I believe this is both server and client side issue. I believe this message is in regards to the serverinfo string which is sent to the client on initial connect.
The problem is, that the string is “too-big”- this string is going to contain various Cvar’s as well as information regarding each player connected (including they’re names with color codes).
[[ I’m probably getting some of this info wrong, as some is sent initially and there is also updates periodically for the client to choose the correct “model”, whether all this is sent on connect (prior too “has entered the game” is yet to be determined. ]]
As-is, ioquake3 and tremulous both use fixed size buffers for this cruft; and most of it is just that, cruft. Clients don’t need all the cvars listed in “serverinfo” (which has become bloated in tremulous); and of the information that is sent, not all of it was ever fully implemented.
- Servers should send less info.
- Clients should be capable of processing at-least 1400bytes at a time. May also need to handle fragments, though shouldn’t be problem.
To give you an idea of what I’m talking about, connect to grangerhub. Execute “/configstrings”. You can see, for example that cvars for suddenDeath time, and the QVM version info (slacker …[yadayada] lakitu…); which are never used inside the client, except to be listed in the “serverinfo” menu from the browser menu.
Also, my client MAXCONFIGSTRING is 1024 bytes. I believe this is typical for most if not all tremulous clients. I have not checked GPP.