Closed GoogleCodeExporter closed 8 years ago
Quick solution is to set g_synchronousClients to 0 right before a cutscene
kicks in (or leave it on 0 all the time, but demo playback will be less smooth).
I still have to figure out what could be causing this.
Original comment by era...@gmail.com
on 10 Jan 2012 at 1:27
I've implemented a workaround for this issue. While I still don't know what's
the primary cause of this, I did implement a mechanism that temporarily
disables g_synchronousClients while a cutscene is played. This means that if
you're recording a demo, playback of the cutscene in the demo will be slightly
choppier than usual, but at least it doesn't crash the game.
By setting the new g_allowSyncCutscene cvar to 1 this system is overridden,
which means that the game will most likely crash when starting a cutscene with
g_synchronousClients enabled. It allows people to manually control
g_synchronousClients though, which may have benefits to some.
Original comment by era...@gmail.com
on 8 May 2012 at 7:36
Original issue reported on code.google.com by
era...@gmail.com
on 12 Dec 2011 at 8:30