by Player701 » Sat Jun 01, 2019 12:44 am
The final word is up to the developer team, of course, but I also wanted to share my own opinion on this. According to my observations, GZDoom's network code has improved significantly since 2010. Every desync that I've recently encountered happened due to broken mod code that did not take multiplayer support into account. (Some of that code was mine
)
It can be difficult to debug, but almost every time it happens, it is usually not an engine issue but a mod issue. Failing the latter, it could also be the result of a certain player (or players) running different versions of PWADs than that of other players. A "resync" would definitely not help in this case, since it cannot fix differences in mod files.
The final word is up to the developer team, of course, but I also wanted to share my own opinion on this. According to my observations, GZDoom's network code has improved significantly since 2010. Every desync that I've recently encountered happened due to broken mod code that did not take multiplayer support into account. (Some of that code was mine :P)
It can be difficult to debug, but almost every time it happens, it is usually not an engine issue but a mod issue. Failing the latter, it could also be the result of a certain player (or players) running different versions of PWADs than that of other players. A "resync" would definitely not help in this case, since it cannot fix differences in mod files.