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Walking lag problem every few metres

Solway

Member
Jul 26, 2009
11
0
Hi guys,
Just brought KF

i am getting a werid kind of lag (doesn't seem to be conenction related)

every few metres my player can't move forward and stops for 2 seconds,
even though i can still fire etc.. and see other players moving around.

Its like a lag warp, although no actual connection lag.

ive uploaded a video to show this better: see below
(recorded video on high res and same HDD, hense the jumpiness)

YouTube - Killing floor - walking lag

i have tried to fix the issue by (without success):-
- forwarding ports on router
- allowing full access system/net for killing floor on software firewall (kaspersky)
- disable software firewall completely
- DMZ my router completely
- change video settings in game down to ultra low, ditto audio
- setting that ini setting ServerBehindNAT=true

im confused what could it be?

Spec
Althon Xp 3200+ Barton
2GB ram
6800GT 256mb
1.5TB HDD

can run all on extra high with fps of around 60+
ditto valve games, like l4d
 
Looks like connection problems, behaves like connection problems. You're claiming it isn't? I think that's a big mistake. If you could, the details about your network as well please.

I'm going to make a wild guess here. Is it a wireless connection to your router? This looks a lot like the lag induced by Window's Wireless Zero Configuration service looking for a better connection (it's stupid stupid stupid and I hate Microsoft for it). If you don't have wireless, ignore this and tell me I'm wrong.
 
Upvote 0
Your getting packet loss, twice in your youtube video your ping spiked for a millisecond. Watch it again closely, when you first brought up the scoreboard it is above 500 and the next time your walking lags, it hits 800 for a split second.

I have this issue often enough, it is always proceeded by a split second of lag, the actual lag is so minor you don't even notice it. All you notice is the freeze in movement afterwords.
 
Upvote 0
I'm on 8000 down / 512k up
PC is on 1GB LAN

have tested solo, and it not on that.
so why is it that only walking affected? i see other players walking ahead and i can still shoot?

All other steam games work perfect.

is there any advance details i can gather before contacting my ISP?

P.S that ping spike might have been fraps causing that, normally its 15-30ping with no spiking.
 
Upvote 0
i knew it wasn't packet loss

played a whole round with the following net info
2rmlied.jpg


any other ideas?? its really really strange lag doesn't seem net related.?
any other tests, cmd tracerts come back fine. Adsl come back fine

the ping spikes in hat video, properly to do with fraps recording on same harddrive and at high res
 
Upvote 0
so why is it that only walking affected? i see other players walking ahead and i can still shoot?
You can still shoot but you can't hit! Only the animation of the gun and possible the hit effect when you hit a surface is going to be played but hits aren't actually registered. Try shooting a clot in the head and see if you can kill him during such a down-time.
(Or try shooting a LAW during such a downtime. The animation will be played but there will be no rocket)
 
Upvote 0
You can still shoot but you can't hit! Only the animation of the gun and possible the hit effect when you hit a surface is going to be played but hits aren't actually registered. Try shooting a clot in the head and see if you can kill him during such a down-time.
(Or try shooting a LAW during such a downtime. The animation will be played but there will be no rocket)

Also, the ammunition should not be spent either during a lag spike.
 
Upvote 0
hopfully my last post, should have a log (when approved :rolleyes:)

however, here is another video, showing during a walking lag spike, the ability to fire with ammo count going down.

its a shame i don't have full version of fraps, since just after the video end, i threw a grenade during a spike with it exploding afterward.
Ditto killing zombies during a spike.

heres a video
(i should of enable the f6 info, but i assure you it doesn't indicate packet loss)

YouTube - Killing Floor - walking lag
 
Upvote 0
I run games 10 times more demanding on my system without issue but I have this problem as well. It manifests on my system identicaly as the original posters vids. But its not wimpy hardware or out of date driver, nor lag or lost packets, its some kind of subtle incompatability with killing floor. If I move I get the jitters every few meters but if I stay in one spot and simply blaze away like an angry tent peg the whole round the game is as responsive as a race car.... as it should be given the age of the graphics engine and my hardware/net connection.
 
