I tried to look into the source code but I can't find or comprehend anything in d_net.cpp

What I am looking for is what exactly is checked...
Also, is it possible to hide the "out of sync" message?
There is currently one case which would make that rather annoying, actually. If a player disconnects, there is the possibility the message times improperly and the game desyncs from that for all remaining players (an old vanilla bug, it's a core protocol issue that can't be casually fixed). At that point you'd want to be able to save and reload.Nash wrote:Ed - you should consider marking saves made after desyncs as devalidated so that they can't be loaded ever again haha.