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  • cubby4ever
    started a topic packet overflow

    packet overflow

    Hello I am new to forums so I do not know much about them. I am having a problem with quake 1. I am playing custom levels made by a level generator.
    After a bit of gameplay I start getting lots of messages saying packet overflow and the game starts to act up. what does this mean and what can I do to prevent it from happening?

  • cubby4ever
    replied
    Thanks for your help. I think I have the problem solved.

    Leave a comment:


  • JPL
    replied
    Packet Overflow generally happens when the games a too much things to render at a time (I am talking about dynamic and static entities, not the "world" itself)... generally it is not an error, but a warning, that may lead in rare case to wrong killed monster count.. but nothing dramatic, just bad behaviour...

    It can be solved by:
    - Use a powerfull engine (i.e FitzQuake0.85 or aguirRe's GL Quake)
    - fullvis the map (it helps a lot !)
    - remove several weak monsters and replace them by one strong monster (e.g: several knight can be replaced by 1 vore or 1 shambler)


    In anyway, I highly recommend you to read the Holy Quake Mapping Bible writen by aguirRe: http://user.tninet.se/~xir870k/tooltips.txt

    Enjoy !

    Leave a comment:


  • R00k
    replied
    Try DarkPlaces, as it doubles the size of the packet buffer.

    Most likely this is happening because the server/mod is sending messages to the client too fast and clogging the message buffer.

    Leave a comment:

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