Cl_flushentitiyerror
I_Hate_Analog
Join Date: 2003-07-01 Member: 17842Members
<div class="IPBDescription">Why not worky???</div> Ok, so here's my problem. I got my DSL bandwidth increased from 384 to 768 (woo) but now I can't join a game of Ns (half-life in general) without having ping times that steadily increase to over 4000, and a constant flush entity. I can't move in game, all I can do is sit there and watch the red cl_flushentityerror go up. And eventually I'm dropped. The problem just arose after the Pacbell tech messed with my computer a little and my DSL bandwidth was increased.
So anywho. My DSL is routed from the server computer (k6-2 450, about 320megs ram, win2000 pro) and my computer is an Athlon XP 2700+, 1 gig ram, radeon 9700 pro. Internet works fine, but I can't get a reliable connection to a half-life server.
Edit: Connection setting wise, I've tried the DSl >256, ISDN 112, and even Modem 56k. All no dice.
So anywho. My DSL is routed from the server computer (k6-2 450, about 320megs ram, win2000 pro) and my computer is an Athlon XP 2700+, 1 gig ram, radeon 9700 pro. Internet works fine, but I can't get a reliable connection to a half-life server.
Edit: Connection setting wise, I've tried the DSl >256, ISDN 112, and even Modem 56k. All no dice.
Comments
Go <a href='http://www.dslreports.com/tools' target='_blank'>Here</a>
Run the Line Packet Loss Test and the Tweak test
If you get any bad errors with the tweak test, fix them (There is an excellent faq there)
if there are any problems with packet loss test.. wait awhile (day or two), repeat test.. if it is something with your ISP, contact them and tell them that the router causing trouble is dropping your packets
Anyone know what this error means extactly? I'm just taking a guess as to connection problems. Tell me what this error means plz.
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Netgraph information:
Above the white seperating line of your netgraph (in the top section of the graph) is an area that shows the general size of each packet the game is receiving from the server. By default 1 pixel = 5 bytes of data. To change the scale, use the command net_scale. Along the edge of the screen is a set of green hash marks that indicate 50 bytes per mark, smaller marks will show 10 bytes if net_scale is set low enough.
red marks on the graph are player specific data sent only to you
yellow marks are data sent to you about other players
purple marks are data about other entities in the game
light blue marks are event data
dark blue marks are temporary entity data
green marks are sound data
grey marks are user message data
white dots along the top (in net_graph 2 only) indicate full packet size
Below the white line is a series of numbers that indicate your system/network performance
These numbers show your ping (xxx ms, as opposed to latency displayed in the scoreboard, this is closer to your actual ping) and framerate (xx fps), followed by an xx/s number, which is the number of updates/second you are requesting from the server, which can be changed using the cl_updaterate "xx" command.
Below this is a line that says in: followed by the size (in bytes) of the last packet the client received and the average data rate received from the server (in kilobytes/second) and a number and letter 'p' in parentheses indicating the amount of player information included in the last packet (note:will have to check to see if other types of data are displayed there as well).
The third line of text is similar to the above, but reads out: followed by the information on the data being sent to the server by the client.
Below the text/numeric display is the usual netgraph that has been there all along, with it's red/yellow/green/blue lines. The maximum height of the graph is based on a latency of 1000, so the lines will only take up half of the space here at a latency of 500, one quarter of the space at 250, etc.
Below that is another xx/s number, which indicates the maximum number of command packets you will send to the server each second. You can change this by using the cl_cmdrate "xx" command, which defaults at 30. It's recommended that you only increase this if you are getting higher than 30 fps and your connection can handle it. Also, each command sent includes some previous commands in case of packet loss. The number of backup commands sent is set by the cl_cmdbackup "x" variable, and defaults to 2. This increases upload bandwidth, but also makes the game run smoother if you're experiencing packet loss problems.
Next we have a graph that indicates how quickly the client renders frames and whether or not it's getting enough server updates to do so without generating it's own information (using prediction). When it is using prediction the graph will go above the grey line in this area and turn yellow/orange/red depending on how long it's been since you received updates from the server.
Finally, there's a line at the bottom of the netgraph that indicates your framerate and cl_cmdrate setting. A light blue dot is placed here for each command packet actually sent out per frame. If commands are delayed, it'll place a red dot here.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->