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Old 03-10-2018   #1
choalover
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Default [Experimental] SRB2 Client-Side Synch Code Test

I made the SRB2 synch code client-sided, and I'm gonna need some help testing it since it is a multiplayer experimental mod. As of right now, libmingwex-0.dll is included with the SRB2 new resynch.

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File Type: zip SRB2_NewResynch.zip (1.69 MB, 14 views)
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Last edited by choalover; 03-11-2018 at 12:04 AM. Reason: New Resynch Branch Update
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Old 03-10-2018   #2
Rapidgame7
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Multiple people have asked you on Discord, and I'm asking you now here:
What does this "client-side synching" do exactly? What is its purpose?
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Old 03-10-2018   #3
choalover
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Default The Purpose of Client-Side Synching

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Originally Posted by Rapidgame7 View Post
Multiple people have asked you on Discord, and I'm asking you now here:
What does this "client-side synching" do exactly? What is its purpose?
I know I have been confused all day, but I think I'm starting to figure it out. The purpose of client-side synching is that when a player gets out of synch the game synchs that particular player across all nodes except for the node of the player that was out of synch.
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Old 03-10-2018   #4
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There was a SRB2 client-side sync mod for 2.0: https://mb.srb2.org/showthread.php?t=36185

Essentially it eliminates control lag at the cost of bits of synchronization.
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Old 03-13-2018   #5
choalover
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I'm no longer working on this experiment as it was causing too much confusion, even for me.
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Last edited by choalover; 03-13-2018 at 03:45 AM.
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