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Error Message - DeltaParseNumToOld?

Started by SoulAsasiN, March 01, 2008, 07:09:29 PM

SoulAsasiN

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??

kevlarman

i need an exact error message to grep the code.
Quote from: Asvarox link=topic=8622.msg169333#msg169333Ok let's plan it out. Asva, you are nub, go sit on rets, I will build, you two go feed like hell, you go pwn their asses, and everyone else camp in the hallway, roger?
the dretch bites.
-----
|..d| #
|.@.-##
-----

mooseberry

I just got the same thing about an hour ago, and I know someone playing with me did too...
Bucket: [You hear the distant howl of a coyote losing at Counterstrike.]

मैं हिन्दी का समर्थन

~Mooseberry.

pharo212


SoulAsasiN


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.

doomagent13

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...

sticks

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?

Lycore

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.

Archangel

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.


TinMan

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.
Linux: ~/.tremulous/base/
Mac: ~/Library/Application\ Support/Tremulous/base/
Windows: C:\Documents and Settings\username\Local Settings\Application Data\Tremulous\base\

NeonPulse
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