Good point and I would agree with you if it was just one mod or even
two.  But we're talking about 50% of the 10 top 3rd party mods on steam
(I just searched and saw the specialists have it as well).  I also can't
find an occurrence of usermsg 57 before the steam time period.  We could
be collectively be doing something wrong, but at the moment its
unreproducible for most users, its cryptic and doesn't give us any more
info to try and track it down.  We're all stabbing the dark here as can
be seen from the wide variety of possible causes/solutions on the subject.

Could it be also possible that a lack of valve features could be causing
it, e.g. not having vac causes this in certain circumstances.  Again
this is only conjecture, but having been trying to pin this down since
the first report of this in November for me is trying.

Ben


Jeffrey "botman" Broome wrote:
tei wrote:


Humm... call me naive but...

I suggest to create a dummy "usermsg 57"  that catch and try to fix
network stream corruptions (TCP packets assembling errors?)

A aproach can be to ignore the full frame (posible?).. well.. that its
better than crash or unconnect


As Alfred stated earlier, network messages below 64 are created, sent
and intercepted by the engine (server side and client side).  The MOD
code has no access to these network message (it can't parse them, it
can't intercept them, and it can't change them).

If there is a generic engine problem or a generic networking problem
(routers, firewalls, etc.) you would see lots of reports of this error
in Valve MODs (deathmatch, TFC, CS, and DoD).  If there aren't
significant reports of this error occuring in Valve MODs, but there are
significant reports of this error occuring in non-Valve MODs, then I
would tend to believe that the non-Valve MOD code is at fault (and not
the engine or the network).

I realize this doesn't help track down what the problem is, but it would
help to identify who or what is at fault.

--
Jeffrey "botman" Broome

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