I think this may be the cause of the hangs I sometimes get at race
screen after dying.
I never finish the res nor do I see any ghostbust message in the
client console. It just hangs after says "You've been thumped by a
torp from foo."


On 6/30/07, Bill Balcerski <billbalcerski at gmail.com> wrote:
> On 6/30/07, James Cameron <quozl at us.netrek.org> wrote:
> > Michael Denison wrote:
> > > Even when the server claims "2%" packet loss, every 30 seconds
> > > or so my tactical will fill up with stale torps and my galactic
> > > will have a giant phaser flying aorund the screen. But I can't hit
> > > full update enough, because I'm told to be quiet.
> >
> > Which client is this?  What mode is it operating in?  TCP, UDP, short
> > packets, or normal packets?
> >
> > Torpedo removal from screen on the normal packets is handled in either
> > of two ways:
> >
> > 1.  for torpedos that don't hit anything and are not self-det'd, the
> > status is set to TFREE and included in an SP_TORP_INFO packet,
> >
> > 2.  for torpedos that explode by det or hitting ships, the status is to
> > to TEXPLODE in an SP_TORP_INFO packet, but the TFREE is never seen, and
> > the client is required to time it.
> >
> > I suspect this might be a bug.  I wonder if it relates to Michael's
> > observations.
> Torps/phasers won't get refreshed if the TFREE/TEXPLODE packet is lost, and
> no further weapons packets are received (ie there is no fighting on screen,
> such as just after you died and ressed back at your homeworld).  This
> happens even in low loss situations on occassion, as Michael seems to be
> describing.  For clients I have played on, requesting a full update was
> never a big issue, seemed like there was about a 20-30 sec window between
> valid requests.
> Bill
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