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stopping packet overflow errors

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  • stopping packet overflow errors

    Since I've been using Fitzquake for frikbot waypointing/playing, I've come across lots of packet overflows when waypointing (because each waypoint counts as an entity). This gets annoying since it cuts of the links to other waypoints and makes a mess when dumping the waypoints. I've tried glpro, glqrack, and joequake-gl. All of these engines still have the packet overflow problem. I also tried -winmem 128 with each of them, this didn't do anything.

    DP seems to be the only engine that doesn't have the packet overflow problem, but Frikbot has some conflicts with DP, as to why I'm using Fitzquake. I could waypoint in DP, but I can't test them in DP, since the frikbots fall through lifts/floors, and have some other weird physics problems with DP.

    Is there any way to help stop these packet overflows??

  • #2
    Try using enhanced glquake. http://user.tninet.se/~xir870k/

    It NEVER has packet overflow problems, even in non vissed maps. And its just an all around awesome engine, if not the best. (next to PQ of course)

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    • #3
      Thanks ORL! no more packet overflows anymore... It is a pretty cool engine, I like that it has interpolation

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      • #4
        use it for mapping projects (along with fitzquake) as well, as it gives some useful feedback in -developer mode

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        • #5
          Originally posted by Monster View Post
          Thanks ORL! no more packet overflows anymore... It is a pretty cool engine, I like that it has interpolation
          Well, using Enhanced GLQuake is really solving the symptom of the problem, not the actual problem. (Enhanced GLQuake is a very powerful engine, I bundled it with the ProQuake Launcher for it's amazing single player capabilities).

          Enhanced GLQuake has enormous map/model/sound capacity limits far beyond any engine except DarkPlaces.

          I don't know much about Frikbots or am pretty light in the QuakeC department, but it seems to me that something is wrong if packet overflows are occurring in every engine except 2 with huge limits.

          I'd ask this at the Inside3D forum where where the Frikbot experts hang out.
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #6
            its because of the waypoints.. if there becomes too many of them in a level, the packets become filled up and overflow. each waypoint is an entity, adn there can be hundreds of them in a level. If you turn off the waypoint editor, which shows all the waypoints/links, the packet overflows stop.

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            • #7
              Ah, ok. I get it. Nevermind then
              Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

              So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

              Comment


              • #8
                Originally posted by Monster View Post
                Is there any way to help stop these packet overflows??
                Theres a limit of entitys hardcoded on the engines. On older engines the limit is too low, so is easy to see that message. Example: Winquake

                Newer engines have a hardcoded bigger limit, so is really hard to see the message. Example: Telejano.

                DarkPlaced have not hardcoded limit but dynamic. It get as much entitys as need. So you can spawn 10.000 knights on a single room and no message will show (tested).

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