Kinsie wrote:to fix the Skulltag-era idiocy that forced two distinct versions of the mod to be developed without complete compatibility with each other. This build should run properly in both GZDoom and Zandronum 3.0.
How are you handling the cases of intentional desync in the zandronum version for things like bloodyhell and cl_noeffects?
From what I understand, aren't the methods for reducing traffic (I don't compsci so this may be wrong word) for zand and ZDoom at odds? Since in zand you want an actor to spawn a bunch of effects actors from the server actor, and the effects actors are all clientsided and depending upon clientside cvars they actually show up or not whereas in ZDoom you want the actor itself (which would be server side if there was server side in ZDoom) to just not spawn the actors to begin with, since they still affect things just by being spawned since they can't be clientsided.
I suppose you could get around this by having all spawning being done via ACS instead of decorate. Does ZDoom ignore the clientside keyword for scripts like it does the decorate flag or does it just not execute them?
Forgive my not knowing the proper terms, and this may not even be an issue. Also this may have already been addressed but I haven't read the entire thread.
[edit]: Realized you could just have a server cvar to control which method to use, and that's probably what you're already doing. You can probably disregard this post.