It would still be good for:
- trying to isolate the source of the problem without replaying everything up to the point where the desync happened
- when you know what caused it and it's actually something fairly easy to avoid, and you'd rather just keep playing and try to fix it later
- when you know what actions trigger it and it's actually something fairly easy to avoid, but you have no idea what exactly in the code cause it, and you'd rather just keep playing than wait for however long it would take for the modder to figure out what to do with your bug report
"Resync" command
Moderator: GZDoom Developers
- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: "Resync" command
No. Unless you find someone willing to invest a lot of time here.Matt wrote: Is there any hope of possibly revisiting this idea?
Re: "Resync" command
Would this be obsoleted by a shift to full client/server multi? I realize that's a ton more work and that branch hasn't seen much action lately...
Re: "Resync" command
Yes, because that would be essentially what it does on player connect, anyway.JPL wrote:Would this be obsoleted by a shift to full client/server multi? I realize that's a ton more work and that branch hasn't seen much action lately...