Zandronum TDM League : Discussion

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Kara Kurt
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RE: Zandronum TDM League : Schedules & Results

#21

Post by Kara Kurt » Sun Dec 29, 2013 10:35 pm

Yeah but HTG and Spacemarine were dropped out :/

Emmure does not appear to be aware that he has no partner actually. We need 2 volunteers.

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RE: Zandronum TDM League : Schedules & Results

#22

Post by underbound » Sun Dec 29, 2013 11:57 pm

Where are the servers at, best ever or grandvoid?

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RE: Zandronum TDM League : Schedules & Results

#23

Post by Kara Kurt » Mon Dec 30, 2013 12:54 am

[BE] New York - zds://108.61.83.66:15051/st
BaseQ.fr - zds://94.23.10.12:10001/st
[UK] Grandvoid - zds://109.74.206.218:17170/st
Last edited by Kara Kurt on Mon Dec 30, 2013 2:10 am, edited 1 time in total.

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RE: Zandronum TDM League : Schedules & Results

#24

Post by Nati46 » Mon Dec 30, 2013 2:02 am

Chr0nique wrote: [BE] New York - zds://108.61.83.66:15051/st
BaseQ.fr - zds://94.23.10.12:10001/st
In addition there is a UK Grandvoid tourney server as well as a practise one, with the same passwords.
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Kara Kurt
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RE: Zandronum TDM League : Schedules & Results

#25

Post by Kara Kurt » Mon Dec 30, 2013 2:10 am

Eh, didn't know.

Also, there's a problem with the force_respawn flag; when enabled, the player respawn instantly. We have to make it 2 seconds or so, I don't know how though.
Last edited by Kara Kurt on Mon Dec 30, 2013 2:11 am, edited 1 time in total.

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RE: Zandronum TDM League : Schedules & Results

#26

Post by underbound » Tue Dec 31, 2013 9:01 am

Nati46 wrote:
Chr0nique wrote: [BE] New York - zds://108.61.83.66:15051/st
BaseQ.fr - zds://94.23.10.12:10001/st
In addition there is a UK Grandvoid tourney server as well as a practise one, with the same passwords.
So there is a grandvoid server? Cuz my partner is unable to play on best ever. So would I be able to pick GV even if it isnt close to me?

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RE: Zandronum TDM League : Schedules & Results

#27

Post by Kara Kurt » Tue Dec 31, 2013 3:42 pm

Yeah you can. But what country you and your partner are from? Would you guys prefer play on NJ?

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RE: Zandronum TDM League : Schedules & Results

#28

Post by underbound » Wed Jan 01, 2014 7:03 am

Im in the U.S. and my partner is canada I think.

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RE: Zandronum TDM League : Schedules & Results

#29

Post by Kara Kurt » Wed Jan 01, 2014 9:11 am

Good then.

Also for those still wondering why this have not started when it was supposed to before christmas, we've got an issue with the force respawn dmflag. When died, it make you respawn instantly.. and we prefer having a delay of 1-2 seconds at least. Hopefully we will fix it asap.

Sorry to have kept you waiting, just be a little more patient.

Stay around!

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RE: Zandronum TDM League : Schedules & Results

#30

Post by Torr Samaho » Wed Jan 01, 2014 9:44 pm

Chr0nique wrote: Also for those still wondering why this have not started when it was supposed to before christmas, we've got an issue with the force respawn dmflag. When died, it make you respawn instantly.. and we prefer having a delay of 1-2 seconds at least. Hopefully we will fix it asap.
I can't remember ever changing the behavior of this flag...

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RE: Zandronum TDM League : Schedules & Results

#31

Post by Ænima » Wed Jan 01, 2014 10:56 pm

Maybe you accidentally also turned on the instant respawn compatflag?
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RE: Zandronum TDM League : Schedules & Results

#32

Post by Kara Kurt » Wed Jan 01, 2014 11:10 pm

Lol, I just checked it, and it was that.
I'm not the one who setted up the servers but I noticed that instant respawn was applied for all servers, then I thought so...

CompatFlags 524288 must be off and DmFlags 256 on, I guess.

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RE: Zandronum TDM League : Schedules & Results

#33

Post by Nati46 » Fri Jan 03, 2014 12:55 am

With the flags already set and servers up, the tourney has finally started!

You may now start your games (after comprehensively reading the rules, of course)
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RE: Zandronum TDM League : Discussion

#34

Post by Kara Kurt » Mon Jan 06, 2014 10:30 am

Since none is willing to start scheduling games yet, we're gonna have some public private TDM practices tonight (GMT +1) on BaseQ.fr Zandronum TDM Training. If you're interested just PM me for the password or go to #ztdm.
Last edited by Kara Kurt on Mon Jan 06, 2014 10:33 am, edited 1 time in total.

