• Reliable Snapshot overflow FIX
    4 replies, posted
You ever get the error? ERROR: Reliable snapshot overflow... Well guess what, I know how to fix it! :D I was researching anything to do with snapshots, and what is has to do with overflowing. When I stumbed upon this - The definition for tickrate: tickrate From Valve: During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client. At first you dont see it but if u read it carefully it says: "a world update and takes a snapshot of the current world state if necessary" Then I though of css and how to get good reg you need to have your client rates set to be compatible for the server tickrate: - cl_cmdrate 100 - cl_updaterate 100 - rate 30000 So I kept that in mind for the next few days... Sure enough the error happened, So I went into my console, changed the rates to the folowing above, and rejoined. Sure enough It worked :D
Old, already known, and besides, RSO rarely happens now.
[QUOTE=Teddi Orange;17103719]Old, already known, and besides, RSO rarely happens now.[/QUOTE] Wow, Didnt even know that. I still know thousands of people who dont know about this. Guess your just one that does know.
[quote=teddi orange;17103719]old, already known, and besides, rso rarely happens now.[/quote] qft. [highlight](User was banned for this post ("qft" - Benji))[/highlight]
I get RSO a lot, but after a few retries I can join. I always figured it's because of lag with the server re-connecting me :( I'll give it a try tomorrow.
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