Matt wrote:Mancubi are fine, they just can't aim quite as high as might sometimes be needed for shots to connect at steeper angles. I will address that in due course.
In the meantime, I can't get the bleeding desync even with one instance loading Plutonia and the other loading Doom2...
Have you tried hosting it on a virtual machine or even a laptop rather than the same instances on the same computer?
Just simulated a lan match, tried netmode 0/1, extratic 0/1, 3 movementspeed 0/1... nothing,
Most of the times it seems it takes place straight after the player dies.
edit
Okay, so I can definitely confirm that the desync happens when the player is bleeding, death is just a certain desync if bleeding is on.
Edit 2:
After setting ticbalance to 1 and extratic to 2, the desync on death seems to have been
phased out. delayed, or rather randomized than certain.
Test case:
Standard settings- Penetration 0/1 - extratic 0/1/2 - ticbalance 0/1 - Dup 1- - 3speed 0/1 - Bleeding 0
Player 1 - stationary (AFK)
Player 2 - Sprinting in circles until loss of consciousness
Result: Desync after death towards Player 1, player 2 still registers player 1. Desync autosolves after respawn, does not reoccur.
Player 1 - Shoots player 2, actively controlling.
Player 2 - Sprinting in circles until loss of consciousness
Result: No desync.
Bleeding 1
Player 1 -All instances
Player 2 - All instances
Result: Player 1/2 takes damage, game is desynced after a few blooddrops. No direct relation to level of bloodloss or health, wether the player is running or standing still, being shot by friendly or enemies.