seconds consistantly and I hear people saying they are seeing something similar and we know restarting doesn't help... Im not complaining, I just want to pass the info along to whoever needs to know this.

 

:wavey:

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I take that back, I do a tracert and it pings them once, it looks good like this...

 

IP Address Hop Ping Time % Loss Pkts r/s

192.168.0.1 1 0ms

10.12.48.1 2 32ms

68.10.14.101 3 16ms

68.10.8.209 4 34ms

68.10.14.33 5 11ms

68.1.0.26 6 9ms

68.1.1.234 7 15ms

68.1.1.2 8 16ms

68.1.0.251 9 19ms

68.105.31.78 10 90ms

69.22.142.106 11 82ms

69.31.111.36 12 51ms

216.86.149.62 13 54ms

216.86.154.199 14 44ms

 

 

But when I start polling them, Check out hop number 10. 100% packet loss.

 

IP Address Hop Ping Time % Loss Pkts r/s

192.168.0.1 1 0ms 0% 12 / 12

10.12.48.1 2 15ms 0% 12 / 12

68.10.14.101 3 7ms 0% 12 / 12

68.10.8.209 4 7ms 0% 12 / 12

68.10.14.33 5 9ms 0% 12 / 12

68.1.0.26 6 10ms 0% 12 / 12

68.1.1.234 7 62ms 0% 12 / 12

68.1.1.2 8 16ms 0% 12 / 12

68.1.0.251 9 55ms 0% 12 / 12

68.105.31.78 10 19ms 100% 0 / 11

69.22.142.106 11 87ms 0% 11 / 11

69.31.111.36 12 47ms 0% 11 / 11

216.86.149.62 13 59ms 0% 11 / 11

216.86.154.199 14 52ms 0% 11 / 11

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There was a network issue yesterday. Combine that with the latest updates from Steam. It's created some issues as of late.

 

I'm noticing that the server just doesn't seem to be "up" to handling a full load of players. Seems to run fine with 15-16 players, you start going over this and bam, rubberband city. I've been restarting the server 2 or 3 times a day without much success in helping this issue.

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I get Loss spikes...if I watch net_graph, my loss briefly jumps up to about 100 and it lasts briefly 1-2 seconds(if that), but it is consistant. somestimes it happens 3 times a minutes, sometimes its once every 3 minutes.

Whichever it is, It has been constant for for at least the past 4-5 days.

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(edited)

For Some reason its not saving my image correctly, but you can see whats going on. You have to set the samples to include to more than 1 before you can see whats going on. If you use 1 you won't see any packetloss.

 

Hop 13 is pretty consistant with the loss

ping.JPG

 

And after that spikes around 20% it causes this...

 

ping2.JPG

 

 

The problem is obviously with nozonenet.com or possibly the actual server.

 

ping3.JPG

Edited by NOFX
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I ran the freeware pingplotter and I get a CUR of 165 on 62.216-86-149.nozonenet.com

 

Trying to upload the pic with photobucket...but the crazy picture is to small. Sorry.

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well stupid me for not trying other servers, Im getting this on other servers as well, is it my connection? Or did the source update crap out the game?

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Lots of people I have talked to have been having problems with the chicago servers, so it is not just you.
someone's gotta play devil's advocate.

<puts on cap>

there are guys that complain on a daily basis about lag on west. screwed up rates, random carrier (SBC/comcast/verizon/etc.), local issues (roommates, wireless lan users), and more can all cause these issues. when i had these same issues with west, demos, screenshots, and traces were the biggest help when approaching a2g.

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well I connected to just a server not affiliated with .gc and I was seeing the same effect and I had a <20 ping. So we are all complaining, but we didn't even think to try a non .gc server. I think its source in general.

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Lots of people I have talked to have been having problems with the chicago servers, so it is not just you.

someone's gotta play devil's advocate.

<puts on cap>

there are guys that complain on a daily basis about lag on west. screwed up rates, random carrier (SBC/comcast/verizon/etc.), local issues (roommates, wireless lan users), and more can all cause these issues. when i had these same issues with west, demos, screenshots, and traces were the biggest help when approaching a2g.

I can get some small demos that may help to illustrate the problem. How should I post em or do I zip them and email them? I am rather stupid with such things so please be kind when you instruct me.

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I dont seem be to seeing it at all today

 

But my ping plotter is telling me, I occasional have about 10% packet loss. Nothing like I was seeing yesterday where it would cause loss everywhere

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But my ping plotter is telling me, I occasional have about 10% packet loss. Nothing like I was seeing yesterday where it would cause loss everywhere
i think ping plotter is telling you to set mouse traps or use rodent proof grade cat5. :lol2:
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For the record, I am not getting packet loss. I am just seeing huge update rate drops and server lag when they get to about 20 people on server. That and much rubberbanding stuff. My trace does not show anything wrong that I can see.

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tested last night.

 

Bullet registration was phenominally good. This could be an improvement in my client side so I'm not gonna attribute the cfg to this.

 

Rubberbanding...yes, its still there. However, for most of the night we had one or two individuals who had 200+ pings and that caused everyone to lag slightly.

 

I did have some weapon switch problems due to the rubberbanding. Hit "1", then "2", my pistol would come halfway up then pop back to the primary.

 

I'll tracert, and test more as time becomes availible.

Edited by Brillow_Head
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The tweak(changed sv_maxrate to 25000) SJ did seemed to help clear it up some. Because it got noticeably worse when the server somehow reset sv_maxrate back to 0. I changed it back to 25000 and once again it seemed to have helped.

 

In playing lately, it seems like server does fine when we have less than 20 people on. Up around 20 and above it starts to get flaky.

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