Unplayable freezing since gorgeous update

BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
Since the update I get lock ups / lag for several seconds at a time. I hear other people talking and I can move in huge warping movements but nothing really happens for a few seconds then a flood of kills appear all at once on the screen like it just dumped the missing time to me.

I checked net_stats and my ping rises continuously during the freezing. My client rate is single digits but the server rate updates normally, and the prediction increases at a steady rate and the last time it reached 700 before it worked itself out. This happened twice in the first few minutes of joining a server. I did a p_logall upon joining the server and it can be found at http://www.bentring.com/roland.plog and if there are any other troubleshooting commands I should do let me know.

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Comments

  • agallochagalloch Join Date: 2012-11-09 Member: 168650Members
    Same here. Shitty situation.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    Anyone have any ideas? Guess I'll try a fresh install later if nothing else.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    there is a debug switch loadtimes. to enable loadtimes simple start up the game, join a server, open the console,`, and type in loadtimes.

    Then can you post a copy of you log with loadtimes going. and can you post a dxdiag to help us out.

    thanks.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    Sure thing. The new plog with loadtimes is http://www.bentring.com/loadtimes.plog and the dxdiag is http://www.bentring.com/dxdiag.txt

    Thanks for the help. :)
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    When trying to determine what was causing this last night I noticed the east coast server I was playing on there was intermittent packet loss en route to the server and I would have these freezes every 5 minutes or so. I changed servers to one in a central US and was able to play for over an hour without any trouble.

    I also noticed in the console that there was a memory leak error. I have no idea if this information will be helpful or not, but thought I should put it here.
  • X-pxMaSX-pxMaS Join Date: 2004-01-18 Member: 25430Members
    Hi!

    I have the same issue since the gorgeous update...
    Client ticks are decreasing, prediction in the sky. Usually this stuck situation becomes in one minutes (red connector icon on the left side), on servers with less players maybe after few minutes.

    I have downloaded and tried the CS, works fine. Speedtests are ok towards different countries. I have tried several router settings after googling for the used port range.
    I'm a sad customer of NS2 now :)

    Let me know if You need further details.

    Thanks in advance!

    BR,
    Janos Juhasz
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Steam servers (that you download from) seems to have issues lately, with mods as well. Switching them seems to help.

    If you get that memory leak error please post it, thanks!
  • X-pxMaSX-pxMaS Join Date: 2004-01-18 Member: 25430Members
    Unfortunately changing the steam download server does not help.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2013
    p_log will only capture performance related things, not network related.
    Please use net_log 3 in the console (~ key) to capture more verbose logging of whats occurring.
    Be prepared.. your log will be huge.. So if you can, try to enable this when you know its going to happen soon.

    Also, have you reviewed this?
    http://forums.unknownworlds.com/discussion/124418/connection-problems-we-need-your-data-to-fix-it/p1
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    edited March 2013
    I'll make sure to do a net_log 3 and post the results but honestly I'm thinking it might be a non game network issue since I can join servers west of me rather than my usual east coast with little trouble. I reviewed your link and none of those appy but I will try this: Max NAT/Firewall Session Per User : Change from default 1024 to the max 4096.

    Also I'm pretty sure I had a memory leak error in the plog I previously posted. Will the net_log 3 capture that as well or will I need to manually make a note of the error code if it happens again?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2013
    If you're able to consistently get a memory leak you can type record before joining a game. And then exit the game after it happens. Then you can send us the demo file and it will explain how the leak occurs. But typically it's hard to catch this / reproduce.
    At a minimum definitely take note of the error code
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    I just had a 10 minute round that had plenty of the behavior in question. The net_log 3 can be found at http://www.bentring.com/netlog.txt and has the error messages I mentioned at the end of it.


    The demo file is at http://www.bentring.com/replay and is about 300 megs or so.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    Well I had thought it was caused by the packet loss to the one server but now I'm having it happen on any server I join regardless of how stable the connection is it seems.

    Kinda makes the game difficult to play when I keep getting frozen for 30 seconds to a minute all the time. D:
  • X-pxMaSX-pxMaS Join Date: 2004-01-18 Member: 25430Members
    Hi!
    I still have this issue described before and i have tried a few different steam games as well. All of them is running perfectly independently from the number of the players...
    I would appreciate some feedback from the technical support.
    Please request for more details if needed!

    Thanks in advance!

    BR,
    Janos
  • antd00dantd00d Join Date: 2013-03-04 Member: 183665Members
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    I deleted the game and redownloaded it. Works like a charm now.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    jkflipflop wrote: »
    I deleted the game and redownloaded it. Works like a charm now.

