Loading...
  OR  Zero-K Name:    Password:   

Post edit history

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

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
5/22/2024 6:46:33 PMunknownrankMmmmM before revert after revert
5/22/2024 6:44:10 PMunknownrankMmmmM 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'.
2 \n 2 \n
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.
4 \n 4 \n
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.
6 \n
7 That only contains the already buffered actions of the replay(-reader). And the gameframe is off.
8 \n
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.