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Boriso
29 Oct 2010, 19:53
Hello!

During network problem discussion Darkspark mentioned that "when I made a move in W:A, then replayed it online, the events that occurred in the replay were sometimes slightly different to my actual move in the game, and the replay would overwrite what actually happened in the game." http://forum.team17.co.uk/showpost.php?p=732258&postcount=23

I have nothing to say about replays during online game because I haven't seen any at all :(

The other day my friend and I played Worms Reloaded at one computer. There were no network game bugs, BUT local replays were distinguished from actual results. For example, during game my worm fell into a water after big explosion, but in replay it hold on another worm.

I understand network synchronization problem complexity, but what is the reason for BAD local replays?

As you see in game there is code that pack movements data for network transfer and some code for showing received packets. There is no question in network movements fidelity (except awful delays). So during local game these modules could pack movements and show them as a replay. You need nothing to code more. How did you manage to spoil replay accuracy?


Team 17, please, FIX this problem and the previous one.

WormyKoopa
1 Nov 2010, 23:03
This goes all the way back to worms open warfare, most noticeably Worms Open Warfare 2... It was always amusing to see my worm do slightly better or slightly worse in some occasions.

Thurbo
2 Nov 2010, 01:12
I've ever been assuming it's because the game is based on random events and therefore shows something happening slightly (sometimes hugely) different than it actually did. Like cluster weapons, which fragments can fly to many directions. I'm not sure but it could be like that :p