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question about max_gamestate_chars
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Mrog
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Default question about max_gamestate_chars - 26-06-2006

Not really sure what it does and what exactly causes this error. I was wondering if some people could shed some light on it and maybe explain on how to correct it.
  
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Re: question about max_gamestate_chars
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CrapShoot
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Default Re: question about max_gamestate_chars - 26-06-2006

I believe it's a map related "bug" where too many entities of a certain type are on the map.

We may have something that we can do with it via the new entity removal. What map(s) are you seeing it on?

Last edited by CrapShoot; 26-06-2006 at 17:42..
  
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Re: question about max_gamestate_chars
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asmodee
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Default Re: question about max_gamestate_chars - 25-07-2006

hi all,


I have the same problem "max_gamestate_chars_exeeded"...

It's run only : Fueldump & Goldrush.


I tried by lowering the number of bots (4vs4) and always this error-message


Thanks for your help


So, great job for your work FritzBot


(sorry for my approximative english...)
  
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Re: question about max_gamestate_chars
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tommy571
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Default Re: question about max_gamestate_chars - 06-08-2006

hi, i got this problem recently too, but in caen2 map instead. what's odd is i didn't encounter this problem before, as i played caen2 with 8 or 9bots on each side. it just happened a day or two ago. i reinstalled ET ,patch2.60 and frizbot. it still happens. please help....
  
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Re: question about max_gamestate_chars
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TomTom
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Default Re: question about max_gamestate_chars - 06-08-2006

Thought some googled background will help this thread;
(from the top 50)
Best low tech description:
MAX_GAMESTATE_CHARS is a numerical limit defined within the quake 3 engine. the "gamestate" is a set of bytes that gets sent to the client (player) which defines everything that is going on in the game. this means every entity (player, weapon, vehicle, dead body, scripted entities) and its information (position, description, etc) is included in the gamestate packet. when there are many entities at any given time, it may surpass the max limit and the client will disconnect from the server with this error. basically it means that the client recieved more information from the server than it can process.

and a few more technical bits:
actual code snippets (defined in q_shared.h)
00003 Copyright (C) 1999-2005 Id Software, Inc.
....
00026 // q_shared.h -- included first by ALL program modules.
00027 // A user mod should never modify this file
....
01119 #define MAX_GAMESTATE_CHARS 16000
(see note below)
01120 typedef struct {
01121 int stringOffsets[MAX_CONFIGSTRINGS];
01122 char stringData[MAX_GAMESTATE_CHARS];
01123 int dataCount;
01124 } gameState_t;
note in some Q3 derived games this value is higher (e.g. 30000)

My only suggestion is that you tweak anything and everything server side that might require/permit more entities; e.g. maximum number of slots/players (both human and bot), marks on walls, tracers,
max client messages etc. And if all else fails copy into another directory/partition only the minimum files needed (original ET, patch 2.6, Fritzbot, and then slowly add maps to etmain as you become more confident playing). With some mods for the old quake 3 I found that the latter got rid of some hunk_alloc problems.
If none of these fix it could you pls. give more info on what you are running. Thx.

Last edited by TomTom; 06-08-2006 at 15:16..
  
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Re: question about max_gamestate_chars
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tommy571
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Default Re: question about max_gamestate_chars - 07-08-2006

thanks tom. yeah, i see how it goes. perhaps my etmain directory is not so clean, too many maps in there. it's possible that too many of those maps loaded as i start the game. i'll try again after i remove some of the unneeded maps out there.
  
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