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PostPosted: 08.25.09 
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[dswp]R.Stallman
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ratio: 0.60
"A reliable command was cycled out"... I've been getting this message more and more often lately. About a week ago it started to come up each several maps, today I got it after almost every second successive map load.

Also my UrT simply disappears from the screen very often while the console is opened.

Does anyone have any ideas?

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PostPosted: 08.25.09 
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Godlike
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I know this message, too. It happens not very often, but already for a long time, not since last week.
There is also a discussion about this in the other official urban terror forum (beside the dswp forum ;) ): http://forums.urbanterror.net/index.php?PHPSESSID=6f7f423kg836o4jfgsaf5a8j85&topic=9425.0

Btw: I have Win XP, so it seems to be not a platform depended error.

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PostPosted: 08.25.09 
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[dswp]R.Stallman
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ratio: 0.78
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kills: 526
deaths: 863
ratio: 0.60
I'll try increasing the max datarate later.

Anyone any ideas why would console crash the game?

Or do I post it there.

Is usually happens when I want to !warn someone camp/tk or !tb insert_idiot's_name_here 1d tk or !poke the_guy_that_is_afk. The game just disappears without the trace. Will try starting it from the terminal and look for any messages later.

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PostPosted: 08.25.09 
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I get this error since I play UrT... Mostly on crossing and on custom map like subterra. I did some research, most of the time people asks and don't get any useful answer. The link Samtron posted is probably the best because at least it gives one possible "solution".
This error is clearly related to number of clients : you will never get it when few players are on the server. I'm not sure it's 100% related to the map loading duration, for example I never get kicked on subrubs although its loading time is >> to crossing. Maybe it's just a bad timing, as suggested someone on the forum : you get flooded by data from players already on the map at the exact moment you should receive important data from the server just before entering on the map...
The solution from Crazylys to increase MAX_RELIABLE_COMMANDS (originally 64) is weird when you have a look at the source code (client/cl_cgame.c:264) :
Code:
qboolean CL_GetServerCommand( int serverCommandNumber ) {
    [...]
    if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) {
        // when a demo record was started after the client got a whole bunch of
        // reliable commands then the client never got those first reliable commands
        if ( clc.demoplaying )
            return qfalse;
        Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" );

...you clearly see that increasing MAX_RELIABLE_COMMANDS would make the if() condition happening more often, so you should get the error more often too ?! (Except if the 2 variables are negative, but I don't think so). Better decrease it to 32, but since this constant is used in other piece of code there probably would be side effects.
Some months ago I tried the trick on ioQ3 1.34 and 1.36 source code, but the binaries I had where totally unplayable (maybe 40% fps less) compared to the debian openarena binary I use (1.33 ioQ3), so at the end I never tried the thing online and I gave up :) If you try it natirips, I'm very insterested about the results ;)
I will try to modify cl_packdup too, despite it's client-side, this variable is related to the network stuff...

About the console issue : as soon as you open the console the game crashes ? Segfault ? Does it happen when you try an other version of ioQ3 ? (Maybe your own version soon =)

PS : you can see a post from dany, bottom of page 2, which once again showed his great knowledge about UrT :lol:

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PostPosted: 08.25.09 
packetdup 0 = every snapshot from you is sent once

packetdup 1 = twice
packetdup 2 = thrice
...

in urt it is forced to 1-3 IIRC, can be 1-2, too.



 


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PostPosted: 08.25.09 
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[dswp]R.Stallman
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kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
@Steve: I have duplicate packets set to double.

@Svarox: lol ^^. Last time I tried compiling ioq3 it gave me a bunch of compilation errors, maybe I lacked some libraries, maybe it won't compile with GCC.

And btw, are you trying to say I can use OA's ioq3 in UrT?

And it doesn't crash on console immediately, I usually manage to type like "!t" or "!warn na"(me).

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PostPosted: 08.25.09 
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SteveMcqueen wrote:
packetdup 0 = every snapshot from you is sent once

packetdup 1 = twice
packetdup 2 = thrice
...

in urt it is forced to 1-3 IIRC, can be 1-2, too.

That's what I thought about this cvar (thanks to one of your previous post :P) but now I doubt about it, at least on UrT... I didn't see _any_ difference when sniffing network after changing the value, there were still the exact same number of packets as maxpacket (and fps...) values. Could it be a hardcoded default value of 0 or 1 ? Looks like no one knows/care : http://forums.urbanterror.net/index.php?topic=15094.0 (btw another great post from Dany :)).
No one seems to agree on the definition too.
From http://www.teamwarfare.com/forums/showt ... did=346707 :
Quote:
cl_packetdup: This setting determines if duplicate commands are sent, range is 1 to 5 and is 1 as default. (Every network parcel (minimal data block) sent between server and clients is duplicated in case of bad connection data loss)When set to 1, you send your current packet plus a duplicate the previous packet. Set to 2, you send your current packet plus duplicates of the 2 previous packets and so on.

It's a bit different from your definition.
From http://ucguides.savagehelp.com/Quake3/connection.html :
Quote:
This setting determines if duplicate commands are sent, range is 1 to 5 and is 1 as default. if a packet gets lost then a 'backup' command may still be received.

This one doesn't say the packet is duplicated, just command. It could be that the command only is transmitted into the next packet...
I found where the cl_packdup variable is used in the code source but I don't understand it yet :D
natirips wrote:
Last time I tried compiling ioq3 it gave me a bunch of compilation errors, maybe I lacked some libraries, maybe it won't compile with GCC.

And btw, are you trying to say I can use OA's ioq3 in UrT?

It does compile with GCC, what can of error do you have ?
About openarena, you just have to put your q3ut4 dir or symbolic link into your ~/.openarena dir, then you start the game with openarena +set fs_game q3ut4, same ligne in XQF settings.

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PostPosted: 08.25.09 
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[dswp]R.Stallman
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Joined: 04.13.09
Posts: 2946
Location: Solar System/≈Zagreb
-----tdm:  
nick: [ntr]Shortly
skill: 497.05
kills: 3446
deaths: 4411
ratio: 0.78
-----bomb:  
nick: [ntr]Shortly
skill: 707.602
kills: 526
deaths: 863
ratio: 0.60
Mhmh, didn't experience any abnormalities this evening. I did increase max data rate to max.

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PostPosted: 08.25.09 
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Godlike
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Location: Behind U
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skill: 812.172
kills: 3885
deaths: 3541
ratio: 1.09
i would say that probably right explantation is that the server is over-rised and must to kick you before you join, or he'll fall down...
:D

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PostPosted: 08.25.09 
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danyo has friends everywhere :D

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