I'm getting "identifier not found", even after including p_local.h.Graf Zahl wrote:I added the missing call to the equivalent point to where it is in the software renderer - but I'm currently on a computer where I can't compile the engine so someone else will have to do any checks.
[after r3601] Multiplayer Desync
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Re: [after r3601] Multiplayer Desync
- Graf Zahl
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Re: [after r3601] Multiplayer Desync
Figures...
The one time I can't check I get the case wrong...
The one time I can't check I get the case wrong...
Re: [after r3601] Multiplayer Desync

- Graf Zahl
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Re: [after r3601] Multiplayer Desync
On second thought about this whole thing, I am even more convinced that the current way prediction is handled is wrong. Right now it's done for each single view that gets rendered. And all gets started at FRenderer::RenderView. So wouldn't it be best just wrap the call to that with P_PredictPlayer and P_UnPredictPlayer?
That way prediction is cleanly moved to the play code and the renderer kept clean of the intricacies of the play simulation.
The only other place where the renderer is called is for savegame pictures and there it hardly matters whether players are predicted or not.
Of course that's one for Randy to decide so for now I'll leave this thread open.
That way prediction is cleanly moved to the play code and the renderer kept clean of the intricacies of the play simulation.
The only other place where the renderer is called is for savegame pictures and there it hardly matters whether players are predicted or not.
Of course that's one for Randy to decide so for now I'll leave this thread open.
Re: [after r3601] Multiplayer Desync
Okay, did that.
- Matt
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Re: [after r3601] Multiplayer Desync
I'm still getting a problem in r3881/r1456, but apparently only while loading skyboxes, glows or dynamic lights (but, apparently, only when a dlight is visible from the very start).
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Re: [after r3601] Multiplayer Desync
Please don't bump threads in closed bugs/suggestions. If you want to refer to this thread, link it. I suggest to move these two posts on a new thread in 'Bugs' forum.
- Graf Zahl
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Re: [after r3601] Multiplayer Desync
Even then, it's not a ZDoom thing.