Network Replication
About
- Most entities have either networkReplicated = false; or networkReplicated = true; near the top of the entity outside the edit field. They determine how entities are broadcasted to clients, but they often create many visual issues or crashes when set to true.
- For example: a network replicated door obstacle will have a positioning offset that is located at a slightly incorrect location for clients. The effect is greater the farther away the entity is from 0, 0, 0 or the world origin. This applies to every network replicated entity but the effects are gradually more noticeable from further distances.
- Network replicated entities located beyond the coordinates of x = 800, y = 800, z = 200 will be unplayable for clients.
Entity offsets are roughly 0.6% closer to the coordinates of 0, 0, 0 for clients. The host does not experience this issue.
Maps with Non-Noticeable Offsets (xy < 300;300, z < 100)
- All 9 BATTLEMODE maps
- Fortress of Doom
- Cultist Base
- Doom Hunter Base
Intro Tram & Boss Stage2 arenas have tolerable offsets - Super Gore Nest
- Arc Complex
- The Blood Swamps
Left-side arenas have tolerable offsets - The Dark Lord
Stage1 & Stage3 arenas have unplayable offsets
Maps with Tolerable Offsets (xy < 800;800, z < 200)
- Hell on Earth
Barge & Citadel areas have unplayable offsets - Sentinel Prime
- Taras Nabad
- Nekravol I
- Urdak
- Final Sin
- The Holt
Possessed Tyrant arena onward have unplayable offsets - Reclaimed Earth
Has borderline unplayable offsets
Maps with Unplayable Offsets (xyz > 1000)1000, z > 200)
- Exultia
Sentinel section has tolerable offsets - Mars Core
- Nekravol II
- UAC Atlantica Facility
Intro arena to red key arena have tolerable offsets - The World Spear
Intro Village section has tolerable offsets - Immora
