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IDProjectCategoryView StatusDate SubmittedLast Update
0000140Zandronum[All Projects] Bugpublic2010-10-25 21:192018-09-30 22:56
Reporterunknownna 
Assigned ToTorr Samaho 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version98c 
Target VersionFixed in Version2.0 
Summary0000140: announcer says "5 minute warning!" after warm-up countdown if "timelimit" is set to 1.
Description'http://www.skulltag.com/forum/viewtopic.php?p=341356#p341356 [^]'

If the timelimit is set to 1, the announcer will say "1 minute warning!" when the map starts, but then say "5 minute warning!" after the warm-up countdown has ended.

The timelimit countdown should IMHO be disabled/stop/reset whenever a warm-up countdown begins. That way, the counters wouldn't overlap. It resets anyway when the warm-up countdown has ended.
Additional InformationThis happens both offline and online.
Attached Files? file icon timelimit_nointermission_test_01.wad [^] (1,661 bytes) 2011-07-10 16:11

- Relationships
related to 0000459feedback "one/five minute warning" message always displayed for newly connected clients on certain maps 

-  Notes
User avatar (0001605)
Torr Samaho (administrator)
2011-05-14 15:43
edited on: 2011-05-14 15:50

> but then say "5 minute warning!" after the warm-up countdown has ended.

I can't reproduce this. For me is says "1 minute warning" after the end of the countdown.

User avatar (0001607)
unknownna (updater)
2011-05-14 16:08

Now this is strange. I can't reproduce it anymore.
User avatar (0001612)
Torr Samaho (administrator)
2011-05-14 16:50

> Now this is strange. I can't reproduce it anymore.

A lot of things changed since 98c, so we can just ignore this.

This should prevent the "one/five minute remaining" warnings to be played during the warmup / waiting for player phase in gamemodes that reset the map time during map resets.
User avatar (0001615)
unknownna (updater)
2011-05-14 17:25

> This should prevent the "one/five minute remaining" warnings to be played during the warmup / waiting for player phase in gamemodes that reset the map time during map resets.

I quickly tested it in duel and it seems to work, but not in (team)possession.

Would it be possible to freeze the timelimit counter whenever a round ends and reset/freeze it during a warmup / waiting for player phase? It seems redundant to have it count down when it's not needed.

Separate issue: No "one/five minute remaining" warning is played after a "changemap" map change online. This is probably a timing issue. And it also happens in 98d.
User avatar (0001618)
Torr Samaho (administrator)
2011-05-14 18:08

> I quickly tested it in duel and it seems to work, but not in (team)possession.

(Team) Possession does not make a proper map reset, but just some strange partial reset. The fix only covers game mode with full map resets that also reset the time counter when resetting the map, i.e. survival, (T)/LMS and duel. Since survival doesn't support timelimit, the change makes no difference for survival though.

Nevertheless, this brings up the question again: Why doesn't possession do a full map reset?

> Would it be possible to freeze the timelimit counter whenever a round ends and reset/freeze it during a warmup / waiting for player phase? It seems redundant to have it count down when it's not needed.

Well, I think you can set the timelimit so small (timelimit accepts floating point values), that the timelimit is hit before the end of the countdown is. Such a setting doesn't make much sense though. I can possibly freeze and hide the counter during the countdown, but I fear that we are starting to get bogged down in miniscule details.

> Separate issue: No "one/five minute remaining" warning is played after a "changemap" map change online. This is probably a timing issue.

I'm pretty sure it is, by the time the client is in the map, the map time is not zero anymore.
User avatar (0001680)
unknownna (updater)
2011-05-18 21:26
edited on: 2011-05-18 22:01

> Nevertheless, this brings up the question again: Why doesn't possession do a full map reset?

How about we simply make (Team)Possession do a full map reset as well to make it consistent with the other modes that have map resets in them? Is the partial map reset feature completely undocumented?

