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improvement: don't warn about g_sync if autoRecord - #445

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ec- merged 1 commit into
ec-:mainfrom
WofWca:no-g_synchronousClients-warn
Oct 10, 2026
Merged

ec- merged 1 commit into
ec-:mainfrom
WofWca:no-g_synchronousClients-warn

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@WofWca

@WofWca WofWca commented Sep 17, 2026 •

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Same MR in another project: ioquake/ioq3#892

@ec-

ec- commented Sep 24, 2026

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Is this a case at all in modern engines?
I mean for dedicated/remote recorded demos there is no issues IIRC, for localhost demos it may be feasible to insert sync/whatever function and drop this warning completely

@WofWca

WofWca commented Sep 24, 2026

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Is this a case at all in modern engines?

What is the case? That the warning is printed? Yes, it is, with auto-record on baseq3a.

Or that g_sync is needed? I didn't dive deep TBH, but what I can say that this variable is a g_ variable and is not directly related to the engine but the game code rather.
I noticed this piece of code, but IDK if it's OK to always do it in single player.

https://github.com/ec-/baseq3a/blob/5a4ab3a76091ae134073c557989ad97816bc60f6/code/cgame/cg_servercmds.c#L502

But still, a server might be local but you'd want people to connect to it, possibly over internet, so I think we can't just set the var to 1 if the server is local.

@ec-

ec- commented Sep 24, 2026 •

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I mean there were a lot of changes being made for server/netcode, is there any particular case that would cause 'chopping' in recording demos?
I'd want to ditch this warning completely

@WofWca

WofWca commented Sep 24, 2026

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TBH I'm not sure. To me single-player demos look fine, no choppiness. Maybe it is about other players? IDK. Or indeed might be just a relic of the past. Can try with and older Quake version or even Quake II or I.

Wolfenstein: Enemy Territory has this CVAR behind a compile flag even:
https://github.com/etlegacy/etlegacy/blob/4b4aefa168fb97d59e27332ec280ab47378636cd/src/game/g_cvars.c#L73-L75

More research is needed.

@ec-
ec- merged commit f27ab36 into ec-:main Oct 10, 2026
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2 participants