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Why is this not possible? Devs pls this would be a quality of life upgrade to replays

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Date Editor Before After
5/22/2024 6:46:33 PMNLrankMSPR before revert after revert
5/22/2024 6:44:10 PMNLrankMSPR before revert after revert
Before After
1 To add to what skuggmodzer0 said, this also is what allows the servers to be essentially relay stations. Clients send in a checksum of a frame to ensure they are synchronized in the simulation; majority decides what is the correct check-sum, other value having players are 'desynched'. 1 To add to what skuggmodzer0 said, this also is what allows the servers to be essentially relay stations. Clients send in a checksum of a frame to ensure they are synchronized in the simulation; majority decides what is the correct check-sum, other value having players are 'desynched'.
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3 The load-save functionality already allows for full serialization and de-serialization of the state. 3 The load-save functionality already allows for full serialization and de-serialization of the state.
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5 You can save during a replay and have the state. That then only contains the already buffered actions of the replay( -reader) . Either there should be a reference to the replay, including a pointer to the appropriate game-frame, which is then loaded in; or you'd need to buffer the entirety of future actions and keep that within the save-file. 5 You can save during a replay and load it, having that state.
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7 That only contains the already buffered actions of the replay(-reader). And the gameframe is off.
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9 Either there should be a reference to the replay, including a pointer to the appropriate game-frame, which is then loaded in; or you'd need to buffer the entirety of future actions and keep that within the save-file.