Upvote 0
nope didn't work

turned all cache settings to false
and the megs to 128

and also cache on with 128megs

no affect

here the log file
is there a way to enable errors to be shown in the console within game?

the cachemegs were 32mb that correct?

i cannot get to the source of this. :( any other help?


Code:
Log: Log file open, 07/29/09 17:05:48
Init: Name subsystem initialized
Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
Init: Version: 3339 (128.29)
Init: Compiled: Jul 22 2009 14:50:10
Init: Command line: 
Init: Character set: Unicode
Init: Base directory: g:\steam\steamapps\common\killingfloor\System\
Init: Ini:KillingFloor.ini   UserIni:User.ini
Init: Build label:  Build KillingFloor_Build_[2009-02-09_10.82]
Init: Object subsystem initialized
Localization: No localization: KillingFloor.General.Start (int)
Log:     nv4_disp.dll/NVIDIA GeForce 6800 GT
Log: Game class is 'KFCinematicGame'
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 2.275000...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Browse: KFIntro.rom?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Sex=M?Name=Solway
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 27145->27145; refs: 277075
Log: Game class is 'KFCinematicGame'
Log: Bringing Level KFIntro.myLevel up for play (0) appSeconds: 3.055000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: ALAudio: Using ALC_EXT_capture to record audio.
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Log: STEAMSTATS: Stats Are Now Enabled
ScriptLog: New Player Solway id=##########################
Log: Opened viewport
Log: Enter SetRes: 1680x1050 Fullscreen 1
Log: Using back-buffer format 22(32-bit)
Log: Using depth-buffer format 77(32-bit)
Log: Creating device
Log: xD3D9Helper::Init (QuadEmulation)
Log: POSTFX - TripPostFX::Init successful
Log: MultiSampling trying to use "0" samples-per-pixel, using "0" samples-per-pixel.
Log: Quality Levels, attempting to use "0", using a quality level of "0".
Log: Trying for 1 anisotropy, max is 16. Using 1.
Log: Enter SetRes: 1680x1050 Fullscreen 0
Log: Using back-buffer format 22(32-bit)
Log: Using depth-buffer format 77(32-bit)
Log: Creating device
Log: xD3D9Helper::Init (QuadEmulation)
Log: POSTFX - TripPostFX::Init successful
Log: MultiSampling trying to use "0" samples-per-pixel, using "0" samples-per-pixel.
Log: Quality Levels, attempting to use "0", using a quality level of "0".
Log: Trying for 1 anisotropy, max is 16. Using 1.
Log: Enter SetRes: 1680x1050 Fullscreen 1
Log: Using back-buffer format 22(32-bit)
Log: Using depth-buffer format 77(32-bit)
Log: Creating device
Log: xD3D9Helper::Init (QuadEmulation)
Log: POSTFX - TripPostFX::Init successful
Log: MultiSampling trying to use "0" samples-per-pixel, using "0" samples-per-pixel.
Log: Quality Levels, attempting to use "0", using a quality level of "0".
Log: Trying for 1 anisotropy, max is 16. Using 1.
Log: Startup time: 8.303000 seconds
Localization: No localization: KillingFloor.General.Run (int)
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corporal_Lewis
Log: URL: Adding default option team=1
Log: URL: Adding default option Name=Solway
Log: Browse: Index.rom?disconnect?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Name=Solway
Log: Failed; returning to Entry
Log: GP=FALSE
Log: Spawning new actor for Viewport WindowsViewport
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
ScriptLog: New Player Solway id=84159f68256957d3d67b35cb78cb770f
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Warning: KFServerBrowser Package.KFServerBrowser (Function GUI2K4.UT2k4ServerBrowser.InitComponent:0040) Accessed None 'ch_Standard'
Warning: KFServerBrowser Package.KFServerBrowser (Function GUI2K4.UT2k4ServerBrowser.InitComponent:005C) Accessed None 'ch_Standard'
Log: Resolving redorchestragame.com...
Log: Defaulting to false
ScriptLog: UT2k4Browser_ServerListPageFavorites Spawned new ServerQueryClient 'Entry.ServerQueryClient'
ScriptLog: currentplayers=0
ScriptLog: freespace=0
ScriptLog: password=false
ScriptLog: perks=true
ScriptLog: difficulty=1
ScriptLog: currentplayers=0
