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How to deal with SVC_TEMPENTITY overflow?


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CrazY.
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Join Date: May 2015
Location: SP, Brazil
Old 03-17-2021 , 13:45   How to deal with SVC_TEMPENTITY overflow?
Reply With Quote #1

Hello, I have been struggling quite a bit with this problem

Code:
SZ_GetSpace: overflow on Client Datagram WARNING: msg overflowed for CrazY.

That's happening because I'm spawning too many temporary entities at once. I'm creating an "alien teleport effect" for each alive player on the server. The effect is basically just a TE_BEAMENTPOINT message called up to 10 times in a loop every X second



Been wondering if there is any way to work out that problem. Something I have in mind would be to "give priority" to your own beams, that means hide other players beams when too many are being spawned simultaneously in order to avoid getting overflow. Not sure how one could do that. Anyway, would like to hear some suggestions

This is the plugin I've been using for testing
Spoiler


And the following are the relevant part of the env_beam entity source code, where the problem is happening

Spoiler


Looking forward
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Last edited by CrazY.; 03-17-2021 at 13:47.
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Natsheh
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Join Date: Sep 2012
Old 03-19-2021 , 03:01   Re: How to deal with SVC_TEMPENTITY overflow?
Reply With Quote #2

i'd suggest to separate test each one and see which sprite effect is causing the overflow problem.

also you can replace the zap effects with a sprite entity.
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Last edited by Natsheh; 03-19-2021 at 03:05.
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HamletEagle
AMX Mod X Plugin Approver
Join Date: Sep 2013
Location: Romania
Old 03-19-2021 , 13:53   Re: How to deal with SVC_TEMPENTITY overflow?
Reply With Quote #3

You could try to use env_sprite and AddToFullPack to render only your sprite ents, not the ones from other players. See if it works.
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DJEarthQuake
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Join Date: Jan 2014
Location: Astral planes
Old 03-21-2021 , 08:26   Re: How to deal with SVC_TEMPENTITY overflow?
Reply With Quote #4

One could use MSG_PVS instead. It will quickly cut down on overflowing.
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