Author Topic: Error Message when lots of stuff going on, what does it mean?  (Read 2685 times)

Offline Punk_FAS

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U_REMOVE:  OLDNUM != NEWNUM

Like on the map "Sudden Death", or fact3 I believe, for example.  When a LOT of stuff is going on, I get that error message, like something is overloaded.  What does this mean?  And if I use a different client, will that remove the problem?

Also, on a side note, I'm currently using NoCheat 2.40 as my client, no real reason, been using it since it came out I suppose.  I'd like to try out some other clients, in hopes it helps my gameplay.  What's particularly annoying, is sometimes during heavy action, I don't see my rail trail, even though I've fired, and this isn't from packet loss.  I hear the sound, just no trail.  I believe R1Q2 for example fixes this, by increasing the max pixels (or something) allowed on the screen at the same time.

If anybody can recommend a client that's superior to vanilla Q2, and nocheat, I'd appreciate it.
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Offline 10zx

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Re: Error Message when lots of stuff going on, what does it mean?
« Reply #1 on: March 01, 2006, 01:47:01 AM »
R1Q2
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Offline [BTF] Reflex

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Re: Error Message when lots of stuff going on, what does it mean?
« Reply #2 on: March 01, 2006, 04:20:15 AM »
R1Q2

something about its direct input mouse that just beats everything I've tried
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Re: Error Message when lots of stuff going on, what does it mean?
« Reply #3 on: March 01, 2006, 04:41:38 AM »
yeah, i am no expert, but from what i understand, each client has a limit to what it can "load" graphically.  So when things get busy things can stop appearing.  That may be what is causing that error message.  It sounds like that too me, but im a technon00b.

R1q2 has increased that amount or level to reduce that.
http://www.r1ch.net/forum/index.php?topic=730.0
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Offline console

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Re: Error Message when lots of stuff going on, what does it mean?
« Reply #4 on: March 01, 2006, 09:58:34 AM »
U_REMOVE:  OLDNUM != NEWNUM

Like on the map "Sudden Death", or fact3 I believe, for example.  When a LOT of stuff is going on, I get that error message, like something is overloaded.  What does this mean?  And if I use a different client, will that remove the problem?

Greetings and Salutations!

It's actually not a bad thing.  Essentially it's the lesser of two evils.  On the old original id 3.21 servers, during a crowded map with tons of players and bullets flying in one room, the entity updates would get too big to fit in a packet, and the id server code would just give up and not send the update at all.  This would result in the gameplay appearing to freeze for periods of time from the clients point of view.  R1ch's r1q2 server code provides a workaround that allows the game to remain playable in situations where it would have otherwise exhibited the freezing characteristics.  From my point of view this has been one of the single best changes to the q2 netcode since the dawn of time. ;D  But it does trade-off the freezing for the error messages.  R1ch explains why in detail:

http://www.r1ch.net/forum/index.php?topic=267
Quote
sv_packetentities_hack:
This cvar is designed to help reduce the "freezing" effect when there is a high amount of activity. If the entity updates are unable to fit into the space allocated to them, the client will not receive ANY entity updates at all. This manifests itself as a freezing effect on the client where they seem unable to move and nothing is happening around them. In reality, they can still move and send commands but they will not see the results of anything they try to do since the entity updates are not able to fit into a packet. sv_packetentities_hack 1 attempts to eliminate this problem by "cutting off" the updates once they are about to get too big. This results in some updates sending and the rest being lost. This eliminates the freezing problems but also introduces a new one. Since some updates were lost, the client and server start disagreeing about what state a certain entity is in. This manifests itself as warning messages such as U_REMOVE: oldnum != newnum and odd "effects" such as flying/wrong models, teleporter/gib/other effects on entities that shouldn't have them and other strange things. These effects are usually only temporary until the player leaves the high activity area. Setting sv_packetentities_hack to 2 will try to send all entity updates to protocol 35 clients by compressing them first. If they still do not fit however, they will be cut off. sv_packetentities_hack 2 is the recommended setting if you wish to make use of this workaround, but be sure your players know what is happening or you may end up with even more complaints about the warning messages and artifacts!


Regards,

:mrgreen:

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Offline Punk_FAS

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Re: Error Message when lots of stuff going on, what does it mean?
« Reply #5 on: March 01, 2006, 08:46:09 PM »
You rock console  :headbang:  Thanks for the explanation.
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