ScriptLog: freespace=0
ScriptLog: password=false
ScriptLog: perks=true
ScriptLog: difficulty=1
Log: Resolved redorchestragame.com (69.31.134.234)
Log: Allocating 339552 byte dynamic vertex buffer.
Log: Defaulting to false
Log: Allocating 341712 byte dynamic vertex buffer.
ScriptLog: UT2k4Browser_ServersList RECEIVED QUERYFINISHED NOTICE WITH ITEMCOUNT > 0!!! ITEMCOUNT:4 Info:0
ScriptLog: PreClientTravel
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corporal_Lewis
Log: URL: Adding default option team=1
Log: URL: Adding default option Name=Solway
Log: Browse: 80.167.221.23/Index.rom?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Name=Solway
ScriptLog: UT2k4Browser_ServerListPageFavorites Destroying ServerQueryClient 'ServerQueryClient'
Log: NetMode now NM_Client
Log: Collecting garbage
Log: Purging garbage
Log: (Karma): Level Karma Terminated.
Log: Garbage: objects: 60574->60469; refs: 793940
Log: Bringing Level KF-Offices.myLevel up for play (90) appSeconds: 63.312000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: (Karma): StaticMesh (HW_Plane) with empty Karma KAggregateGeometry.
Log: Spawning new actor for Viewport WindowsViewport
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
ScriptLog: New Player Solway id=84159f68256957d3d67b35cb78cb770f
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 61582->61581; refs: 806217
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: KFPlayerController KF-Offices.KFPlayerController (Function KFmod.KFPlayerController.ShowLoginMenu:002D) Accessed None 'Pawn'
Log: Unknown style requested none
Log: Unknown style requested none
Warning: KFAddBotButton Package.KFAddBotButton (Function KFGUI.KFAddBotButton.InitComponent:000F) Accessed None 'KFGRI'
Warning: KFAddBotButton Package.KFAddBotButton (Function XInterface.GUIComponent.MenuStateChange:00C7) Accessed None 'Controller'
Warning: KFAddBotButton Package.KFAddBotButton (Function XInterface.GUIComponent.MenuStateChange:00EB) Accessed None 'Controller'
Warning: LobbyMenu Package.LobbyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:0017) Accessed None 'c_Tabs'
Warning: LobbyMenu Package.LobbyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:001F) Attempt to assign variable through None
Warning: LobbyMenu Package.LobbyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:002B) Accessed None 't_Header'
Warning: LobbyMenu Package.LobbyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:0033) Attempt to assign variable through None
Log: KFPlayerController setplayer WindowsViewport
Log: Static mesh batches: 10842624 vertex bytes, 1614198 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: PlayAnim: Sequence 'Gesture' not found for mesh 'ShopKeeper_Trip'
Log: PlayAnim: Sequence 'Gesture' not found for mesh 'ShopKeeper_Trip'
ScriptLog: Attempting to close a non-existing menu page
ScriptLog: Attempting to close a non-existing menu page
Warning: Welder KF-Offices.Welder (Function KFmod.Welder.Tick:0370) Accessed None 'Instigator'
Log: Allocating 152100 byte dynamic vertex buffer.
Log: Allocating 24558 byte dynamic index buffer.
ScriptLog: Attempting to close a non-existing menu page
ScriptLog: Attempting to close a non-existing menu page
ScriptLog: Attempting to close a non-existing menu page
ScriptLog: Attempting to close a non-existing menu page
Warning: Welder KF-Offices.Welder (Function KFmod.Welder.Tick:0370) Accessed None 'Instigator'
Warning: Single KF-Offices.Single (Function KFmod.KFWeapon.Timer:0160) Accessed None 'TacShine'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01FF) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeDBShotgun by KF-Offices.KFHumanPawn
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01FF) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01FF) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Warning: ZombieSiren KF-Offices.ZombieSiren (Function KFChar.ZombieSiren.DoShakeEffect:01BB) Accessed None 'Game'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Log: PlayAnim: Sequence 'Gesture' not found for mesh 'ShopKeeper_Trip'
