MantisBT - Zandronum
View Issue Details
0001331Zandronum[All Projects] Suggestionpublic2013-04-28 00:172014-06-15 14:19
bluewizard 
 
normalminorN/A
acknowledgedopen 
MicrosoftWindowsXP/Vista/7
1.0 
 
0001331: New GAMEMODE flag: COUNTDOWN
Setting COUNTDOWN to false will skip the countdown timer if implemented in a gamemode that usually uses a timer(such as TLMS and duel).

My reason for wanting this is because the countdown timer executes scripts twice, once during the countdown, and once after the countdown is finished. This breaks some of the ENTER clientside scripts I had set up causing it to run twice.
-COUNTDOWN
No tags attached.
parent of 0001383closed Torr Samaho Clients don't fully reset effects of client side scripts during a map reset 
child of 0001361closed Torr Samaho Access to gamemode states 
Issue History
2013-04-28 00:17bluewizardNew Issue
2013-04-28 00:21bluewizardNote Added: 0006304
2013-04-28 03:17WatermelonNote Added: 0006305
2013-04-28 03:49bluewizardNote Added: 0006306
2013-05-15 20:14HypnotoadNote Added: 0006333
2013-05-15 20:16HypnotoadNote Added: 0006334
2013-05-27 19:27WatermelonNote Added: 0006350
2013-05-30 00:07HypnotoadNote Added: 0006355
2013-05-30 00:08HypnotoadNote Edited: 0006355bug_revision_view_page.php?bugnote_id=6355#r3496
2013-06-07 16:52WatermelonAssigned To => Watermelon
2013-06-07 16:52WatermelonStatusnew => assigned
2013-06-07 16:52WatermelonNote Added: 0006366
2013-06-08 05:43WatermelonNote Edited: 0006366bug_revision_view_page.php?bugnote_id=6366#r3500
2013-06-08 15:31WatermelonRelationship addedrelated to 0001361
2013-06-08 15:31WatermelonRelationship deletedrelated to 0001361
2013-06-08 15:31WatermelonRelationship addedchild of 0001361
2013-06-08 18:01WatermelonStatusassigned => feedback
2013-06-08 18:19WatermelonAssigned ToWatermelon =>
2013-06-16 08:50Torr SamahoNote Added: 0006448
2013-06-18 05:41bluewizardNote Added: 0006462
2013-06-18 05:41bluewizardStatusfeedback => new
2013-06-18 19:14Torr SamahoNote Added: 0006467
2013-06-25 03:57bluewizardNote Added: 0006506
2013-06-25 04:04bluewizardNote Edited: 0006506bug_revision_view_page.php?bugnote_id=6506#r3591
2013-06-25 18:59Torr SamahoNote Added: 0006511
2013-06-25 19:10DuskRelationship addedparent of 0001383
2014-06-15 14:19WatermelonStatusnew => acknowledged

Notes
(0006304)
bluewizard   
2013-04-28 00:21   
and no, setting sv_lmscountdowntime to zero doesn't work.
(0006305)
Watermelon   
2013-04-28 03:17   
I support this because I've run into game mode stuff where the countdown causes the game to get messed up. In addition there is no current way of distinguishing countdown from the main game.

Example, if you record flags, there isn't a way (except a really hacky unobvious way) of distinguishing kills done in the countdown if stored via ACS.

Among others ofc
(0006306)
bluewizard   
2013-04-28 03:49   
It'd be nice if we can get an acs function instead, actually.

'http://zdoom.org/wiki/GetInvasionState [^]'

Can we get GetGameState for all gamemodes or something?
(0006333)
Hypnotoad   
2013-05-15 20:14   
Yes, PLEASE PLEASE PLEASE can we have a something like GetGameState which returns something like INCOUNTWN = 0, and INPROGRESS = 1. Not being able to check this causes so many nightmares for modders.
(0006334)
Hypnotoad   
2013-05-15 20:16   
Or, what Tribeam suggested, new script types:

<Tribeam> script 1 ROUNDSTART {} script 1 ROUNDEND {}
(0006350)
Watermelon   
2013-05-27 19:27   
I will be looking into this as soon as 1.1 comes out.
I was thinking of an ACS function like

bool IsCountdown()
returns 1 if its in countdown, 0 otherwise
(0006355)
Hypnotoad   
2013-05-30 00:07   
(edited on: 2013-05-30 00:08)
This should be considered urgent IMO, because the current setup causes stupid and undesirable behavior in almost all acs mods that use game modes with a countdown.

(0006366)
Watermelon   
2013-06-07 16:52   
(edited on: 2013-06-08 05:43)
I'm going to take this on, hopefully I can get something ready for tonight when I get back.

This will be for ACS only.


EDIT:
Ok so via ACS, it will allow people access to all the states... by which they can only check by using a constant. So far this works really well. Testing with others has been tremendously successful.

A lot of people want this, will it be eligible for 1.1?

(0006448)
Torr Samaho   
2013-06-16 08:50   
Quote from bluewizard
This breaks some of the ENTER clientside scripts I had set up causing it to run twice.

Aren't the effects of the scripts reset when the map is reset after the countdown ends?
(0006462)
bluewizard   
2013-06-18 05:41   
Nope.
(0006467)
Torr Samaho   
2013-06-18 19:14   
Sounds like a bug then. Can you post a minimal example wad?
(0006506)
bluewizard   
2013-06-25 03:57   
(edited on: 2013-06-25 04:04)
Sure,'http://speedy.sh/JZuGC/testbug.wad [^]'

-This only bugs out if done online-
1. Start server with just that wad.
2. Set the game mode to survival.
3. Join the game.

During the countdown you'll notice that "clientside: test = 1", however after the countdown is finished, it will say "clientside: test = 2" when it actually should be 1.

Interestingly enough, this does -not- happen if you do an offline survival skirmish.

If you'd like an actual mod is broken by this bug, try this:'http://speedy.sh/P9d3v/DeathRace.pk3 [^]' (Needs actors/data)

If you load this in single player and do an offline last man standing skirmish on race01, the clientside camera works just fine after the countdown. However, if you host this online and try to play, the camera will break after the countdown is finished.

(0006511)
Torr Samaho   
2013-06-25 18:59   
I see. That is definitely a bug. Let's continue the discussion about the bug in a separate ticket: 0001383.