MantisBT - Zandronum
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0000439Zandronum[All Projects] Suggestionpublic2011-05-12 19:042024-03-01 15:21
unknownna 
 
normalfeatureN/A
closedno change required 
98d 
 
0000439: compat_norespawntelefrag
You can't telefrag other players when respawning in vanilla Doom. If the player starts are blocked, you will be forced to wait until a spot is available.
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Issue History
2011-05-12 19:04unknownnaNew Issue
2011-05-12 20:43unknownnaNote Added: 0001594
2012-08-24 20:42DartPowerNote Added: 0004434
2012-08-24 21:12katZuneNote Added: 0004437
2012-08-24 21:29QentNote Added: 0004439
2012-08-24 21:51DuskNote Added: 0004441
2012-08-25 06:12QentNote Added: 0004445
2012-08-26 14:16Torr SamahoNote Added: 0004463
2012-08-26 14:17Torr SamahoStatusnew => feedback
2012-08-26 18:32Konar6Note Added: 0004466
2012-08-26 19:13Torr SamahoNote Added: 0004468
2012-08-26 21:35Konar6Note Added: 0004479
2012-08-26 21:37Konar6Note Edited: 0004479bug_revision_view_page.php?bugnote_id=4479#r2437
2012-10-05 14:49WatermelonNote Added: 0004962
2012-10-05 14:50WatermelonNote Edited: 0004962bug_revision_view_page.php?bugnote_id=4962#r2702
2012-10-05 14:51WatermelonNote Edited: 0004962bug_revision_view_page.php?bugnote_id=4962#r2703
2012-10-05 19:16DuskNote Added: 0004967
2012-10-06 01:53WatermelonNote Added: 0004975
2012-10-06 16:39Torr SamahoNote Added: 0004997
2012-10-06 17:00WatermelonNote Added: 0004998
2012-10-06 17:01WatermelonNote Edited: 0004998bug_revision_view_page.php?bugnote_id=4998#r2737
2013-06-08 05:13WatermelonNote Added: 0006376
2024-03-01 15:21Ru5tK1ngNote Added: 0023171
2024-03-01 15:21Ru5tK1ngStatusfeedback => closed
2024-03-01 15:21Ru5tK1ngResolutionopen => no change required

Notes
(0001594)
unknownna   
2011-05-12 20:43   
It seems that you only have to wait in DM. In coop, you simply respawn inside another player. If you respawn inside a player, no teleport fog will appear.
(0004434)
DartPower   
2012-08-24 20:42   
Agreed
(0004437)
katZune   
2012-08-24 21:12   
Strong support :)
(0004439)
Qent   
2012-08-24 21:29   
Why would you want such a thing? Then players could prevent each other from spawning by blocking the spawns.
(0004441)
Dusk   
2012-08-24 21:51   
Please don't bump tickets just to say that you support a feature...

Is this even needed anymore since sv_unblockplayers exists?
(0004445)
Qent   
2012-08-25 06:12   
Based on the first note, I thought it would be mainly for DM when sv_unblockplayers is not used. I think that could use some clarification as well: should compat_norespawntelefrag work differently in co-op vs. DM? In vanilla, do players get stuck in one another, or does it work basically like sv_unblockplayers?
(0004463)
Torr Samaho   
2012-08-26 14:16   
How do other multiplayer ports like ZDaemon or Odamex handle this?
(0004466)
Konar6   
2012-08-26 18:32   
ZDaemon utilizes a server CVAR coop_telefrags: "It's a boolean. It controls whether player-to-player telefragging is enabled in coop/survival modes"

Also: "If a spawn is blocked by a player or monster, they will get telefragged except for the first 5 seconds of the level. That should give players enough time to move off the spawn points"
(0004468)
Torr Samaho   
2012-08-26 19:13   
Let me clarify: What does ZDaemon do in DM? For coop we already have sv_unblockplayers to resolve the issue.
(0004479)
Konar6   
2012-08-26 21:35   
(edited on: 2012-08-26 21:37)
Then there is no such telefrag setting in ZDaemon. In DM players get always telefragged.
However, the spawnpoint selection system won't let a player onto a spawnpoint where it would telefrag another player standing too close to it. It goes through available spawnpoints until it finds a free one. Only if there is no free spawnpoint, a telefrag will happen.
I'm not too sure how Zandronum handles this.

(0004962)
Watermelon   
2012-10-05 14:49   
(edited on: 2012-10-05 14:51)
Does sv_unblockplayers keep players only unblocked until they move out of the range of another player? Or do they just move through players though the entire map like +THRUSPECIES was on? Just because if it was something that stays on the entire match, it'd change competitive gameplay too much from the standard. If it only blocks them for the first few seconds or until they move out of the actor's radius, then sv_unblockplayers should do the trick here.

EDIT: I think ZD checks each spawn (in CTF mode at least) to ensure players do not telefrag another person, unless all the teleport spawns are filled upon which it will forcefully telefrag the player). Could be wrong here though.

(0004967)
Dusk   
2012-10-05 19:16   
sv_unblockplayers behaves like +THRUSPECIES in this regard, yes.
(0004975)
Watermelon   
2012-10-06 01:53   
Damn
I checked it with co-op today, sv_unblockplayers would change competitive modes like CTF too drastically for the benefit given by no telefrags.
(0004997)
Torr Samaho   
2012-10-06 16:39   
sv_unblockplayers is only intended for coop. And since
Quote from Konar6
Then there is no such telefrag setting in ZDaemon. In DM players get always telefragged.

competitive players can't be used to having the requested behavior. IMHO preventing telefrags in DM is not a good idea anyway since the players could block the spawns deliberately to prevent other players from respawing.
(0004998)
Watermelon   
2012-10-06 17:00   
(edited on: 2012-10-06 17:01)
I think the way ZD and Oda do it is through iterating all the possible spawn spots and checking if any team player is in the way, and if it doesn't find one suitable to spawn then it forcefully telefrags a team mate.

I figure it'd go like this pseduo-code:


// Check for spawns
for (int spawnLocation = 0; spawnLocation < allTeamSpawnLocations; spawnLocation++) {
    if (player.inRadius([spawnLocationHere])
        continue;
    else
        // Spawn + end here with a return; or something
}

// This would be the normal code we already have:
SpawnPlayer(one of the random spawnspots); // Whatever the code is normally

(0006376)
Watermelon   
2013-06-08 05:13   
This was fixed in zdoom, but the problem is it requires a big backport.

This is a pretty irritating thing, do we want a quick patch or just to leave it until a backport?
(0023171)
Ru5tK1ng   
2024-03-01 15:21   
If water was telling the truth, whatever fix he was talking about should be in our codebase as of 3.0. Since the ticket went off topic and shifted to CTF telefragging, 2791 will focus on that separate issue.