Closed 12pm closed 1 year ago
This is expected. They're synchronized between all clients. It was some preparing work for the teeuniverse stuff, so it could be reverted — but I think we should rather render it the same way as it is rendered in vanilla maps.
Don't you have synchronization between all clients with the option turned off already? Since teeuniverse is not a thing anymore, it would be nice to restore the old behavior.
Don't you have synchronization between all clients with the option turned off already?
No. If you have the option turned off, the animation is relative to the join time.
https://github.com/ddnet/ddnet/issues/1214 Maybe default sync it to server time and make it optional to sync it to race time? At least for DDRace maps, reseting it on joining doesn't have any advantage over reseting it on server start really.
Mh. It's probably hard to properly synchronize with race time: What happens before you start the race? What happens in the moment you start the race? I'd guess the animation flickered before we separated race time from game time, which doesn't sound particularly polished.
Maybe it could wait in an unanimated state until the race starts.
dont sync on race time, sync it on server time so every client will always see the same animation on the selected quad.
Is this still wanted?
ofc
yes
dont sync on race time, sync it on server time so every client will always see the same animation on the selected quad.
I believe this is the case today if you select "synchronized".
Is this still wanted?
I think synchronizing on race time is a bad idea because of the reason outlined above.
Relevant PR: https://github.com/ddnet/ddnet/pull/602
One way could be to synchronize every game elements to race time which would also allow 100% reproducible run.
Not synchronizing envelopes to race time but to server time is intended.
Animations with checked "Synchronised" option don't reset on going through start.