MantisBT - Zandronum |
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| ID | Project | Category | View Status | Date Submitted | Last Update |
| 0001825 | Zandronum | [All Projects] Suggestion | public | 2014-06-09 07:23 | 2025-10-29 14:21 |
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| Reporter | JKist3 | |
| Assigned To | | |
| Priority | normal | Severity | minor | Reproducibility | have not tried |
| Status | needs review | Resolution | open | |
| Platform | | OS | | OS Version | |
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| Target Version | | Fixed in Version | | |
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| Summary | 0001825: /ready system to start games |
| Description | there should be the option for the following:
players can play a game but scores do not count until a certain % of players have "readied" up by typing /ready in the console. Once enough players are ready, there is a countdown and the map refreshes, any game timers reset, and all items spawn. Players can then join and the game is played for real. This is mostly applicable to duels, although it can be useful for other competitive settings like league ctf matches, and is the standard way other competitive fps games allow warm ups. There should also be a /notready command that sets the player's status to not ready or leaves it at notready if he had not readied when entering the command.
Also this functionality should be up to the server to enable, as it's obviously not wanted for public FFA's and other game modes. |
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| Additional Information | |
| Tags | No tags attached. |
| Relationships | | related to | 0004278 | needs review | | cl_autoready does not work offline |
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| Attached Files | |
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| Issue History |
| Date Modified | Username | Field | Change |
| 2014-06-09 07:23 | JKist3 | New Issue | |
| 2014-06-09 08:00 | JKist3 | Note Added: 0008950 | |
| 2014-06-09 16:03 | Konar6 | Note Added: 0008964 | |
| 2014-06-09 16:31 | Frits | Note Added: 0008966 | |
| 2014-06-09 16:35 | Frits | Note Edited: 0008966 | bug_revision_view_page.php?bugnote_id=8966#r4870 |
| 2014-06-09 16:45 | JKist3 | Note Added: 0008967 | |
| 2014-06-15 16:48 | Watermelon | Status | new => acknowledged |
| 2025-10-28 04:56 | Ru5tK1ng | Relationship added | related to 0004278 |
| 2025-10-29 13:25 | Ru5tK1ng | Note Added: 0024603 | |
| 2025-10-29 13:25 | Ru5tK1ng | Status | acknowledged => needs review |
| 2025-10-29 14:21 | Ru5tK1ng | Note Edited: 0024603 | bug_revision_view_page.php?bugnote_id=24603#r14598 |
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Notes |
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(0008950)
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JKist3
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2014-06-09 08:00
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additionally it should be clear to all participants when someone has readied or notreadied through some sort of on screen display or announcer.
This was forgotten on the odamex implementation of this and frequently players play the warmups super long thinking it's for real because they werent reminded to /ready by seeing other players do it. |
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(0008964)
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Konar6
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2014-06-09 16:03
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So this would basically replace sv_*countdowntime. |
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(0008966)
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Frits
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2014-06-09 16:31
(edited on: 2014-06-09 16:35) |
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Not really, the countdown starts after all the players readied up. (See quake live, Comp tf2, ut)
However i disagree with the joining again, i've never seen that before. Usually only the map refreshes after the the countdown and you stay in your team the whole time. Unless this is what you ment and i misunderstood it.
And instead of 2 commands why not just have 1 to toggle between rdy/n rdy?
The advantage of this system is that faster computers/connections aren't at an advantage when the map switches incase anybody wonders.
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(0008967)
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JKist3
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2014-06-09 16:45
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having the game autospawn everyone after the countdown ends is fine with me frits. Also a toggle is fine with me too... i just know in quake its 2 different commands so that's what i wrote here. |
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(0024603)
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Ru5tK1ng
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2025-10-29 13:25
(edited on: 2025-10-29 14:21) |
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