Originally Posted by
mhquake
I'd guess that you have too many entities (from a large-ish number of waypoints); that's the normal cause of packet overflows. I don't know if QRack has extended limits yet but you really need quite a large network buffer to avoid these, which means a lot of restructuring elsewhere in the engine to prevent it from gobbling up memory.
Then why didn't the packet overflows occur in 1.90 or earlier versions of Qrack?
Edit: It also doesn't happen in glquake. I refuse to believe that glquake has a higher entity limit than the newer versions of Qrack; I’m more apt to believe that it's a glitch in the newer builds.