Author Topic: [BUG] overflow on old maps  (Read 2018 times)

T3RR0R15T

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[BUG] overflow on old maps
« on: June 05, 2009, 08:52:22 AM »
When i load the map "crossroad99" it wouldn't start. I only get overflow's without an end.

Normally i would say its a map bug, but i have played this map with old paintball builds (14,16 ?) a few years ago. Without any problems.

_burnt

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Re: [BUG] overflow on old maps
« Reply #1 on: June 06, 2009, 04:04:02 AM »
Also map afterdark.bsp gives overflows, so it shouldn't be map bug. I noticed this when i tried to enter OTB Pub, but it wouldn't go to the map. So i tried to load the map and it just gave overflows like crossroad99.bsp.

fasian

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Re: [BUG] overflow on old maps
« Reply #2 on: June 06, 2009, 02:19:10 PM »
The same thing happens to me on tlc.bsp.

T3RR0R15T

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Re: [BUG] overflow on old maps
« Reply #3 on: August 02, 2009, 06:28:26 AM »
jitspoe? any updates for this bug?

ViciouZ

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Re: [BUG] overflow on old maps
« Reply #4 on: August 02, 2009, 07:19:43 AM »
Jitspoe, would it be theoretically possible to just tweak the "MSG_MAXLEN" define upwards to something like 2000 instead of 1400? It would probably break backward compatibility and may cause problems with old dialup connections but could really reduce the number of overflow bugs.

UDead

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Re: [BUG] overflow on old maps
« Reply #5 on: August 14, 2009, 12:15:49 PM »
i rarely get overflows anymore

jitspoe

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Re: [BUG] overflow on old maps
« Reply #6 on: January 22, 2010, 12:01:34 AM »
Jitspoe, would it be theoretically possible to just tweak the "MSG_MAXLEN" define upwards to something like 2000 instead of 1400? It would probably break backward compatibility and may cause problems with old dialup connections but could really reduce the number of overflow bugs.
Not without breaking a message up into multiple packets.  It can be done, but I don't really want to lift the limits as it just opens up the door for more bad mapping practices and wasted bandwidth/increased lag.  With proper layout, vising, and entity placement, the msg overflows shouldn't be an issue.

I think a better solution would be to start dropping entity data.  Things would disappear, but that's better than overflowing or wasting bandwidth.

jitspoe? any updates for this bug?
I just tried something.  The maps load if g_warmup is set to 0.  I think there's just too much crap in the map to spawn in immediately.  You could fix this with .ent files.

T3RR0R15T

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Re: [BUG] overflow on old maps
« Reply #7 on: January 22, 2010, 07:17:48 AM »
OK, i'll test it with the next pretest.