This error message origins from a subroutine called "en_comms.c". Looks like it handles info about the entities (helo's, FMs, veichles, ships....) in the game. It's an error indicating that there was an empty packet recived -but this is how far my knowledge goes.
Initially we had prob's with getting VolkerB in the game, that was due to different packet size settings in our eech.ini-files.
I'm not sure what version of eech.ini you have Volker, is it a eech.ini created by an earlier version of cohokum? I ask because the default value for
cpds could have changed, that could be the reason you had 512 and I had 450... Different
cpds makes you see the game, but hangs on "connecting" screen.
Once we've sorted that out Volker was able to join, but I think we got the error when you tried to fly a chopper.
Two - three test-possibilities as I see it tonight, either you delete your eech.ini, start cohokum to regenerate eech.ini. Change the values to your preferences and we try to MP.
2nd, I transfer my eech.ini to you over ICQ, could affect your stick-settings
3rd (maybe the best), I think thje following values are essential in the communications:
cpac=1 (maybe not critical capture enemy aircraft)
pss=hox.dhs.org I was running host with dummy-values here -could be the fault
sss=eech.dhs.org I was running host with dummy-values here -could be the fault
cpds=450 packet size -critical
cgs=1 communication method eech's own = 0 Directplay = 1
cvc=1 validate connection (maybe not critical)
This is a copy of my "communication" part of eech.ini (remember blanks are truncated in this forum):
maxplayers=6 # maximum number of players in a multiplayer game, def = 4
ipa= # ip address = TCPIP address to connect to. A HOST can leave out the value.
pss=hox.dhs.org # primary server setting (server internet address)
sss=eech.dhs.org # secondary server setting (server internet address)
ccrs=204800 # connection receive size, initial guess of campaign data size (default = 200k)
cdrs=204800 # data record size, similar to above…
cpbs=204800 # pack buffer size, similar to above…
cpds=450 # packet data size (edf = 512)
cgs=1 # force the comms to use DirectPlay guaranteed send instead of its own (def=0).
crls=1000 # packet history list size, increase if client keeps getting kicked out by server (default = 1000)
crl=100 # number of times a client can re-request the same packet, increase for poor connections (def=10)
cpt=1000 # time delay in seconds the comms will wait for a packet before re-requesting it. (default = 5s)
crto=2 # time comms will wait before assuming re-requested packets was lost (default = 2s)
mur=5 # max update framerate for a server, na for a client (default = 5fps for TCPIP, 15fps for IPX)
cig=1 # interpolate helicopter position for smoother visuals
cvc=1 # validate connection, removes dead player husks when client crashes
cptl=10 # packet throttle limit, mainly for modems, governs the flow rate of packets
cto=5 # timeout, the amount of time to wait before removing dead player husks
eufr=2 # client server entity update framerate, no. of iterations
css=0 # show communication stats (def = 0)
cist=500 # comms initial sleep time
Edit. Maybe I should add: don't worrie about the cpt-value. It looks like there shouldn't be any re-requests, but this value is only valid if cgs=0. If cgs=1 the game sets cpt=1000 to avoid clash between eech's own comms prog and directplay