    I tried this by the 'delete local data' through steam and had no change. Did you do the same thing or just delete everything in %appdata% and manually delete the NS2 folder?
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    A thorough uninstall is definitely worth trying if nothing else..
    Thanks for the logs, bent! Forwarding to the devs.
    X-pxMaS wrote: »
    I would appreciate some feedback from the technical support.
    Please request for more details if needed!
    Hey there pxMaS, there is no official tech support besides using the techsupport.exe in your NS2 install folder, just us volunteers!
    We typically can assist in almost any troubleshooting and if we cannot we forward it to the developers asap.
    More information (like the things BentRing provided) is the best thing you can do to help get this fixed for everyone for the future.
    Thanks!
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    edited March 2013
    Thanks IronHorse!

    I decided to be more thorough and deleted the appdata and natural selection 2 folders to see if that yields different results than using the steam option of deleting local content.

    I'll report the results of a total reinstall later.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    No change. If I need to redo anything or give any other information let me know and I'll get right on it, otherwise it's pointless to load up the game at this point. :(
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    what happens when you start a passworded listenserver, so you basicly play on your own computer?
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    I haven't tried it for long lengths of time, but I was messing around with the new skulk walljumping on a listen server for 15 minutes or so yesterday and never had any trouble.

    My personal hypothesis after messing around with pingplotter on a couple of servers is that it has something to do with packet loss.

    I also see some really strange behavior if I spec a game. Instead of a black screen like when I'm playing, if I'm in comm view I sometimes see peoples name and health bars moving around but the models disappear, and sometimes those disappear too. If I'm watching in first person view, it looks like they have their sensitivity super high and are moving the mouse in crazy directions. And the other peoples models will sometimes be gone but there is a blue circle where the players are.

    But regardless of spec or playing, voice comm never drops out so it's not like I lose connection to the server.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Asume nothing. If you have no problems in listenserver, something with either client > server is wrong, or the server itself.
    try more servers, preferably smaller ones.

    net_stats 1
    it shows choke/loss and perhaps as important.. server tickrate. if it aint 30, it aint good. And thats the servers problem.
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    edited March 2013
    When it happens, I'm the only one ever experiencing problems on the server (never play on >16 servers) , and I have been using net_stats 1 since this started happening. The server tick rate is always fine but I did notice the last time this happened the client tick rate was terrible during the freezes and the frames prediction acts like an odometer, just continually rising until the freeze ends (it got to 950 or so before.

    I have results of a net_log 3 in a post from a couple of days ago that is full of things like this

