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OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 8:42 am
by someoneelse
I noticed on few different computers, and also heard from people, that very often trying to connect with server while using OpenGL fails, with "Requesting snapshot" command showing over and over. From server's side, it looks like "Unknown challenge from x.x.x.x:x. Ignoring IP for 10 seconds." I am not sure if this is a fault of bad internet, since it happens even on LAN server. Also, it only happens in OpenGL, never in software... Any ideas?

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 12:39 pm
by Dark-Assassin
This also once happened in GZDoom. More details here: http://forum.drdteam.org/viewtopic.php?f=25&t=4631
Unsure if it has already been applied to Zandronum.

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 1:43 pm
by someoneelse
Yes, I noticed BSP building super-slow on OpenGL, from my testing it looks like it was fixed in Zandorum, but I am not sure... Is there any way to fix it with some brute force in Skulltag, without making it fail authentication? It looks like for some more time it will be still main port used for servers...

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 2:34 pm
by Minigunner
The maps themselves need to be built with GL nodes.

I have posted this before, but here is a ZDBSP config for Doom Builder that makes use of the -g parameter. This will remove the necessity of the relatively-slow internal nodebuilder, speeding up load time significantly on ZH/WDI/AOW2/ect. maps.

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 2:39 pm
by Dark-Assassin
Changing through the console will show the delay.
Changing map normally or using the "changemap" command, it will not delay.

Apparently just disabling the slider makes it load faster.

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 3:06 pm
by someoneelse
Well, the problem is biggest with joining servers, and changemap won't help then... So, maybe from other side, can I change server so it will not reject late snapshot request?

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 4:11 pm
by Llewellyn
Actually building bot nodes takes way longer than GL nodes...

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 8:16 pm
by Medicris
I've had this problem for a long time, too. Never-ending "Requesting Snapshot". Offline, GL loads and plays quickly and flawlessly.

Looking forward to a solution, if there is one in Zandronum.

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Wed Aug 22, 2012 11:20 pm
by Cruduxy
Off topic a bit but can someone explain why they build faster on lower display resolutions?

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Thu Aug 23, 2012 5:21 am
by Torr Samaho
-=Dark-Assassin=- wrote: Apparently just disabling the slider makes it load faster.
If I remember correctly, that is exactly what's causing it. And I'm pretty sure that it was fixed in GZDoom by just removing the slider. Can somebody dig out the GZDoom revision where this was changed?

RE: OpenGL: Connecting to server stuck on "Requesting snapshot"

Posted: Thu Aug 23, 2012 5:39 am
by Dark-Assassin
Torr Samaho wrote:
-=Dark-Assassin=- wrote: Apparently just disabling the slider makes it load faster.
If I remember correctly, that is exactly what's causing it. And I'm pretty sure that it was fixed in GZDoom by just removing the slider. Can somebody dig out the GZDoom revision where this was changed?
I did ask quite a while ago. I did report this on the ST forums before the tracker, but of course that is gone.