Encountered this last night just like the visual teleport stutter. Saving in multiplayer with 2+ players produces a corrupt zlib stream save that will report it is broken on the host when loaded, and immediately crash for any joiners.
Steps to reproduce:
1. Start two GZDoom sessions, one -host and one -join 127.0.0.1
2. Save the game. GZDoom outputs "Corrupt zlib stream" to console along with the Game Saved message.
3. Attempts to reload save in any manner crashes and burns with nuke-level kablooiey.
Oddly enough, doing this with -host 1 will report "Corrupt zlib stream" but the save can still be loaded perfectly fine.
[4.0.0] Saving in multiplayer produces corrupt zlib stream
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
- Zhs2
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Re: [4.0.0] Saving in multiplayer produces corrupt zlib stre
Saving with 2+ players is still broken in 4.1, though it seems the "corrupt zlib stream" message doesn't pop up anymore.