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Author Topic: Lag Problem  (Read 13969 times)
Infin1ty
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« on: May 03, 2009, 06:59:31 AM »

Hello! I'm Infin1ty!
I've a problem... from 14 days my internet connection sometimes stops. an errors comes --> Delta parseEntitiesNum is too old.



Can you help me to resolve the problem?
sorry for my bad english :S bye bye!
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Cacatoes
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« Reply #1 on: May 03, 2009, 07:37:18 AM »

Hi and welcome Wink

You might have an eye here :

http://ucguides.savagehelp.com/Quake3/connection.html

Or make some search with keywoard such as "snaps" on this forum, you will find some values which you should check and set.

The link above will help you to understand lag, however, if you get packet loss, there may be no solution ...

Are you connected to the internet using Wifi ?
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JESUS SCOUSE
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« Reply #2 on: May 03, 2009, 05:21:17 PM »

I had the same problem and cured it with extra system memory.
I went from 256Mb to 512Mb. I havn't had that problem since.
HTH
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chaoticsoldier
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« Reply #3 on: May 03, 2009, 07:12:34 PM »

I notice you're paying OASAGO2.  It is the only map on which I've ever encountered this problem - but only when my ping is ~200+
Do you get this problem on other maps too?

(Maybe the new changes to the map will help fix this problem.)
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Infin1ty
Ok i've posted twice!


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« Reply #4 on: May 04, 2009, 06:54:04 AM »

my problem is in all map... i've adsl and modem 56k
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sarcasm
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« Reply #5 on: May 05, 2009, 04:40:38 AM »

my problem is in all map... i've adsl and modem 56k

Then thats the problem, I bet ur ping is higher than 200, with that ping is really common u get that error.
The only way to 'fix' that is getting a faster internet connection, thats all.
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HITMAN
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« Reply #6 on: May 11, 2009, 04:18:34 PM »

This is funny cuz now I'm getting this problem. I've been playing fine until today. Its been happening on all servers as well. Can anyone explain what it means?
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sago007
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« Reply #7 on: May 11, 2009, 04:34:17 PM »

Can anyone explain what it means?
Based on what I can get from the source code:

The client keeps a snapshot of the server status locally.

This snapshot needs to be updated all the time (frequency depends on the 'snaps' variable)

To save bandwidth the game only transfers changes from the last snapshot it thinks the client has. (Delta snapshots)

If the client for some reason cannot construct the new snapshot based on the old snapshot+delta snapshot it will give an error (as the one in the screenshot) and request a full snapshot from the server to get back in sync.

This is how I understand it but I don't truly understand the code only the comments in it.

Reducing the snaps variable temporarily might help the game get back into sync. The message suggest that a data package was dropped and the game cannot construct the new snapshot. The code suggest that it is caused be a too big delta package but I don't understand why the server would send such a thing.
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yasha
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« Reply #8 on: May 12, 2009, 01:45:54 AM »

What if package wasn't so big, but his network connection was so small? Maybe his connection was already 100% in use, and then he needed to get snapshot. Since connection can't  get 115%, he got error.
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HITMAN
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« Reply #9 on: May 12, 2009, 01:31:18 PM »

The strange thing is that i was good on friday, I didnt play over the weekend (out of the state) and monday i get the lags...I had my machine on hibernate over the wknd..I assumed that it was a windows vista update that had taken place so I did a System restore to friday but that didnt change anything. Updated the network drivers (rebooted several times). I renamed the hidden openarena folder and played the game from scratch with a new oa folder. The Delta errors are gone but the lags remain sporactically. I dunno if this is an issue with the router, nic, modem. Nothing else is running that isnt important is running. I'm going to see if there is a virus or spyware some where. Something is sapping my network connection...any other ideas would be greatly appreciated. Cheesy

btw..im still deadly even with Lag..dont sleep on Hitman XD
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adastra
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« Reply #10 on: March 09, 2010, 05:39:59 PM »

I have OA 0.8.5 [but I have had the same problem with OA 0.8.1] at my Windows 7 Ultimate 64-bit, C2D 2,53GHz, 4GB RAM, ATI Radeon Mobile 3600 HD, 300GB HDD 7200 rpm machine.

And I also have this issue while playing on a 1Gbit Ethernet (IP4) LAN game, CTF with 8-12 people. My colleagues play on Linux, MacOS X, Windows XP and Windows 7 and none of them has the same issue as me.


We do actually play on OASAGO2 all the time.

It happens almost every time after about 15 minutes of playing. And when I kill OA process (with great difficulty as my whole system becomes almost completely unresponsive) and rejoin the game it happens again after ~5 minutes, then after 3 minutes and so on..


It never happened before when I played on the Internet on OA 0.8.1 ..but it did happen for the first time today on my quite new OA 0.8.5 ..on OASAGO2 but I have had ping 60-100 during this game.


Any ideas how to prevent this problem?
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RMF
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« Reply #11 on: March 09, 2010, 07:26:23 PM »

Not a clue. Computers don't change variables over time from themselves. Maybe try changing sv_maxrate and sv_fps (svfps is the rate new snaps get generated and transmitted afaik - if the client has his snaps setting higher or equal to that). Or see if the ammount of clients changes something.
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overmind
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« Reply #12 on: March 14, 2010, 04:05:56 AM »

I get this error usually, I am getting this problem because I am via wifi, and normally I have lags.
Anyways are 2 seconds lags, so is not a problem for me.

See you in game.
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