Strange one here, on some maps, whenever I bump into another player, (or walk over a dead body), i get a recurring message scrolling down my screen
DeltaParseNumToOld
DeltaParseNumToOld
DeltaParseNumToOld
DeltaParseNumToOld
etc etc..
I might not have the error message quite accurate, buts its something like that. Its not fatal and doesn't affect the gameplay...its just odd
I searched the forum, couldn't find anything, (and I don't think I'm that way out with the message). I'll try grab a screenshot and post.
Anyone want to enlighten me??
i need an exact error message to grep the code.
I just got the same thing about an hour ago, and I know someone playing with me did too...
I've gotten it, exactly as TC said.
The exact message is "Delta ParseEntitiesNum too old"
not too sure how to put up the screenshot on the forum...will do if it will help.
I get it occasionally, too. I think it may be a sign of potential lag. Kinda hard for me to examine, though because I usually only get it on rotcannon_b11...
The only time I have gotten this message is when I was on a server with unlimited bps in which it was caused by too many structures; is this problem happening on one particular server or all of them that you go on?
if you are using a wireless connection,
make sure that you are in a strong signal area
because i get a good list of that error when i disconnect for a
second. if not i don't know what else it could be.
It's because there's too many objects on the server, not related to your internet. Go to a server that has less BP, issue solved. Or a server with high BP, but a better processor/more RAM. It's a host limitation, afaik.
http://www.xfire.com/screenshots/snufflx/ss_file-4b9b827a36554a5e57cdc57b280611b220ce4cb1.jpg' (http://www.xfire.com/screenshots/snufflx/ss_file-4b9b827a36554a5e57cdc57b280611b220ce4cb1.jpg')
(http://screenshot.xfire.com/screenshot/large/4b9b827a36554a5e57cdc57b280611b220ce4cb1.jpg)
same problem but not with internet connectivity...
http://svn.icculus.org/tremulous/trunk/src/client/cl_parse.c?revision=1067&view=markup
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if ( newSnap.deltaNum <= 0 ) {
newSnap.valid = qtrue; // uncompressed frame
old = NULL;
clc.demowaiting = qfalse; // we can start recording now
} else {
old = &cl.snapshots[newSnap.deltaNum & PACKET_MASK];
if ( !old->valid ) {
// should never happen
Com_Printf ("Delta from invalid frame (not supposed to happen!).\n");
} else if ( old->messageNum != newSnap.deltaNum ) {
// The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Com_Printf ("Delta frame too old.\n");
} else if ( cl.parseEntitiesNum - old->parseEntitiesNum > MAX_PARSE_ENTITIES-128 ) {
Com_Printf ("Delta parseEntitiesNum too old.\n");
} else {
newSnap.valid = qtrue; // valid delta parse
}
You lag.