Warning: KFVoicePackTwo KF-Offices.KFVoicePackTwo (Function KFmod.KFVoicePack.Timer:008E) Accessed None 'pawnSender'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Warning: GUIBuyMenu Package.GUIBuyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:002B) Accessed None 't_Header'
Warning: GUIBuyMenu Package.GUIBuyMenu (Function GUI2K4.UT2k4MainPage.InitComponent:0033) Attempt to assign variable through None
Error: KFTab_BuyMenu Package.KFTab_BuyMenu (Function KFGUI.KFTab_BuyMenu.MakeSomeBuyNoise:0033) Accessed null class context 'ItemPickupClass'
Log: PlayAnim: Sequence 'Idle_Chat' not found for mesh 'british_riot_police_II'
Warning: Single KF-Offices.Single (Function KFmod.KFWeapon.Timer:0160) Accessed None 'TacShine'
Warning: Single KF-Offices.Single (Function KFmod.KFWeapon.Timer:0160) Accessed None 'TacShine'
Log: PlayAnim: Sequence 'Gesture' not found for mesh 'ShopKeeper_Trip'
Warning: Single KF-Offices.Single (Function KFmod.KFWeapon.Timer:0160) Accessed None 'TacShine'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_I'
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeShotgun by KF-Offices.KFHumanPawn
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeShotgun by KF-Offices.KFHumanPawn
Warning: ZombieBoss KF-Offices.ZombieBoss (Function KFChar.ZombieBoss.CloakBoss:0180) Accessed None 'Game'
Log: PlayAnim: Sequence 'Jump' not found for mesh 'Crawler_Freak'
Log: PlayAnim: Sequence 'Jump' not found for mesh 'Patriarch_Freak'
Warning: Single KF-Offices.Single (Function KFmod.KFWeapon.Timer:0160) Accessed None 'TacShine'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'British_Soldier1'
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Log: PlayAnim: Sequence 'HitF_Dual9mmm' not found for mesh 'British_Soldier1'
ScriptLog: KF-Offices.KFHumanPawn client damage type KFmod.DamTypeFrag by KF-Offices.KFHumanPawn
Log: PlayAnim: Sequence 'Blend_Syringe' not found for mesh 'british_riot_police_II'
Warning: DualDeagle KF-Offices.DualDeagle (Function KFmod.DualDeagle.PutDown:0013) Accessed None 'PendingWeapon'
Warning: DualDeagle KF-Offices.DualDeagle (Function KFmod.Dualies.PutDown:0013) Accessed None 'PendingWeapon'
Warning: DualDeagle KF-Offices.DualDeagle (Function KFmod.DualDeagle.PutDown:0013) Accessed None 'PendingWeapon'
Warning: DualDeagle KF-Offices.DualDeagle (Function KFmod.Dualies.PutDown:0013) Accessed None 'PendingWeapon'
Log: PlayAnim: Sequence 'HitF_Dual9mmm' not found for mesh 'British_Soldier1'
ScriptLog: A tab with the caption Help already exists.
ScriptLog: PreClientTravel
Log: Browse: 80.167.221.23/KF-Manor?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?GAME=KFMod.KFGameType?Name=Solway
Log: appRequestExit(0)
Localization: No localization: KillingFloor.General.Exit (int)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Window.dll
Log: Unbound to Core.dll
Log: Unbound to Engine.dll
NetComeGo: Close TcpipConnection 80.167.221.23:7707 07/29/09 17:18:44
Exit: Socket shut down
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: POSTFX - TripPostFX::CleanUp
Exit: Windows client shut down
Log: Unbound to D3D9Drv.dll
Log: Unbound to XGame.dll
Log: Unbound to IpDrv.dll
Log: Unbound to Editor.dll
Log: Unbound to Fire.dll
Log: Unbound to ROEngine.dll
Log: Unbound to XInterface.dll
Log: Unbound to UWeb.dll
Log: Unbound to ALAudio.dll
Log: Waiting for file streaming thread to finish...
Exit: OpenAL Audio subsystem shut down.
NetComeGo: Close TcpipConnection 80.167.221.23:7707 07/29/09 17:18:45
Exit: Socket shut down
Log: (Karma): Level Karma Terminated.
Log: (Karma): MePoolMallocDestroy(): 126051536 structs still allocated
Log: Garbage: objects: 66561->0; refs: 806217
Exit: Object subsystem successfully closed.
Exit: Exiting.
Log: FileManager: Reading 0 GByte 696 MByte 524 KByte 267 Bytes from HD took 12.528033 seconds (12.379033 reading, 0.149000 seeking).
Log: FileManager: 0.509999 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory  0.303M /  5.168M
Uninitialized: Peak Memory  347.555M /  353.449M
Uninitialized: Allocs        1168 Current /  14211015 Total
Uninitialized: Log file closed, 07/29/09 17:18:46
 