Edit:

<Carnevil>Does it need to?
<Carnevil>No items even spawn
<Carnevil>Or am I thinking of team LMS
<Carnevil>Did it used to reset back when I first implemented it?
<unknownna>They do respawn if the corresponding DM flags are set.
<unknownna>I don't know.
<Carnevil>Well set the dm flags then
<Carnevil>What's the problem
<Carnevil>That sounds like the correct behavior
<unknownna>Inconsistency.
<unknownna>With the other modes that have map resets in them.
<Carnevil>So you're saying only that mode is affected by dmflags?
<unknownna>Only (Team)Possession does a partial map reset according to Torr, yes.
<Carnevil>Well
<Carnevil>If that's the only one that has that specific behavior
<Carnevil>It's unfair to compare it to other things
<unknownna>Can you elaborate?
<Carnevil>If it's the only mode that does a partial map reset
<Carnevil>And others do a FULL reset
<Carnevil>Then that's a little different
<Carnevil>You can't expect them to be the same
<Carnevil>They're different
<unknownna>It seems rather strange that (Team)Possession does it, but not (Team)LMS.
<Carnevil>Team LMS doesn't even have items
<unknownna>Decals, etc.
<Carnevil>Anyway
<Carnevil>It seems like this is the only mode that his this sort of map reset
<Carnevil>It's unique
<Carnevil>So I don't know why you think it's inconsistent
<Carnevil>When there's nothing else like it to be consistent with

User avatar (0001683)
Torr Samaho (administrator)
2011-05-19 00:42

Some additional information:

> Is the partial map reset feature completely undocumented?

I only found one comment in the code regarding this:

// Normally, we set the playerstate to PST_ENTER so that enter scripts
// are executed. However, we don't actually reset the map in possession, so
// that is not necessary.

So Carnevil was aware that possession doesn't do a full map reset when implementing it.

I'm not sure if it would be better to do a full reset or not. The partial rest allows for things that would otherwise be impossible. For example you could make a map that gets bigger or smaller over time by making areas accessible or inaccessible. With a full reset, the state of the map would be completely the same after each time someone scored.
User avatar (0001689)
unknownna (updater)
2011-05-19 16:37

> So Carnevil was aware that possession doesn't do a full map reset when implementing it.

I see. So it's the intended behavior.

> I'm not sure if it would be better to do a full reset or not. The partial rest allows for things that would otherwise be impossible. For example you could make a map that gets bigger or smaller over time by making areas accessible or inaccessible. With a full reset, the state of the map would be completely the same after each time someone scored.

I'm aware of this.

But I'd still like to get rid of the "one/five minute(s) remain(s)!" warnings and hide the timelimit counter during the "waiting for players / warm-up / win" sequences in (Team)Possession, if possible. The timelimit counter is reset after the warm-up sequences.

BTW: When 2 players join the game in Possession, the warm-up countdown begins. But when one of them leaves, the map state isn't put back to the "waiting for players" sequence. This means that you can score a point when alone on a server. The map state is put back to the "waiting for players" sequence in TeamPossession.
User avatar (0001693)
Torr Samaho (administrator)
2011-05-20 00:59

Ok, this should take care of the issues you mentioned in the last note.
User avatar (0001698)
unknownna (updater)
2011-05-20 02:54
edited on: 2011-05-20 02:59

> Ok, this should take care of the issues you mentioned in the last note.

It seems to work, but it broke the sudden death mode.

And whenever a player picks up the hellstone, the timelimit counter disappears from the scoreboard and the sv_possessionholdtime counter begins to count down. If the player drops the hellstone, the timelimit counter appears again.

And after a win sequence, the announcer doesn't say "next round it...", but the corresponding message is displayed.

BTW: Good job.

User avatar (0001701)
Torr Samaho (administrator)
2011-05-20 12:24

Ok, slowly but surely we are getting there ;-). Please test if this fixes the sudden death and missing timelimit countdown while the stone is hold issues.

> And after a win sequence, the announcer doesn't say "next round it...", but the corresponding message is displayed.

Do you know when this broke?
User avatar (0001704)
unknownna (updater)
2011-05-20 20:10
edited on: 2011-05-21 01:45

> Please test if this fixes the sudden death and missing timelimit countdown while the stone is hold issues.

It seems that it fixed the issues.

> Do you know when this broke?

