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PostPosted: Sun Jan 16, 2005 10:23 am 
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well my server kick's everone a round in console it say's

Error: server failed to transmit file 'AY&SY2q'
Last 32 messages parsed.
5557729 2879 CurWeapon
[.....]
5557737 0107 svc_filetxferfailed
BAD: 118:svc_bad
Host_Error: CL_ParseServerMessage:

if you could plz help :D

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PostPosted: Sun Jan 16, 2005 10:40 am 
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This is the best I can do:

http://rentalforums.nuclearfallout.net/ ... php?t=1827
http://rentalforums.nuclearfallout.net/ ... php?t=1345


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PostPosted: Sun Jan 16, 2005 1:46 pm 
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My server (at my home) never have this problem... I need help on this


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PostPosted: Sun Jan 16, 2005 9:23 pm 
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from what ive read, and i really have no way of knowing if this is true or not, but that error is caused when a server sends either too much data, or data too fast for the client's internet connection. i dont mean to talk bad about your internet connection, but it would make sense that the server you run on your computer wouldnt cause this problem since you're outgoing bandwidth probably could not generate the volume or the speed required to make the error. further, ive read that a possible (emphasis on the possible) solution is to shorten the length of your motd.txt file and disable the motd in statsme (if you run it).
using this theory, you could probably determine which other plugins you might be running that would generate more data. you might also want to try some of the possible solutions that edge offers in his other posts.
some other interesting points:
    - now, i dont mean to brag, but my internet connection at my school (where i live most of the time) is absolutely amazing. what makes this interesting is the fact that i have almost never had this disconnect problem. the only time it's ever happened to me was while playing in a full 32 player person that runs wc3mod and statsme and god knows what other plugins.
    - I have never heard of this problem causing disturbances in CAL matches or scrims. what makes THIS interesting is that in CAL, no MODS (statsme, amxmodx, hlguard) are allowed, which would, in theory, make the server generate less data to send to the clients than a server that DOES have such mods.
    - In CS:Source, there is a function called r_cleardecals (which removes all cached custom decals). maybe valve has learned something about this error and is implementing it CS:S to test it... (ok i admit, thats a longshot ;p) however, in CS1.6, there is a command called rcon decalfrequency, which dictates how often a player can use a spray... you could try setting this to some insanely high number like 360, so a player can only spraypaint once every 6 minutes.

again, these are all shots in the dark, but they appear to have at least some logical backing; might as well try it out.
-glhf, please let us know if you make a breakthrough :D . and I, for one, certainly hope that you do.


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PostPosted: Tue Jan 18, 2005 2:19 pm 
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I was just looking through some HL-sites today and stumbled across this command. cl_dlmax
by default, its set to 128 which really isnt very much.
now, if the theory i mentioned in my previous post is correct, if you were to raise that, you might not get the error anymore.
I recommend getting some people on your server to raise theirs, say to like 512? and see if they still get kicked. If not, then guess what? Problem solved! Just run a command on one of your mods to exec the command on all clients.


Last edited by bOoya on Thu Apr 14, 2005 3:12 pm, edited 2 times in total.

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PostPosted: Tue Jan 18, 2005 2:25 pm 
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This is an interesting theory. I will be very interested to see the result.


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PostPosted: Tue Jan 18, 2005 9:53 pm 
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changing to 512 appears to make no difference. but then, I realized a flaw in the flow of logic with my post. cl_dlmax would need to be lower wouldnt it? anyways, we're testing this on one of our large community servers. so far, it seems that setting it to 92 has not caused any overflow, but we've only been monitoring it a short time now.


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PostPosted: Tue Jan 18, 2005 9:56 pm 
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Quote:
changing to 512 appears to make no difference. but then, I realized a flaw in the flow of logic with my post. cl_dlmax would need to be lower wouldnt it? anyways, we're testing this on one of our large community servers. so far, it seems that setting it to 92 has not caused any overflow, but we've only been monitoring it a short time now.


its actually set to 96 :wink: , using hlguard 1.7 to lock and exec that cvar value on all clients

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PostPosted: Sat Jan 22, 2005 12:12 am 
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I just updated the plugin to where it works with amxmodx v1.71.
Download it HERE. [Source Code]
Again, this isn't a guaranteed fix, but it seems like it helps to some extent.


Last edited by bOoya on Tue Jun 06, 2006 2:45 pm, edited 3 times in total.

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PostPosted: Sat Jan 22, 2005 7:10 am 
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Note:

the above and this is for HLGuard 1.7

you need to enable the above cfg file in here, addons/hlguard/config/cstrike/hlg_mod.cfg

Look for this near the bottom of that file:

Code:
//=====
// Force default clientside cvars
//=====
// Please review before enabling.
//hlg_exec addons/hlguard/config/cstrike/hlg_cvars.cfg


remove the // in front of the cfg, like this:

Code:
//=====
// Force default clientside cvars
//=====
// Please review before enabling.
hlg_exec addons/hlguard/config/cstrike/hlg_cvars.cfg


Now its enabled and do the above as booya has explained.

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PostPosted: Mon Jan 24, 2005 8:54 pm 
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svc_bad occurred today on our 32 man pub, Chernobyl :(

either it lessens the occurrence or doesn't stop it

svc_bad is a pretty random event, VALVe has been trying to reproduce the error themselves

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PostPosted: Mon Jan 24, 2005 8:55 pm 
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still one time in 6 days, whereas it used to happen at least 6 times in 1 day :wink:


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PostPosted: Mon Jan 24, 2005 8:58 pm 
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it hasnt happened on any of the pubs Ive played on lately

might have to do with the fact that Im playing everywhere with cl_dlmax 96 (since cherb changed it perm) or just not random enough :?

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 Post subject: SAME THING
PostPosted: Thu Jan 27, 2005 9:36 pm 
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I own 2 Nuclear Fallout servers and it happen frequently on the public 24 slots server.

It happen today:

Quote:
Error: server failed to transmit file 'AY&SY1'
Last 32 messages parsed.
336043 0301 ScoreAttrib
336043 0304 Location
336043 0308 ScoreAttrib
336043 0311 ScoreAttrib
336043 0314 Location
336043 0328 ScoreAttrib
336043 0331 ScoreAttrib
336043 0334 Location
336043 0338 ScoreAttrib
336043 0341 ScoreAttrib
336043 0344 Location
336043 0358 ScoreAttrib
336043 0361 ScoreAttrib
336043 0364 Location
336043 0378 ScoreAttrib
336043 0381 ScoreAttrib
336043 0384 Location
336043 0398 ScoreAttrib
336043 0401 ScoreAttrib
336043 0404 Location
336043 0408 svc_sound
336043 0421 svc_sound
336043 0435 svc_sound
336043 0448 svc_sound
336043 0461 svc_sound
336043 0475 svc_sound
336043 0488 svc_event_reliable
336043 0491 ScoreAttrib
336043 0494 CurWeapon
336043 0498 CurWeapon
336043 0502 svc_filetxferfailed
BAD: 513:svc_bad
Host_Error: CL_ParseServerMessage:


If someone know how to fix that, please tell me...

http://quebec.nuclearfallout.net
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PostPosted: Thu Jan 27, 2005 9:40 pm 
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we are hoping to find a way to lessen it at least, valve would need to be the one to remove it completely.

on another note, we had chernobyl drop out people on de_aztec, a high level map that sends lots of data to and from client

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