Lost connection to the server, rejoining causes me to lose connection again

Husky

Active member
matchid 6824631

i lost connection to the server while everything else on my pc was working and connecting to the internet fine, i tried to rejoin multiple times and it would quickly disconnect me again
 
this is still happening today, this is what my console spam outputs as i lag all over the place


[Client] prop_physics([17966): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17966): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17966): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17967): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17967): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17967): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17968): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17968): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17968): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] prop_physics([17969): MarkInterpolationLatchFlagsDirty: C_BaseEntity::IsLatchedPermissible() == false
[Client] Current tick is 27776, but we have received a message for tick 27780. Processing all messages up to 27780 now.
[Client] Slamming client tick to server tick. abs( server tick 27780 - client tick 27775 = 5 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Slamming client tick to server tick. abs( server tick 27941 - client tick 27947 = -6 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Current tick is 27957, but we have received a message for tick 27967. Processing all messages up to 27967 now.
[Client] Slamming client tick to server tick. abs( server tick 27967 - client tick 27954 = 13 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 3 = 6 )
[SteamNetSockets] [#885253850 SDR server steamid:90201472574228502 vport 0 'server'] Selecting dfw#70 (155.133.253.39:27038) as backup #1 (Ping = 129 = 112+17+0 (front+interior+remote). Rank=1 Score=140)
[Client] Current tick is 28086, but we have received a message for tick 28090. Processing all messages up to 28090 now.
[Client] Slamming client tick to server tick. abs( server tick 28090 - client tick 28085 = 5 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Slamming client tick to server tick. abs( server tick 28146 - client tick 28151 = -5 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Current tick is 28150, but we have received a message for tick 28154. Processing all messages up to 28154 now.
[Client] Slamming client tick to server tick. abs( server tick 28154 - client tick 28149 = 5 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Current tick is 28155, but we have received a message for tick 28160. Processing all messages up to 28160 now.
[Client] Slamming client tick to server tick. abs( server tick 28160 - client tick 28154 = 6 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Networking] server @ =[A:1:3942713366:30146]: high packet loss detected flow incoming: 0ms engine latency, 38/ 599 dropped (6.3%)
[Client] Slamming client tick to server tick. abs( server tick 28255 - client tick 28264 = -9 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
[Client] Current tick is 28257, but we have received a message for tick 28267. Processing all messages up to 28267 now.
[Client] Slamming client tick to server tick. abs( server tick 28267 - client tick 28256 = 11 ) > ( cl_clockdrift_max_ticks 3 + sim ticks 1 = 4 )
 
matchid 7912666

console was spamming errors the entire game and made me lag a lot, didn't happen in my previous few games
 
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