It's also broken in 97b, 98c and 98d. It only happens online.

Edit:

A redundant "winlimit hit." message is displayed after a game is won or lost in (Team)Possession.

And if you turn into a spectator before the win sequence has ended after winning the game, the map will not change.

User avatar (0001853)
unknownna (updater)
2011-07-10 16:10

If called through ACS, Teleport_NewMap triggers the "one/five minute" warning message/announcer in "nointermission" maps (Duel32). Seems to be a timing issue.

Steps to reproduce:

1. Start a duel server with the example WAD loaded.
2. "timelimit 5" in the server console.
3. Connect 2 clients to the server.
4. Join the game with both clients.
5. Enter the exit teleporter.
User avatar (0009049)
Watermelon (developer)
2014-06-11 16:03

Did Torr patch this up (is it fine in 2.0)?
User avatar (0012561)
unknownna (updater)
2015-06-06 20:46

All the main issues here are fixed. I'll create separate tickets for the minor ones.

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- Issue History
Date Modified Username Field Change
2010-10-25 21:19 unknownna New Issue
2011-05-14 15:43 Torr Samaho Note Added: 0001605
2011-05-14 15:50 Torr Samaho Note Edited: 0001605 View Revisions
2011-05-14 16:08 unknownna Note Added: 0001607
2011-05-14 16:50 Torr Samaho Note Added: 0001612
2011-05-14 16:50 Torr Samaho Assigned To => Torr Samaho
2011-05-14 16:50 Torr Samaho Status new => feedback
2011-05-14 17:25 unknownna Note Added: 0001615
2011-05-14 17:25 unknownna Status feedback => assigned
2011-05-14 18:08 Torr Samaho Note Added: 0001618
2011-05-14 18:24 Torr Samaho Status assigned => feedback
2011-05-18 21:26 unknownna Note Added: 0001680
2011-05-18 21:26 unknownna Status feedback => assigned
2011-05-18 21:39 unknownna Note Edited: 0001680 View Revisions
2011-05-18 22:01 unknownna Note Edited: 0001680 View Revisions
2011-05-18 22:01 unknownna Note Edited: 0001680 View Revisions
2011-05-19 00:42 Torr Samaho Note Added: 0001683
2011-05-19 16:37 unknownna Note Added: 0001689
2011-05-20 00:59 Torr Samaho Note Added: 0001693
2011-05-20 00:59 Torr Samaho Status assigned => feedback
2011-05-20 02:54 unknownna Note Added: 0001698
2011-05-20 02:54 unknownna Status feedback => assigned
2011-05-20 02:59 unknownna Note Edited: 0001698 View Revisions
2011-05-20 12:24 Torr Samaho Note Added: 0001701
2011-05-20 12:26 Torr Samaho Assigned To Torr Samaho =>
2011-05-20 12:26 Torr Samaho Status assigned => feedback
2011-05-20 20:10 unknownna Note Added: 0001704
2011-05-20 20:10 unknownna Status feedback => new
2011-05-21 01:34 unknownna Note Edited: 0001704 View Revisions
2011-05-21 01:36 unknownna Note Edited: 0001704 View Revisions
2011-05-21 01:45 unknownna Note Edited: 0001704 View Revisions
2011-07-10 16:10 unknownna Note Added: 0001853
2011-07-10 16:11 unknownna File Added: timelimit_nointermission_test_01.wad
2011-07-10 16:12 unknownna Relationship added related to 0000459
2012-06-09 13:22 Torr Samaho Category General => Bug
2014-06-11 16:03 Watermelon Note Added: 0009049
2014-06-11 16:03 Watermelon Status new => feedback
2015-06-06 20:46 unknownna Note Added: 0012561
2015-06-06 20:46 unknownna Status feedback => new
2015-06-06 20:47 unknownna Assigned To => Torr Samaho
2015-06-06 20:47 unknownna Status new => resolved
2015-06-06 20:47 unknownna Resolution open => fixed
2015-06-06 20:47 unknownna Fixed in Version => 2.0
2018-09-30 22:56 Blzut3 Status resolved => closed






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