JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Mar 14, 2015 10:12:43 GMT -5
I'm working on a good number of maps, and some are actually ready. Still, there is a problem going on with some of them. I try them out with KMQuake 2 and everything goes smooth, no problem at all, but then, when I try some of them in good old Quake 2 (3.24) I get this crazy message: SZ_GetSpace: overflow WARNING: msg overflowed for (well, me) Anybody has any idea about how to fix this?
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Post by cocerello on Mar 14, 2015 12:25:44 GMT -5
I remember getting the ''WARNING: msg overflowed for'' message in the map i am working on. It stopped appearing when i deleted several entities till their number dropped below around 30, which had with the same classname and had the flag to start on. Or maybe this: sz_GetSpace: overflow
WARNING: msg overflowed for Envious
Netchan_Transmit: dumped unreliable
Envious is my multiplayer character name. The errors appear to continuously scroll in the console. They appear when I enter a door from one particular side. I have a func_areaportal in this door, and I was going to remove the areaportal just to see if this had anything to do with it (haven't done it yet). I also had the errors appear at another door (also with an areaportal). I had to resize some brushes in that area for alignment purposes, and now that door doesn't give the errors anymore. When the errors occur, the screen goes to a cross between a hall of mirros effect and an earthquake of sorts. That's the best way I can see to describe it. You can't move while it's happening, either, only look around. Then I get the Netchan_Transmit error and the view jumps to an area nearby where the error happened.Got it from here: www.quake2.com/qworkshop/info/errors/startup.htm
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JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Mar 14, 2015 12:55:00 GMT -5
Thanks for the reply!!! Now if it comes down to the number of entities used in a map, am I supposed to start deleting shells and slugs and stuff like that??? That don't seem right...
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Post by jitspoe on Mar 14, 2015 13:33:51 GMT -5
It's not necessarily the number of entities used in the whole map, but the number of entities VISIBLE at a given time. Quake2 won't transmit entities that are outside of your visible area. If you have a bunch of rooms, and you're getting this error without running vis, you might just need to run vis to fix it. I would say, though, if you're running into this now, you should probably cut back on the entities (note that meshes and such count toward this as well, not just pickup entities). When there are players, rockets, blaster bolts, gibs, etc. flying around in the map, there are just going to be that many more entities to send.
I don't think invisible entities like triggers and sounds count toward this limit, but platforms and func_walls probably would -- anything that requires transmitting the position over the network so the client can see it in the correct position.
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Post by Wixen1 [Q2C] on Mar 14, 2015 13:43:29 GMT -5
Ansvar: back 10+ years ago by HLR was this: The sz_getspace overflow...
It's not the total number of entities in the map that causes that sz_getspace overflow problem, it's only when there's too many active entities visible (from the game's point of view) from your location. If you've been doing a fast vis or no vis at all (which means a lot more is "visible"), a full vis should fix it.
EDIT: forgot to add, it's mainly things that the game has to "think" a lot about, especially things that move or can be picked up and put down, including particle effects, weapons-fire, monsters, players, gibs, powerups, moving bmodels, lasers, that sort of thing. Things like lights, sounds and triggers are more for compiling and reference by the game and don't make any real difference.If you make a search "getspace", severel threads will come up. :-) -W1
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JohnnyDean
Light Guard
"Excellence, Versatility, Tactics and Firepower"
Posts: 33
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Post by JohnnyDean on Mar 15, 2015 8:00:13 GMT -5
Now all that makes more sense!!! I have been using fast vis a lot for my maps... Thanks everyone for the replies!!!
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