Noticed this happening a fair bit while using this plugin, but it doesn't seem to be picking up any recordings whatsoever when playing on multiplayer servers (both third-party ones and nadeo ones like the campaign or cotd).
idk. that's all black magic to my dumbass self so I have no idea what's going on.
If Ghost_RetrieveFromPlayer() works after the new run has begun, we might be able to, as a failsafe, call it if we notice the race duration suddenly lowering (indicating a new run).
I did some testing and it appears GetApp().PlaygroundScript is a nullptr on multiplayer servers. No idea if there's a way to get to that from elsewhere but I'm gonna try doing more Nod explorer digging
Noticed this happening a fair bit while using this plugin, but it doesn't seem to be picking up any recordings whatsoever when playing on multiplayer servers (both third-party ones and nadeo ones like the campaign or cotd).
I'd guess
UISequence_Current
isn't getting updated in multiplayer situations? https://github.com/GreepTheSheep/openplanet-replay-recorder/blob/552d5744c4116c8a3daee00e039363d1d8b30d3b/src/ReplayRecorder.as#L37idk. that's all black magic to my dumbass self so I have no idea what's going on.
If
Ghost_RetrieveFromPlayer()
works after the new run has begun, we might be able to, as a failsafe, call it if we notice the race duration suddenly lowering (indicating a new run).