XTJ7 wrote:
http://forums.urbanterror.info/topic/8272-error-cl-getservercommand-a-reliable-command-was-cycled-out/page__st__20
NulL pointed out the problem.
I read this forum a while ago but I don't fully agree with his explanation. He says that the
cause is the excessive number of players and time spent to load a map, while this bug is due to excessive number of players and which map you are about to play on. For example, I never get this error on suburbs and toxic but almost always on subterra, despite their loading time is maybe two times the one of subterra. (Irony, subterra is NulL's map, maybe I will ask him some information about it).
Crusher wrote:
#define MAX_RELIABLE_COMMANDS 64
qcommon.h
Like I wrote somewhere else, I don't understand how increasing this value could stop this error to happen. Here is the code from ioq3 :
Code:
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" );
return qfalse;
}
It means that if you increase MAX_RELIABLE_COMMANDS, you have more chances to get a true condition for the if, then more chances to get the error...
Sniffing the network traffic would be interesting, only problem is that you need lots of clients to operate in normal conditions (maybe fake clients would do the trick ?)
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