MantisBT - Zandronum |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001669 | Zandronum | [All Projects] Suggestion | public | 2014-01-16 21:07 | 2018-09-30 21:37 |
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Reporter | Qent | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | tweak | Reproducibility | N/A |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 1.2 | |
Target Version | 2.1 | Fixed in Version | 2.1 | |
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Summary | 0001669: Make sv_randommaprotation respect votes |
Description | Random map plays the map list in a random order and does not revisit maps until every map in the list has been played. Voting away from a map (either a map or changemap vote) does not mark a map as completed, so if there is one map in particular that the players dislike and vote down, the server will eventually have only that map remaining, and keep coming back to it until it gets played.
Instead, voting away from a map should count the same as if that map were completed by normal means. |
Steps To Reproduce | Have a server with a few maps in random rotation and a short timelimit like 0.1 with sv_limitnumvotes false. Every time one map (say map01) comes up, vote to a different map. On the other maps, let the time expire. |
Additional Information | |
Tags | No tags attached. |
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Issue History |
Date Modified | Username | Field | Change |
2014-01-16 21:07 | Qent | New Issue | |
2014-01-18 20:11 | Hypnotoad | Note Added: 0008076 | |
2014-01-28 07:23 | Konar6 | Note Added: 0008143 | |
2014-06-15 15:09 | Watermelon | Note Added: 0009414 | |
2014-06-15 15:09 | Watermelon | Status | new => feedback |
2014-06-15 17:18 | Hypnotoad | Note Added: 0009467 | |
2015-01-17 13:20 | Leonard | Note Added: 0011407 | |
2015-06-12 22:19 | unknownna | Note Added: 0012668 | |
2015-06-12 22:52 | Dusk | Status | feedback => needs review |
2015-06-14 13:48 | Torr Samaho | Note Added: 0012715 | |
2015-06-14 13:48 | Torr Samaho | Status | needs review => assigned |
2015-06-14 14:23 | unknownna | Note Added: 0012716 | |
2015-06-14 14:56 | Torr Samaho | Note Added: 0012717 | |
2015-06-14 14:57 | Torr Samaho | Assigned To | => Torr Samaho |
2015-06-14 14:57 | Torr Samaho | Status | assigned => needs testing |
2015-06-14 15:17 | unknownna | Note Added: 0012718 | |
2015-06-14 15:19 | unknownna | Note Edited: 0012718 | bug_revision_view_page.php?bugnote_id=12718#r7437 |
2015-06-14 15:25 | unknownna | Note Edited: 0012718 | bug_revision_view_page.php?bugnote_id=12718#r7439 |
2015-06-14 15:33 | unknownna | Note Edited: 0012718 | bug_revision_view_page.php?bugnote_id=12718#r7440 |
2015-06-14 15:37 | unknownna | Note Edited: 0012718 | bug_revision_view_page.php?bugnote_id=12718#r7441 |
2015-06-14 15:53 | unknownna | Note Edited: 0012718 | bug_revision_view_page.php?bugnote_id=12718#r7442 |
2015-06-14 18:03 | Torr Samaho | Note Added: 0012720 | |
2015-06-14 18:07 | cobalt | Target Version | => 2.1 |
2015-06-14 18:07 | cobalt | Description Updated | bug_revision_view_page.php?rev_id=7447#r7447 |
2015-06-14 18:07 | cobalt | Note Added: 0012721 | |
2015-06-14 18:11 | unknownna | Note Added: 0012722 | |
2015-06-15 00:17 | WaTaKiD | Note Added: 0012730 | |
2015-06-15 06:14 | Torr Samaho | Note Added: 0012731 | |
2015-06-15 06:15 | Torr Samaho | Note Edited: 0012731 | bug_revision_view_page.php?bugnote_id=12731#r7457 |
2015-06-15 06:22 | cobalt | Note Added: 0012732 | |
2015-06-15 16:24 | WaTaKiD | Note Added: 0012733 | |
2015-06-15 16:25 | WaTaKiD | Note Edited: 0012733 | bug_revision_view_page.php?bugnote_id=12733#r7459 |
2015-06-24 22:45 | Dusk | Status | needs testing => resolved |
2015-06-24 22:45 | Dusk | Fixed in Version | => 2.2 |
2015-06-24 22:45 | Dusk | Resolution | open => fixed |
2015-06-24 22:48 | Dusk | Fixed in Version | 2.2 => 2.1 |
2015-07-06 21:44 | unknownna | Note Added: 0012831 | |
2018-09-30 21:37 | Blzut3 | Status | resolved => closed |
Notes |
