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??
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??
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