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
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Unclefragger