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Thread: I can't spectate matches

  1. #1

    I can't spectate matches

    Whenever I click on spectate game, my game gets stuck on a loading screen for eternity until I force quit it. I have verified my files numerous times and even reinstalled the game but nothing seems to help.

  2. #2
    Exactly the same problem. Watching games is stuck on loading screen. Have to force close Dota 2.
    Tried to turn off Firewall, redownloaded the game client and verified its integrity. No luck.
    The games otherwise are played flawlessly. Steam support just sends standard FAQs.

  3. #3

    Exclamation

    Here's the tech info with console turned on. Please note client 146.66.156.141:28043[0]: split packet seq # restarting:

    [NetSteamConn] Opened Steam Net Connection on socket 'client' to 146.66.156.141:28043, handle 10000
    [Client] Sending connect to 146.66.156.141:28043
    [Client] Received S2C_CHALLENGE [1614864449 auth 3] from 146.66.156.141:28043
    [Client] Sending C2S_CONNECT [44 protocol 1614864449 auth 3] to 146.66.156.141:28043
    [Client] Received S2C_CONNECTION from 146.66.156.141:28043 [addons:'']
    [Client] CL: Connected to '146.66.156.141:28043'
    [SignonState] CL: Suppress INetchannel::Transmit() in loopmode( remoteconnect )
    [Client] CL: CLoopModeRemoteConnect::OnClientFrameSimulate switching to "levelload" loopmode with addons:
    [EngineServiceManager] SwitchToLoop levelload requested: id [2] addons []
    ChangeGameUIState: DOTA_GAME_UI_STATE_DASHBOARD -> DOTA_GAME_UI_STATE_LOADING_SCREEN
    [Client] LoadingDisplay changed from NONE to LOADING (map="")
    [SignonState] CL: CNetworkGameClient::OnSwitchLoopModeFinished( levelload : success )
    [SignonState] CL: Permit INetchannel::Transmit()
    [Panorama] DispatchAsyncEvent backlog, failed to dispatch all this frame. Queue depth: 330 (899 input number was)
    [Client] CL: CLoopModeLevelLoad::MaybeSwitchToGameLoop switching to "game" loopmode with addons ()
    [EngineServiceManager] SwitchToLoop game requested: id [2] addons []
    [Client] CL: CNetworkGameClient already exists for connection to '146.66.156.141:28043'
    [Client] CL: connection to '146.66.156.141:28043' already started
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #1 restarting, just received packet 120
    [Networking] client 146.66.156.141:28043[0]: high packet loss detected flow incoming: 0ms latency, 56/ 61 dropped (91.8%)
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #7 restarting, just received packet 121
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #8 restarting, just received packet 121
    [Networking] client 146.66.156.141:28043[0]: high packet loss detected flow incoming: 0ms latency, 55/ 59 dropped (93.2%)
    [Networking] client 146.66.156.141:28043[0]: high packet loss detected flow incoming: 0ms latency, 56/ 61 dropped (91.8%)
    [Networking] client 146.66.156.141:28043[0]: high packet loss detected flow incoming: 0ms latency, 5/ 10 dropped (50.0%)
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #20 restarting, just received packet 117
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #21 restarting, just received packet 122
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #22 restarting, just received packet 122
    [SplitPacket] client 146.66.156.141:28043[0]: split packet seq #23 restarting, just received packet 122
    [Networking] client 146.66.156.141:28043[0]: high packet loss detected flow incoming: 0ms latency, 56/ 61 dropped (91.8%)

  4. #4
    Basic Member
    Join Date
    Jul 2017
    Posts
    1
    Same here. Started to have this problem since the most recent update introduced...

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