(requires debug build of course)
1. start up a multiplayer game with -host 2
2. start up a second GZDoom instance to join that game
3. set net_fakelatency on the client instance
4. expected: fake latency applied
4. actual: applied, but eventually the second client locks up. seems to lock up sooner the longer I set the fake latency.
Setting this stuff on the host instance works fine.
I tested this only with the following settings:
Host: GL, no FPS cap
Client: Software, FPS cap
[3.2.5] net_fakelatency freeze
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
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Please construct and post a simple demo whenever possible for all bug reports. Please provide links to everything.
If you can include a wad demonstrating the problem, please do so. Bug reports that include fully-constructed demos have a much better chance of being investigated in a timely manner than those that don't.
Please make a new topic for every bug. Don't combine multiple bugs into a single topic. Thanks!
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