by edward850 » Sat Feb 13, 2016 2:37 pm
Each gametic, a player creates a checksum of themselves which is built out of a selection of PRNG table index positions (pr_spawnmobj, pr_acs, pr_chase (A_Chase) and pr_damagemobj), followed by the player position & health values.
(pr_spawnmobj, which increments for every actor that ever spawns, is the most volatile.)
This checksum is then transmitted to each node to which they compare and store each result. In the HUD, a message buffer goes through each node checking this status. If the checksum stays wrong for the last 36 tics (the size of the input buffer), that node is displayed as out of sync.
You cannot hide this message as it's pointless to do so. The game has already irreversibly failed and it's basically telling you to save and quit, or better yet check what you've launched is consistent in the first place.
Each gametic, a player creates a checksum of themselves which is built out of a selection of PRNG table index positions (pr_spawnmobj, pr_acs, pr_chase (A_Chase) and pr_damagemobj), followed by the player position & health values.
(pr_spawnmobj, which increments for every actor that ever spawns, is the most volatile.)
This checksum is then transmitted to each node to which they compare and store each result. In the HUD, a message buffer goes through each node checking this status. If the checksum stays wrong for the last 36 tics (the size of the input buffer), that node is displayed as out of sync.
You cannot hide this message as it's pointless to do so. The game has already irreversibly failed and it's basically telling you to save and quit, or better yet check what you've launched is consistent in the first place.