MantisBT - Zandronum
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0000307Zandronum[All Projects] Suggestionpublic2011-02-23 19:532018-09-30 19:51
Xenaero 
Torr Samaho 
lowfeaturealways
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
1.0 
0000307: cl_respawnonfire - Making respawning when pressing 'fire' optional
It's a pretty simple suggestion. Skulltag lets you respawn in multiplayer games by pressing the bound fire button. I think adding a cvar to toggle that, letting players hit 'use' instead to respawn would provide more options for those that might not want to respawn right away, such as if they press fire in a duel and end up instantly respawning into something unpleasant that otherwise would have been avoided.

This is also the case if you hold down fire for such rapid-fire weapons like the Chaingun or Plasma Rifle, upon death you will instantly respawn, and I see this as forced behavior. cl_respawnonfire or its equivalent would provide the option to avoid accidental respawns.
No tags attached.
zip CrashReport_01.zip (17,637) 2011-03-30 08:36
/tracker/file_download.php?file_id=225&type=bug
zip CrashReport_02.zip (17,926) 2011-03-30 08:37
/tracker/file_download.php?file_id=226&type=bug
zip CrashReport_r3120_01.zip (18,340) 2011-03-30 13:29
/tracker/file_download.php?file_id=227&type=bug
zip CrashReport_r3120_02.zip (17,964) 2011-03-30 13:29
/tracker/file_download.php?file_id=228&type=bug
Issue History
2011-02-23 19:53XenaeroNew Issue
2011-03-13 11:26unknownnaNote Added: 0001155
2011-03-30 00:56Torr SamahoNote Added: 0001223
2011-03-30 00:56Torr SamahoAssigned To => Torr Samaho
2011-03-30 00:56Torr SamahoStatusnew => feedback
2011-03-30 02:34unknownnaNote Added: 0001227
2011-03-30 08:34unknownnaNote Edited: 0001227bug_revision_view_page.php?bugnote_id=1227#r637
2011-03-30 08:36unknownnaFile Added: CrashReport_01.zip
2011-03-30 08:37unknownnaFile Added: CrashReport_02.zip
2011-03-30 12:44Torr SamahoNote Added: 0001232
2011-03-30 13:22unknownnaNote Added: 0001233
2011-03-30 13:29unknownnaFile Added: CrashReport_r3120_01.zip
2011-03-30 13:29unknownnaFile Added: CrashReport_r3120_02.zip
2011-04-04 08:24unknownnaNote Added: 0001285
2011-04-04 08:24unknownnaStatusfeedback => resolved
2011-04-04 08:24unknownnaFixed in Version => 1.0
2011-04-04 08:24unknownnaResolutionopen => fixed
2018-09-30 19:51Blzut3Statusresolved => closed

Notes
(0001155)
unknownna   
2011-03-13 11:26   
97b changelog:

! - You can now press the "fire" key to resapwn when you die, in addition to being able to press "use".


I do agree that it would be nice to have the old Vanilla Doom behavior as an option.
(0001223)
Torr Samaho   
2011-03-30 00:56   
Very reasonable request and highly supported too :), so I gave it a shot. Since this requires client-server synchronization of every player's cl_respawnonfire setting, I needed to add quite a bit of code. Here is a nearly untested experimental binary for your testing pleasure.
(0001227)
unknownna   
2011-03-30 02:34   
(edited on: 2011-03-30 08:34)
It seems to be working as intended. I tested it with some bots in DM, then with 2 clients. It also seems to be working as intended with compat_instantrespawn, sv_forcerespawn and sv_norespawn. Good job, BTW.

Edit:

BTW: I managed to make this binary crash online. It happens if your player body is invalid. I'm using the example WAD found in 0000149, i.e., invalid_player_test.wad. I call +attack from the console before using the kill command. It's difficult to reproduce it.

(0001232)
Torr Samaho   
2011-03-30 12:44   
> BTW: I managed to make this binary crash online. It happens if your player body is invalid. I'm using the example WAD found in 0000149, i.e., invalid_player_test.wad. I call +attack from the console before using the kill command. It's difficult to reproduce it.

Interesting (though I still believe that invalid player bodies are not allowed :P). Can you check if this crash already happens in the last beta build?
(0001233)
unknownna   
2011-03-30 13:22   
> Can you check if this crash already happens in the last beta build?

It does. So it's not related to this then.
(0001285)
unknownna   
2011-04-04 08:24   
Since the crashes weren't related to this and it seems to be working as intended, I'm marking this as resolved.