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| View Revisions: Issue #4396 | [ Back to Issue ] | ||
| Summary | 0004396: Remove redundant check for drawing team counters for players being present | ||
| Revision | 2024-08-26 14:15 by unknownna | ||
| Description | IMHO, the team counters should always be drawn depending on the sv_maxteams setting instead of whether there are any players present. It should not have to wait for players before drawing the counters. The current behavior makes it more confusing and you can't see how many teams are to be in the game. This affects the team deathmatch, team possession and teamlms modes. |
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| Revision | 2024-08-26 14:29 by unknownna | ||
| Description | IMHO, the team counters should always be drawn depending on the sv_maxteams setting instead of whether there are any players present. It should not have to wait for players before drawing the counters. The current behavior makes it more confusing and you can't see how many teams are to be in the game. This affects the team deathmatch, team possession, teamlms and domination modes. |
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| Revision | 2024-08-26 14:38 by unknownna | ||
| Description | IMHO, the team counters should always be drawn depending on the sv_maxteams setting instead of whether there are any players present. It should not have to wait for players before drawing the counters. The current behavior makes it more confusing and you can't see how many teams are to be in the game. This affects the team deathmatch, team possession, teamlms and domination modes. It also seems inconsistent in behavior between the Doom statusbar HUD and Skulltag fullscreen HUD in modes like CTF/Skulltag/1FlagCTF. There's redundant checks with the Doom statusbar HUD in those modes. |
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