Grazza
omg lolcano

Posts: 9662
Registered: 07-02 |
If it is just a case of odd/even tic number, then it should be possible to remove all but one of the pause tics without causing a desync.
OK, I decided to stop being lazy and try to check this properly.
A relevant(?) snippet from the source code:code: (gametic-basetic) & 255;
Based on that, it's modulo 256 - so if you randomly hack pause tics out, there may be no better than a 1 in 256 chance of not affecting the tracer states of any revenant fireballs. However, it means you can safely hack them out in blocks of 256 tics, leaving a pause of at most 255 tics (7.29 seconds).
I tested this with ks286354.lmp, hacking out 7168 tics (tic #43123-50290), leaving a pause of just under a second. The demo duly plays back fine.
So there we are. You can pause for as long as you like, safe in the knowledge that you can later hack out all but a few seconds of it, even in a demo with heavy revenant activity. Assuming, of course, that I haven't missed anything fundamental, which is very possible.
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