Zandronum Chat on our Discord Server Get the latest version: 3.1
Source Code

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0002048Zandronum[All Projects] Bugpublic2015-01-04 06:342015-09-28 03:19
ReporterRu5tK1ng 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.3 
Target VersionFixed in Version 
Summary0002048: Time limit doesn't work in Team LMS
DescriptionFor standard last man standing, a time limit for rounds can be set perfectly without any problems. However, when the game mode is switched to team last man standing, the round timer disappears from the score board and time apparently counts upward when you view the auto map.
Attached Files

- Relationships

-  Notes
User avatar (0011272)
Torr Samaho (administrator)
2015-01-04 13:03

Is there at least a "SUDDEN DEATH" message when the timer is hit?

Also, with sv_maxlives it's not completely obvious to declare a winning team. What should be the criterion(s)? The team with the highest cumulative "lives left" count wins or the team with the most players alive (this may be different)?

If tied on the first criterion, the teams with the highest cumulative health left wins?
User avatar (0011277)
Ru5tK1ng (updater)
2015-01-04 18:01

When normal LMS has a timer on, Sudden Death does appear when the clock hits 0 regardless if sv_suddendeath is true or false. Not sure if this is also bug because with sudden death off, the round should end with a tie and no one gets the win point. With teams enabled, there is neither a timer or a SD message.

For deciding the winner, if sv_maxlives is 1, then the team with the higher player count would win the round. If there is only 1 man per team left, then it would be treated the same as LMS with the player with the highest health winning. If both players have the same amount of health, then SD true means the first to take damage after the timer hits loses and SD false ends in a tie with no win point rewarded.

With a life count of anything greater than 1, the winner of the round should be the team with the highest cumulative amount of lives. When the timer hits, if there is an equal amount of lives on both teams, then sudden death would begin and the first team to lost a life would lose the round. With SD false, the round would end in a tie with no win point awarded.
User avatar (0011317)
AlexMax (developer)
2015-01-07 02:19
edited on: 2015-01-07 02:20

I'm not so sure that it's a good idea to have two different means of counting the winning team for different maxlives settings. Here's my vote:

- Winning team has most total team lives
- If tie and SD disabled, winning team has most total team health, or tie.
- If tie and SD enabled, both teams have all live players reduced to 1 life and 1% health.

User avatar (0011319)
Ru5tK1ng (updater)
2015-01-07 04:24

After considering what you suggested, I can agree with the criteria of using most lives followed by health then tie with SD disabled. If this was the rule, then it probably would be easier to code and keep things consistent regardless of sv_maxlives. Plus with maxlives=1 (the standard), then using cumulative lives would still translate to 'body count' such as the case of 2 red vs 1 blue when the timer hits.

As for SD being on, I considered different scenarios that could occur and I think the idea of the first to take damage (which is how LMS handles is) should carry over to Teams. The whole point of SD is to have a 'sudden' end to a tied round. In addition, this would lead to full consistency across team and non-team lms.

I'm not sure it's worth the coding effort to explicitly drain down health and lives to 1. But if it is coded in this way, SD in regular LMS should also be drained explicitly as well.
User avatar (0011342)
AlexMax (developer)
2015-01-09 04:56

Another LMS Sudden Death idea - take damage per second as if you were standing in slime.
User avatar (0011347)
Ru5tK1ng (updater)
2015-01-09 21:44

No. That idea is awful and it would probably be more work to implement. Your original suggestions are far better.
User avatar (0013568)
Marcaek (reporter)
2015-09-28 03:19

Gonna agree with Rust here.

Issue Community Support
Only registered users can voice their support. Click here to register, or here to log in.
Supporters: Combinebobnt Ru5tK1ng Karakurt Mobius Marcaek Decay Razgriz
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2015-01-04 06:34 Ru5tK1ng New Issue
2015-01-04 13:03 Torr Samaho Note Added: 0011272
2015-01-04 13:04 Torr Samaho Status new => feedback
2015-01-04 17:24 Torr Samaho Summary Time doesn't work in Team LMS => Time limit doesn't work in Team LMS
2015-01-04 18:01 Ru5tK1ng Note Added: 0011277
2015-01-04 18:01 Ru5tK1ng Status feedback => new
2015-01-07 02:19 AlexMax Note Added: 0011317
2015-01-07 02:20 AlexMax Note Edited: 0011317 View Revisions
2015-01-07 02:20 AlexMax Note Edited: 0011317 View Revisions
2015-01-07 03:42 Ru5tK1ng Note Added: 0011318
2015-01-07 04:15 Ru5tK1ng Note Deleted: 0011318
2015-01-07 04:24 Ru5tK1ng Note Added: 0011319
2015-01-09 04:56 AlexMax Note Added: 0011342
2015-01-09 21:44 Ru5tK1ng Note Added: 0011347
2015-09-28 03:19 Marcaek Note Added: 0013568






Questions or other issues? Contact Us.

Links


Copyright © 2000 - 2024 MantisBT Team
Powered by Mantis Bugtracker