    199.19.99.67 Client: Processing reliable 90
    199.19.99.67 Client: Started receiving a new packet of 19 bytes
    199.19.99.67 Client: Started receiving a new packet of 10 bytes
    199.19.99.67 Client: Started receiving a new packet of 10 bytes
    199.19.99.67 Client: Started receiving a new packet of 10 bytes
    199.19.99.67 Client: Started receiving a new packet of 10 bytes
    199.19.99.67 Client: Started receiving a new packet of 10 bytes
    199.19.99.67 Client: Processing acknowledgement 250
    199.19.99.67 Client: Processing reliable 91
    199.19.99.67 Client: Started receiving a new packet of 19 bytes
    199.19.99.67 Client: Processing unreliable 48262
    199.19.99.67 Client: Started receiving a new packet of 205 bytes
    199.19.99.67 Client: Sending ack 91
    199.19.99.67 Client: Sending unreliable 44102
    199.19.99.67 Client: Processing unreliable 48263
    199.19.99.67 Client: Started receiving a new packet of 232 bytes
    199.19.99.67 Client: Sending unreliable 44103
    199.19.99.67 Client: Processing unreliable 48264
    199.19.99.67 Client: Started receiving a new packet of 229 bytes
    199.19.99.67 Client: Processing unreliable 48265
    199.19.99.67 Client: Started receiving a new packet of 280 bytes
    199.19.99.67 Client: Sending unreliable 44104
    199.19.99.67 Client: Processing unreliable 48266
    199.19.99.67 Client: Started receiving a new packet of 279 bytes
    199.19.99.67 Client: Sending unreliable 44105
    199.19.99.67 Client: Processing unreliable 48267
    199.19.99.67 Client: Started receiving a new packet of 237 bytes
    199.19.99.67 Client: Processing unreliable 48268
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Sending unreliable 44106
    199.19.99.67 Client: Processing unreliable 48269
    199.19.99.67 Client: Started receiving a new packet of 260 bytes
    199.19.99.67 Client: Sending unreliable 44107
    199.19.99.67 Client: Processing unreliable 48270
    199.19.99.67 Client: Started receiving a new packet of 236 bytes
    199.19.99.67 Client: Sending unreliable 44108
    199.19.99.67 Client: Processing unreliable 48271
    199.19.99.67 Client: Started receiving a new packet of 272 bytes
    199.19.99.67 Client: Processing unreliable 48272
    199.19.99.67 Client: Started receiving a new packet of 269 bytes
    199.19.99.67 Client: Sending unreliable 44109
    199.19.99.67 Client: Processing unreliable 48273
    199.19.99.67 Client: Started receiving a new packet of 37 bytes
    199.19.99.67 Client: Started receiving a new packet of 37 bytes
    199.19.99.67 Client: Started receiving a new packet of 37 bytes
    199.19.99.67 Client: Started receiving a new packet of 37 bytes
    199.19.99.67 Client: Started receiving a new packet of 37 bytes
    199.19.99.67 Client: Processing unreliable 48274
    199.19.99.67 Client: Started receiving a new packet of 292 bytes
    199.19.99.67 Client: Sending unreliable 44110
    199.19.99.67 Client: Processing unreliable 48275
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Processing unreliable 48276
    199.19.99.67 Client: Started receiving a new packet of 291 bytes
    199.19.99.67 Client: Sending unreliable 44111
    199.19.99.67 Client: Sending unreliable 44112
    199.19.99.67 Client: Processing unreliable 48277
    199.19.99.67 Client: Started receiving a new packet of 269 bytes
    199.19.99.67 Client: Processing unreliable 48278
    199.19.99.67 Client: Started receiving a new packet of 291 bytes
    199.19.99.67 Client: Sending unreliable 44113
    199.19.99.67 Client: Processing unreliable 48279
    199.19.99.67 Client: Started receiving a new packet of 237 bytes
    199.19.99.67 Client: Sending unreliable 44114
    199.19.99.67 Client: Processing acknowledgement 250
    199.19.99.67 Client: Processing reliable 92
    199.19.99.67 Client: Started receiving a new packet of 39 bytes
    199.19.99.67 Client: Processing unreliable 48280
    199.19.99.67 Client: Started receiving a new packet of 251 bytes
    199.19.99.67 Client: Sending ack 92
    199.19.99.67 Client: Sending unreliable 44115
    199.19.99.67 Client: Processing unreliable 48281
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: Started receiving a new packet of 25 bytes
    199.19.99.67 Client: System packet sent (PacketType_Ping)
    199.19.99.67 Client: Sending reliable 251
    199.19.99.67 Client: Sending unreliable 44116
    199.19.99.67 Client: Processing unreliable 48282
    199.19.99.67 Client: Started receiving a new packet of 217 bytes
    199.19.99.67 Client: Processing unreliable 48283
    199.19.99.67 Client: Started receiving a new packet of 216 bytes
    199.19.99.67 Client: Sending unreliable 44117
    199.19.99.67 Client: Processing acknowledgement 251
    199.19.99.67 Client: Ping updated 116 ms
    199.19.99.67 Client: Processing unreliable 48284
    199.19.99.67 Client: Started receiving a new packet of 259 bytes
    199.19.99.67 Client: Sending unreliable 44118
    199.19.99.67 Client: Processing unreliable 48285
    199.19.99.67 Client: Started receiving a new packet of 268 bytes
    199.19.99.67 Client: Sending unreliable 44119
    199.19.99.67 Client: Processing unreliable 48286

    but I understand none of this type of thing.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Seems very similar to a log I posted today in the connection problem sticky, although that was serverwide.
    lets hope someone from uwe can get useful info from it.
  • X-pxMaSX-pxMaS Join Date: 2004-01-18 Member: 25430Members
    Hi!

    Yep, i have the same effects as BentRing described.
    In addition some other details about gaming experience:
    The voice communication seems to be working during this red plug period, but all the other data is lost also the scoreboard with other player details. The prediction is increasing (visible with net_stats) till the connection comes stable again (for a few minutes or seconds). Maybe the reason is that the voice service is provided by the Steam platform.

    Bentring could You tell me please what kind of router You are using if any? I have TP-LINK TL-WR1043ND.

    BR,
    Janos
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    I'm wired into a linksys WRT54GL.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    For diagnosing and isolation purposes can you test with connecting straight to the modem, skipping that router?
  • BentRingBentRing Join Date: 2003-03-04 Member: 14318Members
    I just tried with the router and had the red icon of net death show up before I even left marine spawn. I'll bypass the router in a bit and post the results.
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Ironhorse is passing this information to the programmers, rest assured we're on the case BentRing
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