GetCVar & Server CVars desync

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Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

GetCVar & Server CVars desync

Post by Accensus »

Version: GZDoom g3.2pre-392-g49b77f3 x64
1. Get https://gitlab.com/Accensus/Banhammer/tree/master (it's 1.5MB or so)
2. Get attachment. It's a demo. Played with above mod in above version.
3. ???

I got told to do this, so I actually have no idea how this could be of any help. For the record, I could tell you this much: I played with a friend a few hours ago and the game desynced within 5 seconds of starting MAP01. Upon recommendation, I removed all CVars (3, all server-side) from the mod and tried again. This time it ran and the co-op reached MAP08.

If you want to remove the CVars yourself, delete CVARINFO and MENUDEF. In ZScript, the CVars are utilized in Banhammer.txt and Player.txt.
Lines 5, 112 (part of if statement, but removing won't break anything), 193, 268 in the former.
Lines 137, 138 in the latter.

CVar values used were the default ones.
1.0 for score mult.
Off for indoors summoning.
On for monster alerting.
Attachments
desynctest.zip
(5.54 KiB) Downloaded 19 times
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Rachael
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Re: GetCVar & Server CVars desync

Post by Rachael »

For the record, I've asked Lud and unRyker to try this again in Discord, recording another demo and seeing if it desyncs again.
Accensus
Posts: 2383
Joined: Thu Feb 11, 2016 9:59 am

Re: GetCVar & Server CVars desync

Post by Accensus »

No desyncs on second playthrough. Must have been an asset mismatch. Will try again tonight with a newer mod version, but overall this can be closed.
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Rachael
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Re: GetCVar & Server CVars desync

Post by Rachael »

Done. Thanks for reporting back. :)
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