Help, overflow occours: delta from invalid frame.

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maGro
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Help, overflow occours: delta from invalid frame.

Post by maGro »

Hey all, dunno where i shall place this thread, but it´s also kinda client/server orientated, hope its well-placed :)

in my new movie i have a scene where like 25 people get fragged by a grenade at once. watching it in keygrip the block of the explosion isnt even correct (it shows the same positions and playerframes of the block before, but indicates all frags [didnt see xx´s...]). Playing the demo made q2 crash. So i just removed the block, this often helps when a demoproblem occours in only one block. Well, not this time. Beefquake and AprQuake still crash when i play the demo. However, the cheap standardclient of Keygrip can handle it (although the explosionblock does not show correct data, and it would be nice to have it for the movie). Any ideas? Is anyone familiar with a serverrecorded demo? might it help to get the explosionblock correct? How can i play the demo with beefquake/aprquake? Is it maybe just a setting the standardclient has set/beefquake aprquake haven´t? Btw, the errorcode is like:

delta from invalid frame (not supposed to happen)
delta frame too old.
UREMOVE: OldNum != NewNum
*********************************
ERROR: Bad Fov (0.0000000000)
*********************************
Shutdown.

Thx in advance, need your help.
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maGro
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Post by maGro »

i see you are totally informed :)
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Den
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Post by Den »

Diddnt your mum tell you not to play with grenades?!?

On-topic: i have no idea sorry :)
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NRGizeR
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Post by NRGizeR »

from what I remember of the demo format, the deltas are the distance entities have moved since the last frame, and I also have a vague memory of that the inofficial dm2 reference stated that it is not in use. My guess is that from your vantage point there would be too many entities in sight, and that it therefore crashes the game. The strange thing is that it should have crashed your client while recording as well if this was the case :)

You could try to remove some of the entities used in the demo (not sure if this can be done directly from keygrip since I haven't used it) and that COULD make the demo playable, if you remove the whole frame, you will probably remove everything that you would want in the film, so that might not be such a good idea :mrgreen:

The unoffical dm2 specs can be found here: http://www.planetquake.com/demospecs/dm2/ and there is also a dm2->ascii->dm2 converter so that you can easily edit the contents of the demo. Hope that helps at all :)
n99
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Post by n99 »

What client did you use to record this demo,
since the client dictates the format of the demo if I remember correctly..
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NRGizeR
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Post by NRGizeR »

n99 wrote:What client did you use to record this demo,
since the client dictates the format of the demo if I remember correctly..
Partly true, r1q2 uses protocol 35 which is a addon to protocol 34 that all other q2 clients (excluding the unpatched vanilla clients) use. This only applies to older versions of r1q2, since I read in the r1q2 changelog that it has been depricated and that the newest and the following versions of r1q2 would use protocol 34 again.

However, if you did use (an older?) r1q2 to record the demo (or play it), then from what I remember the client should simply skip the "overflowing" entities and thus NOT crash. Not sure that that was the way it worked though, I do know that protocol 35 handles entities and packet sizes differently, so you might want to look into that...

just noticed that the demospecs page doesn't contain the converter I was talking about, that can be found here: http://www.planetquake.com/demospecs/lmp/ you might also find other useful dm2 info on http://www.planetquake.com/demospecs/

-NRG
maGro
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Post by maGro »

hey dudez, thx for the response, i recorded the scene again with a serverrecorded demo and it works :)
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