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In general I think the map rotation system can be much improved. If you're using a server that hosts in excess of 100 maps (e.g. jumpmaze servers) then having random maps on or off both have drawbacks. If it's off, very often very large chunks of the map rotation might be skipped because people will keep voting to change to their favorite map which may be at the end or beginning of the rotation, skipping entire wads in the process often resulting in maps never getting played. If random is on, due to voting to change to a particular map being very common the issue presented in the OP is present, with some maps repeating far too often. I'd love to see a more user orientated map rotation system, for instance with users choosing how they would like to proceed through the rotation on exit, I tried to do this with my voter mod:'https://zandronum.com/forum/showthread.php?tid=3929 [^]' however it requires a lot of work having to manually input every map lump name and its description into the script and then recompiling. ACS having access to the map rotation info would also be a very nice feature. |
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(0008143)
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Konar6
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2014-01-28 07:23
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Still interested in this ticket? |
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Yes, this is a very frequent issue on CTF servers. For instance, if people don't want to play MAP13 in IDL201x_a.wad they usually vote for MAP04 or MAP31. The problem is that when MAP04 and MAP31 are completed, the server always goes back to MAP13, which usually ends up with people voting for another map change.
Quote from Leonard A map is now marked as used when entered instead of when exited in the rotation list. (fixes 1669)
This is the desired behavior. |
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This binary contains Leonard's fix. unknownna, can you check whether it works as expected? |
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It seems to work fine. What about Konar6's fix? The first map isn't random. |
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How is this? It should contain the relevant part of Konar6's fix to randomize the first map. |
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(0012718)
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unknownna
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2015-06-14 15:17
(edited on: 2015-06-14 15:53) |
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That seems to work, but it's very biased to pick MAP03 if MAP01, MAP02 and MAP03 are in the maplist when using idl201x_a.wad.
Actually, the randomizer only picks 1 map and always uses that as the initial random map.
Edit:
It works fine in COOP and DM, but in CTF it always uses 1 map only.
It works fine in all other game modes. CTF is the only one that is bugged.
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Can you elaborate what exactly happens in CTF and what should happen instead? |
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(0012721)
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cobalt
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2015-06-14 18:07
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Let's say that I have MAP01, MAP02, MAP03, MAP04, MAP05 and MAP06 added to the map list with sv_randommaprotation set to 1. For some reason, every time you start a server, it only uses MAP06 as the first random map. It's as if the PRNG is broken in CTF or something.
It works correctly and as expected in all other game modes, i.e., MAP06 isn't always selected as the first random map in the other game modes. |
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with this commit, if sv_maprotation 1 and no maps in the maplist, doing map map01 will crash
steps:
load doom2.wad
sv_maprotation 1
map map01
crash |
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(0012731)
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Torr Samaho
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2015-06-15 06:14
(edited on: 2015-06-15 06:15) |
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This was caused by Leonard's patch, but should be fixed now.
This shows again that beta releases are necessary before a public release.
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(0012732)
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cobalt
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2015-06-15 06:22
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(0012733)
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WaTaKiD
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2015-06-15 16:24
(edited on: 2015-06-15 16:25) |
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Quote from unknownna It works fine in all other game modes. CTF is the only one that is bugged.
The non-random CTF issue was a side effect of having compat_oldrandom enabled. |
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