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Last server they had to kill me to get me to login...but I have never seen that in other servers.
That admin told me to just try a diff server...sheesh another 14 hours wasted
Originally posted by Lethal:
So for clients there is a buffer, kind of like memory, where it holds data waiting to be processed by the client. This could be anything that replicates to your client and everything in effect contributes to this buffer. It could be polygons and tri's from rendering, animations, number of engrams learned, items on you (cryopods have the biggest impact since it's holding dino data in a tiny item), dinos, structures (dynamic changing ones have the biggest impact), and every time you open an inventory holding Ark Data then all three tabs of data get replicated to you, and there's more. Everything that your client actually has to process goes towards this. When the buffer limit is reached then "unreliable" events (or those set to not be absolutely mandatory in firing) will cease to fire, but events set as "reliable" have that mandatory flag and if it can't execute then it causes a hard failure. It's hard to define what is set as reliable but we can imagine that events tied to a player connecting would be considered reliable whereas throwing an item on the ground to trigger the respective animation would be unreliable. Thus, when this client data reaches it's limit and you trigger a reliable event... this is how you get: Reliable Outgoing Buffer Overflow.
In short, your client/game is processing too much data. Lowering graphics or learning less engrams or anything to reduce your data to process will help. Also, the faster your storage device (SSDs win here), the faster it can process this data which helps it from overflowing. The faster it processes out, the less chance of it reaching the limit.
try not to have to many items on you, try not to upload to much to the Data tab in an Obelisk or Transmitter, and try not to learn each and every engrams.
Our players have been able to clear that problem by mind wiping and than only learning the engrams they need.
Hope it helps.
It can happen when first loading in but mostly when travelling from one map to another.
I am thinking that server's 20 MOD's are the culprit..i doubt the other servers I played on had more than 12-14 MOD's ... they had all the eco ones,and I've heard from others those are pretty taxing to a server to load.
You need to read the explanation again, its not a server side issue, its a client problem(aka your problem).
The mods may cause your game client buffer to overflow, but its caused by problems with the client settings, it has nothing to do with the server.
Do you have it installed on ssd?
Its definitely unusual that its only affecting you on only one server.
Anyway..thx everyone for the info...I am not to worried bout it anymore-though if Mod's can be a cause,I'd love more insight on why/how to fix that for future reference .
The advice given by Lethal, one should buy an SSD to circumvent this obvious programming error is a programmer's declaration of bankruptcy. If the devs know about this error and also do know that there's a (simple?) timing issue then there's a simple solution: extend the time window. Also, the buffer must be increased, obviously. It's a no-go for a game which lives from mods that additional engrams in your list lead to such errors. But there're a lot of other character inconsistencies as I stated in my post, linked above, which have to taken care of.
It seems that also the amount of mods on the server is playing a big role whether this error impacts or not. My servers have > 30 mods and I get this error every travel.
But that's only my opinion. :>
>i had a buffer overflow message on last server i tried
>Rather than give up,or do the famous "kill my character to allow login", I logged in from ark server list ,instead of the direct link or steam server list.
>bingo.loaded fast as heck..no problem
*buffer overflow may be a problem related to direct link logins? we'll see