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RE: Zandronum TDM League : Discussion

#35

Post by Ch0wW » Tue Jan 07, 2014 9:03 pm

About the "fix" said by IdeIdoom :

People are complaining about force respawn , and the fact people cannot respawn below the 2 seconds limit.
So, what I did is to add another condition below the 2s limit, so that people can respawn below 2 seconds:

Of course, the following code is untested and THINK that it'll fix it, but still, here it is:

Code: Select all

		if (((( player->cmd.ucmd.buttons & BT_USE ) || ( ( player->userinfo.bRespawnonfire == true ) && ( player->cmd.ucmd.buttons & BT_ATTACK ) && (( player->oldbuttons & BT_ATTACK ) == false )))))
		{
			if ( ((( dmflags & DF_FORCE_RESPAWN ) && !(dmflags2 & DF2_NO_RESPAWN) ) && level.time >= player->respawn_time )
			|| player->respawn_time > level.time )
			{
				player->cls = NULL;		// Force a new class if the player is using a random class
				player->playerstate = ( ( NETWORK_GetState( ) != NETSTATE_SINGLE ) || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
				if (player->mo->special1 > 2)
				{
					player->mo->special1 = 0;
				}
				// [BB] The player will be reborn, so take away one life, but only if the game is already in progress.
				if ( ( player->ulLivesLeft > 0 ) && GAMEMODE_IsGameInProgress ( ) )
				{
					PLAYER_SetLivesLeft ( player, player->ulLivesLeft - 1 );
				}
			}
	}
Of course, if that doesn't fix, well, try this in p_user.cpp , in line about 2884:

Code: Select all

	if ( player->respawn_time > level.time)
	{
		if (((( player->cmd.ucmd.buttons & BT_USE ) || ( ( player->userinfo.bRespawnonfire == true ) && ( player->cmd.ucmd.buttons & BT_ATTACK ) && (( player->oldbuttons & BT_ATTACK ) == false ))) || 
			(( deathmatch || teamgame || alwaysapplydmflags ) )))
		{
			player->cls = NULL;		// Force a new class if the player is using a random class
			player->playerstate = ( ( NETWORK_GetState( ) != NETSTATE_SINGLE ) || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
			if (player->mo->special1 > 2)
			{
				player->mo->special1 = 0;
			}
			// [BB] The player will be reborn, so take away one life, but only if the game is already in progress.
			if ( ( player->ulLivesLeft > 0 ) && GAMEMODE_IsGameInProgress ( ) )
			{
				PLAYER_SetLivesLeft ( player, player->ulLivesLeft - 1 );
			}
		}
	}
	else if ( level.time >= player->respawn_time )
	{
		if (((( player->cmd.ucmd.buttons & BT_USE ) || ( ( player->userinfo.bRespawnonfire == true ) && ( player->cmd.ucmd.buttons & BT_ATTACK ) && (( player->oldbuttons & BT_ATTACK ) == false ))) || 
			(( deathmatch || teamgame || alwaysapplydmflags ) &&
			( dmflags & DF_FORCE_RESPAWN ))) && !(dmflags2 & DF2_NO_RESPAWN) )
		{
			player->cls = NULL;		// Force a new class if the player is using a random class
			player->playerstate = ( ( NETWORK_GetState( ) != NETSTATE_SINGLE ) || (level.flags2 & LEVEL2_ALLOWRESPAWN)) ? PST_REBORN : PST_ENTER;
			if (player->mo->special1 > 2)
			{
				player->mo->special1 = 0;
			}
			// [BB] The player will be reborn, so take away one life, but only if the game is already in progress.
			if ( ( player->ulLivesLeft > 0 ) && GAMEMODE_IsGameInProgress ( ) )
			{
				PLAYER_SetLivesLeft ( player, player->ulLivesLeft - 1 );
			}
		}
//		else if ( player->pSkullBot )
//		{
//			Printf( "WARNING! Bot %s dead and not hitting repawn in state %s!\n", player->userinfo.netname, player->pSkullBot->m_ScriptData.szStateName[player->pSkullBot->m_ScriptData.lCurrentStateIdx] );
//		}
	}
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RE: Zandronum TDM League : Discussion

#36

Post by MAST0D0N » Tue Jan 07, 2014 11:13 pm

this is taking so long to start

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RE: Zandronum TDM League : Discussion

#37

Post by Combinebobnt » Tue Jan 07, 2014 11:18 pm

It already started and a game was already played.

As for the code, please test it THOROUGHLY before you slap it on the servers.

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RE: Zandronum TDM League : Discussion

#38

Post by Ch0wW » Wed Jan 08, 2014 1:07 am

Combinebobnt wrote: As for the code, please test it THOROUGHLY before you slap it on the servers.
If I'm posting here, it's not for nothing ; I'm myself a developper, so I know at least what I'm doing (also, lots of code looks like Q3A, so it's like my house) :)

Also, forcing spec_chat to off on MAP00, as people are complaining too, while remaking Zdaemon's "cvaroverride".

EDIT: Also, timelimit to 0 on map00.
Last edited by Ch0wW on Wed Jan 08, 2014 11:35 am, edited 1 time in total.
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RE: Zandronum TDM League : Discussion

#39

Post by Kara Kurt » Wed Jan 08, 2014 1:27 am

Kudos for your helps/efforts Ch0wW and Hypnotoad. Mostly you!

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RE: Zandronum TDM League : Discussion

#40

Post by Torr Samaho » Wed Jan 08, 2014 5:54 pm

Ch0wW wrote: People are complaining about force respawn , and the fact people cannot respawn below the 2 seconds limit.
As far as I remember the respawn handling in Zandronum is identical to how it was in Skulltag. And in Skulltag the respawn behavior hasn't changed for at least half a decade either. So how can people suddenly complain about things that have been like this for ages?

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