Delta request from out of date entities.
Delta request from out of date entities.
what does it mean?
that's the only message i got logging my game before the Crash To Desktop.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
----- Client Shutdown (Received signal 11) -----
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Received signal 11) -----
^03^1X^0ISTENCE: Delta request from out of date entities.
that's the only message i got logging my game before the Crash To Desktop.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
^03^1X^0ISTENCE: Delta request from out of date entities.
----- Client Shutdown (Received signal 11) -----
RE_Shutdown( 1 )
-----------------------
----- Server Shutdown (Received signal 11) -----
^03^1X^0ISTENCE: Delta request from out of date entities.
Re: Delta request from out of date entities.
If you need anykind of details please ask... i can't understand what this "Delta" is related. Searching around the code i got Delta only for secondary stuff (untouched in my mod). The game doesn't crash to desktop everytime, just using my "new" gameplay, so probably the trouble is inside the new code i wrote.
Re: Delta request from out of date entities.
mhmmm any clue?
Re: Delta request from out of date entities.
search the source code for the error text. Maybe that will give you a clue where the error is thrown.
Re: Delta request from out of date entities.
i find it in sv_snapshot.c
O_o the file sv_snapshot.c is untouched. mhmmmm
Code: Select all
/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
clientSnapshot_t *frame, *oldframe;
int lastframe;
int i;
int snapFlags;
// this is the snapshot we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
// try to use a previous frame as the source for delta compressing the snapshot
if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
// client is asking for a retransmit
oldframe = NULL;
lastframe = 0;
} else if ( client->netchan.outgoingSequence - client->deltaMessage
>= (PACKET_BACKUP - 3) ) {
// client hasn't gotten a good message through in a long time
Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
oldframe = NULL;
lastframe = 0;
} else {
// we have a valid snapshot to delta from
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
// the snapshot's entities may still have rolled off the buffer, though
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
Com_DPrintf ("%s:Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
}
Re: Delta request from out of date entities.
i'm checking all my strings correlated to these two gameplay modes (the game crash after minutes only if i play one of this gameplay)
Some code (help me to find what i did wrong):
g_items.c
in void RespawnItem i added
inside the void touch_items
inside void finishspawningitems
the last lines
void ClearRegisteredItems
Now, the one i think it's the worste one...
on void G_SpawnItem:
I Think that's here the main problem. But still don't understand the SV_WriteSnapshotToClient and when he returns the Delta Error. Like when it doesn't clear the buffer?
// the snapshot's entities may still have rolled off the buffer, though
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
Com_DPrintf ("%s:Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
any suggestion's appreciated.
Some code (help me to find what i did wrong):
g_items.c
in void RespawnItem i added
Code: Select all
if ( ent->item->giType == IT_POWERUP ) {
// play powerup spawn sound to all clients
gentity_t *te;
if (g_gametype.integer == GT_CTF2 || g_gametype.integer == GT_TEAM2 ) {
return;
}
Code: Select all
if ( g_gametype.integer == GT_CTF2 || g_gametype.integer == GT_TEAM2 ) {
if (ent->item->giType != IT_TEAM)
return;
}
the last lines
Code: Select all
if ( ent->item->giType == IT_POWERUP ) {
float respawn;
if (g_gametype.integer == GT_CTF2 || g_gametype.integer == GT_TEAM2) {
return;
}
else {
respawn = 45 + crandom() * 15;
ent->s.eFlags |= EF_NODRAW;
ent->r.contents = 0;
ent->nextthink = level.time + respawn * 1000;
ent->think = RespawnItem;
return;
}
Code: Select all
if( g_gametype.integer == GT_CTF2 ){
RegisterItem( BG_FindItemForWeapon( WP_RAILGUN ) );
}
if( g_gametype.integer == GT_TEAM2 ) {
RegisterItem( BG_FindItemForWeapon( WP_ROCKET_LAUNCHER ) );
RegisterItem( BG_FindItemForWeapon( WP_GRENADE_LAUNCHER ) );
RegisterItem( BG_FindItemForWeapon( WP_PLASMAGUN ) );
RegisterItem( BG_FindItemForWeapon( WP_LIGHTNING ) );
RegisterItem( BG_FindItemForWeapon( WP_RAILGUN ) );
RegisterItem( BG_FindItemForWeapon( WP_SHOTGUN ) );
}
on void G_SpawnItem:
Code: Select all
if ( g_gametype.integer == GT_TEAM2 || g_gametype.integer == GT_CTF2) {
RegisterItem( item );
if ( G_ItemDisabled(item) )
return;
ent->item = item;
if ( item->giType != IT_TEAM ) {
ent->nextthink = level.time + FRAMETIME * 2;
ent->think = FinishSpawningItem;
ent->physicsBounce = 0.50; // items are bouncy
ent->s.eFlags |= EF_NODRAW;
}
if ( item->giType == IT_POWERUP ) {
return;
}
}
RegisterItem( item );
// the snapshot's entities may still have rolled off the buffer, though
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
Com_DPrintf ("%s:Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
any suggestion's appreciated.
Re: Delta request from out of date entities.
the code looks good or i made some kind of mistake?
-
- Posts: 384
- Joined: Fri Mar 05, 2010 5:29 pm
Re: Delta request from out of date entities.
If you can't fix it you're welcome to post the entire code/PM the code to me and I can try to spot the problem. No promises though...
Re: Delta request from out of date entities.
Excuse me if I underestimate you, but reading your messages it sounds like you don't know what a "delta" is? Maybe you already do, but reading this might give some background information and possibly even provide you with some insight into what could be causing this problem.
Re: Delta request from out of date entities.
Naah, its the right way understimate me. Im not a programmer so extra infos in order to get a background about how things works good and well accepted. For now the problem doesnt happear anymore but i still need to verify it inside a long gameplay session.
Ty. I will verify it again and i will let you know
Ty. I will verify it again and i will let you know
Re: Delta request from out of date entities.
Dear friends. I debugged and edited the code a little bit in order to avoid this problem...so i restricted the circle every inch i can.
And now...what i discover.... It's just a map the main problem of it.
A lot of you will know it for sure: it's Vast and Furious (the version with also TA entities).
Now with my unskilled mapmaker knowledge i need to understand what create the CTD (the map crash only in instagib mode).
And i will take the moment also to ask a thing:
strangely the railgun trail disappear instantly when i shoot outside the map. So i can't see the railtrail etc...
where i need to seek and correct this strange behaviour in order to let the railtrail ever visible?
And now...what i discover.... It's just a map the main problem of it.
A lot of you will know it for sure: it's Vast and Furious (the version with also TA entities).
Now with my unskilled mapmaker knowledge i need to understand what create the CTD (the map crash only in instagib mode).
And i will take the moment also to ask a thing:
strangely the railgun trail disappear instantly when i shoot outside the map. So i can't see the railtrail etc...
where i need to seek and correct this strange behaviour in order to let the railtrail ever visible?