net_fakelatency for release builds

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Matt
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net_fakelatency for release builds

Post by Matt »

Now that ZScript can let us do all sorts of wacky things with player controls and movement, it might be good to make this available for people to make sure their changes don't totally break gameplay at higher pings.
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Rachael
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Re: net_fakelatency for release builds

Post by Rachael »

I am in favor of this, there are definitely legitimate reasons to expose this to release builds for modders.
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Matt
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Re: net_fakelatency for release builds

Post by Matt »

Just ran into another use case for this - HUD interpolation stuff that workswas believed to work differently in multiplayer.
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Sir Robin
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Re: net_fakelatency for release builds

Post by Sir Robin »

Good idea, but there are plenty of 3rd party software that can do this for you, with controls for things like latency, jitter, dropped packets, etc. Would be neat to have it build in to GZD, but would be re-inventing the wheel.
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Re: net_fakelatency for release builds

Post by Nash »

Is this about simulating lag? I use clumsy
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Re: net_fakelatency for release builds

Post by Matt »

It was already built-in as of the time I posted this in 2018 - it's just disabled for release builds of GZDoom.
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