MantisBT - Zandronum
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0004508Zandronum[All Projects] Bugpublic2025-04-18 16:442025-04-20 17:30
unknownna 
Kaminsky 
normaltextalways
resolvedfixed 
3.1 
3.2 
0004508: "Draw Game!" string with "sv_suddendeath 0" uses inconsistent red or green colors across modes
This was just something I noticed while testing some recent fixes. For some reason this string uses different coloring depending on which mode you play on. It would be better if it was unified with consistent coloring across all modes that support it.

Confirmed modes with green coloring:
* DM
* Terminator

Confirmed modes with red coloring:
* TeamDM
* CTF
* OneFlagCTF
* Skulltag
* Domination
Example with green coloring:
1. zandronum -host -file countdown_deathcount_02.wad +timelimit 0.1 +sv_suddendeath 0 +deathmatch 1 +sv_maprotation 1 +addmap map01
2. Connect a client to the server to let the timelimit run out. The green string will appear.

Example with red coloring:
1. zandronum -host -file countdown_deathcount_02.wad +timelimit 0.1 +sv_suddendeath 0 +teamplay 1 +sv_maprotation 1 +addmap map01
2. Connect a client to the server and join the game. You have to join the game for TeamDM, otherwise blue team wins due to some hard-coded issue. The red string will appear.
No tags attached.
related to 0001092resolved Kaminsky "<Name> Wins!" color inconsistency between Deathmatch and Duel 
png Screenshot_Doom_20250418_182645.png (71,979) 2025-04-18 16:44
/tracker/file_download.php?file_id=3240&type=bug
png
Issue History
2025-04-18 16:44unknownnaNew Issue
2025-04-18 16:44unknownnaFile Added: Screenshot_Doom_20250418_182645.png
2025-04-19 11:12KaminskyNote Added: 0024482
2025-04-19 11:12KaminskyAssigned To => Kaminsky
2025-04-19 11:12KaminskyStatusnew => needs review
2025-04-19 22:24unknownnaNote Added: 0024483
2025-04-19 22:24unknownnaStatusneeds review => feedback
2025-04-19 22:26unknownnaNote Edited: 0024483bug_revision_view_page.php?bugnote_id=24483#r14553
2025-04-19 22:33unknownnaRelationship addedrelated to 0001092
2025-04-19 23:00unknownnaNote Edited: 0024483bug_revision_view_page.php?bugnote_id=24483#r14554
2025-04-20 16:25KaminskyNote Added: 0024485
2025-04-20 17:30unknownnaNote Added: 0024486
2025-04-20 17:30unknownnaStatusfeedback => assigned
2025-04-20 17:30unknownnaStatusassigned => resolved
2025-04-20 17:30unknownnaFixed in Version => 3.2
2025-04-20 17:30unknownnaResolutionopen => fixed

Notes
(0024482)
Kaminsky   
2025-04-19 11:12   
'https://foss.heptapod.net/zandronum/zandronum-stable/-/merge_requests/315 [^]'
(0024483)
unknownna   
2025-04-19 22:24   
(edited on: 2025-04-19 23:00)
Thanks, this fixed the issue, but it revealed some discrepancy between 3.1 and 3.2:
Right before the intermission screen kicks in, the win sequence message repeats briefly with a flash before entering the intermission screen. This does not happen in 3.1. What gives? The message duration also differs between the two. I think the longer duration in 3.2 looks better, but the flash is different and maybe distracting.
Players also are force-respawned during this flash in some modes like CTF, though the force-respawn also happens in 3.1.

(0024485)
Kaminsky   
2025-04-20 16:25   
Quote from unknownna
Right before the intermission screen kicks in, the win sequence message repeats briefly with a flash before entering the intermission screen. This does not happen in 3.1.


This topic should fix this issue:'https://foss.heptapod.net/zandronum/zandronum-stable/-/commits/topic/default/level-timer-regression-fix [^]'

Let me know if it works for you too, and that there's no other side effects.

Quote from unknownna
The message duration also differs between the two.


Didn't these kinds of messages always had a five second duration (i.e. fully opaque for three seconds, then fading out for two seconds)? At least, I can't seem to notice a difference in the message duration between 3.1 and 3.2 when I wait for the timer to expire and see the message pop up.
(0024486)
unknownna   
2025-04-20 17:30   
Quote from Kaminsky
Didn't these kinds of messages always had a five second duration (i.e. fully opaque for three seconds, then fading out for two seconds)? At least, I can't seem to notice a difference in the message duration between 3.1 and 3.2 when I wait for the timer to expire and see the message pop up.


Maybe, but if you start a game with the following:

zandronum -host -file countdown_deathcount_02.wad +timelimit 0.1 +sv_suddendeath 0 +teamplay 1 +sv_maprotation 1 +addmap map01 +map map01

and then connect a client and join a team before the timelimit runs out, the "draw game" string fades back much faster in 3.1 compared to 3.2. I think it's a separate bug in 3.1 that got fixed in 3.2 somehow.

On a side note, the string handling just seems to be broken in 3.1 or something, as I managed to get an all-gray message by using the following command and joining the game before the timelimit runs out:

zandronum -file countdown_deathcount_02.wad +timelimit 0.1 +sv_suddendeath 0 +teamplay 1 +sv_maprotation 1 +addmap map01 +map map01

Quote from Kaminsky
This topic should fix this issue:'https://foss.heptapod.net/zandronum/zandronum-stable/-/commits/topic/default/level-timer-regression-fix [^]'

Let me know if it works for you too, and that there's no other side effects.


I went through most modes with 2 clients, one using a local connection and one using a ping of 160. Most things worked fine, but I found some issue in CTF. It's actually a regression from the recent "multi-team tie" message fixes. I'll make a separate report for it ASAP.

* DM: OK
* TeamDM: OK
* Duel: OK
* Terminator: OK
* LMS: OK
* TeamLMS: OK
* Possession: OK
* TeamPossession: OK
* CTF: OK, but the final score message only displays the sub-text now
* OneFlagCTF: OK
* Skulltag: OK
* Domination: OK
* TeamGame: OK

Since your fix took care of the issue here, I'll mark this as resolved. Thank you very much! I made a note of the auto-spawn behavior and will maybe make a separate report for it some other later time.