Overflow error

mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
<div class="IPBDescription">Whats causing this?</div>This is the first time i've come across this so anyhelp solving it is appreciated.
<!--c1--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Code Sample</b> </td></tr><tr><td id="CODE"><!--ec1-->"Unknown<1><4294967292><1>" entered the game
SZ_GetSpace: overflow on netchan->message
Unknown overflowed
WARNING: reliable overflow for Unknown
Executing listen server config file<!--c2--></td></tr></table><span id='postcolor'><!--ec2-->

Whats causing this and how do I fix it?

UPDATE: the map runs fine in normal Half-Life so i'm assuming it could possibly be a particle system problem

Comments

  • HanzGruberHanzGruber Join Date: 2002-01-25 Member: 47Members
    I take it that you get this error during map loading in the NSTR? I think it either means 1 of 2 things..

    1) You screwed up some of the particle system parameters. Like having frame count of 20 in a sprite that has 1 frame.
    2) You have got too many particles spawning at once?<!--emo&???--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/confused.gif" border="0" valign="absmiddle" alt='???'><!--endemo-->!?
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    I'm thinking its #2 because I can run the readyroom and the main playing area seperately without any problem.

    So on this note what is the MAX number of particles allowed (if there is a max)
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    I'm thinking it's probably whatever your system can handle. However, try to make sure that particles that are coliding aren't generating more than just a few particles on collision. If you have 200 or 300 particles that each create 3 or 4 particles on collision, you could very well have 1200 particles running at once, which your machine might not be able to run. I found that even though I would set things to max values of 800 and 800/sec, things wouldn't start to slow down till after a few minutes. I think it was because 800 wasn't what was on all the time at first, and it just took a bit for the numbers to increase. Ugh. I'm rambling. Anywho, make sure you're not generating too much.
  • mr_Nebelmr_Nebel Join Date: 2002-01-24 Member: 36Members
    Ok then, just gotta check this, do the particles get rendered all the time or only when they are visible?

    It makes sense that they would only be drawn when visible but if not that might be the cause of my problems.
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    Welllll... They're probably at least -calculated- all the time. Need ta be really. And that's probably what's slowing you down right there.
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