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Problem Track

Action T1: Verify Internet and network integrity via use of second PC

Result: Problem cannot be duplicated on secondary PC (tested twice) but persists on main PC.

Report: Problem is not caused by modem or router settings or by network lag or packet loss caused through wireless network or Internet connection/ISP failure.

Therefore problem is isolated to local PC itself.

Action T2: disable all wireless networking on PC and test via 10BaseT ethernet.
 
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Problem Track

Action T2: Disable wireless networking and connect through 10BaseT ethernet.

Result: Problem cannot be duplicated on primary PC.

Report: Problem is therefore isolated to wireless networking issue on PC.

As other games do not have issues with wireless networking problem on main PC is therefore a type of incompatability either with Killing Floor and the network hardware/software of the PC itself or with a process that operates in tandem over the wireless network that interferes with Killing Floor's network communications.

Action T3: Test fluidity of performance to see if the 'walking lag' problem is intermitant or always present but overlooked until an ultimate failure state of player avatar lockdown is realised.
 
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Action T1: Verify Internet and network integrity via use of second PC
Internet ok, (testing game on second PC, cannot due, to under powered)

Result: Problem cannot be duplicated on secondary PC (tested twice) but persists on main PC.
As above

Tests on UT games and other games, no issues regarding packet loss or networking, etc...
Issues not present on Solo. Net code bug?

Report: Problem is not caused by modem or router settings or by network lag or packet loss caused through wireless network or Internet connection/ISP failure.
Seems not a network/ISP issue, tried all ports, DMZ, NAT etc.. and alterative router/modem

Therefore problem is isolated to local PC itself.

Action T2: disable all wireless networking on PC and test via 10BaseT ethernet.

i am already on a 100BaseT no wireless!


Any console command to enable error logging? or showing in console?
(other than the main game log)
 
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looks like it has fixed itself

#touches wood#

i think it was the CacheSizeMegs
as before i didn't restart steam when i changed the settings

so, if it keeps working


For reference:

\Steam\steamapps\common\killingfloor\System\KillingFloor.ini
CacheSizeMegs=256 (for 1Gb+ of ram, 256+ value crashes game!)

all "precaching" as default (true)
 
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