MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0000482 | Zandronum | [All Projects] Bug | public | 2011-05-31 03:30 | 2012-03-28 15:31 |
|
Reporter | unknownna | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | assigned | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 1.0 | |
Target Version | | Fixed in Version | | |
|
Summary | 0000482: Players are forced to use the fist after intermission map in KDiZD |
Description | It seems that you enter the next map with the fist in KDiZD. |
Steps To Reproduce | 1. Start a coop server with kdizd_11.pk3 loaded.
2. Connect a client to the server.
3. Join the game.
4. "nextmap" in the server console.
5. Exit the intermission screen. |
Additional Information | |
Tags | No tags attached. |
Relationships | child of | 0000444 | closed | Torr Samaho | Weapon order desync after a "changemap" map change if "switchonpickup" is set to 0 or 2 |
|
Attached Files | kdizd_inter_weap_test_01.wad (4,738) 2011-07-09 01:27 /tracker/file_download.php?file_id=371&type=bug
kdizd_inter_weap_test_02.wad (4,818) 2011-07-10 23:16 /tracker/file_download.php?file_id=375&type=bug |
|
Issue History |
Date Modified | Username | Field | Change |
2011-05-31 03:30 | unknownna | New Issue | |
2011-05-31 06:49 | unknownna | Note Added: 0001776 | |
2011-05-31 06:50 | unknownna | Note Edited: 0001776 | bug_revision_view_page.php?bugnote_id=1776#r918 |
2011-05-31 06:50 | unknownna | Relationship added | child of 0000444 |
2011-07-05 11:06 | Torr Samaho | Note Added: 0001823 | |
2011-07-05 11:06 | Torr Samaho | Status | new => feedback |
2011-07-09 01:23 | unknownna | Note Added: 0001828 | |
2011-07-09 01:23 | unknownna | Status | feedback => new |
2011-07-09 01:27 | unknownna | File Added: kdizd_inter_weap_test_01.wad | |
2011-07-09 01:27 | unknownna | Assigned To | => Torr Samaho |
2011-07-09 01:27 | unknownna | Status | new => assigned |
2011-07-09 16:04 | Torr Samaho | Note Added: 0001834 | |
2011-07-09 16:04 | Torr Samaho | Status | assigned => feedback |
2011-07-09 16:33 | unknownna | Note Added: 0001838 | |
2011-07-09 16:33 | unknownna | Status | feedback => assigned |
2011-07-10 12:41 | Torr Samaho | Note Added: 0001848 | |
2011-07-10 12:42 | Torr Samaho | Status | assigned => feedback |
2011-07-10 13:22 | unknownna | Note Added: 0001851 | |
2011-07-10 13:22 | unknownna | Status | feedback => assigned |
2011-07-10 20:20 | Torr Samaho | Note Added: 0001855 | |
2011-07-10 20:59 | unknownna | Note Added: 0001860 | |
2011-07-10 23:02 | Torr Samaho | Note Added: 0001868 | |
2011-07-10 23:03 | Torr Samaho | Status | assigned => feedback |
2011-07-10 23:16 | unknownna | File Added: kdizd_inter_weap_test_02.wad | |
2012-03-28 15:31 | unknownna | Note Added: 0002963 | |
2012-03-28 15:31 | unknownna | Status | feedback => assigned |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
Notes |
|
(0001776)
|
unknownna
|
2011-05-31 06:49
(edited on: 2011-05-31 06:50) |
|
Introduced in 3254M.
BTW: This only happens online.
|
|
|
|
Seems to be a problem with the intermission scripts KDiZD is using (the scripts change the weapon to fist at the beginning of the intermission, but only change it back to the original weapon offline). Unfortunately the KDiZD scripts are too long to debug this in a feasible manner. Can somebody try to condense this to a minimal example wad? |
|
|
|
> Can somebody try to condense this to a minimal example wad?
Done.
Steps to reproduce:
1. Start a standard coop server with the example WAD loaded.
2. Connect a client to the server.
3. Join the game.
4. Push the switch. |
|
|
|
Yet another timing issue of the new weapon selection code. I added a workaround that hopefully fixes the problem.
|
|
|
|
It partially fixed the issue. You no longer spawn with the fist in the next map, but you are now forced to use the pistol, even if you have another weapon selected before the intermission map.
Steps to reproduce:
1. Start a standard coop server with the example WAD loaded.
2. Connect a client to the server.
3. Join the game (MAP01).
4. Push the switch (MAP01).
5. "give shotgun" in the console (MAP02).
6. Push the switch (MAP02).
7. Push the switch (MAP01). |
|
|
|
Ok, I see. Please test if this fixes the issue. |
|
|
|
It fixed the issue, but I noticed that if there are 2 or more players (tested with 3 clients), only the final player who exits the intermission screen is allowed to keep his weapon. This also happens in 98d. |
|
|
|
> This also happens in 98d.
Then this is unrelated to the weapon handling changes of 98e.
> It fixed the issue, but I noticed that if there are 2 or more players (tested with 3 clients), only the final player who exits the intermission screen is allowed to keep his weapon.
So this happens with your example wad or KDiZD or in both? |
|
|
|
> So this happens with your example wad or KDiZD or in both?
I only tested KDiZD. |
|
|
|
I noticed that you can't really test this with your example wad since it only has one player start and players inevitably telefrag each other after a map change. Can you extend you example wad and test it? |
|
|
|
98d and 98e are consistent now it seems. It seems that the KDiZD scripts aren't multiplayer-friendly to begin with. When people play KDiZD they usually avoid having the intermission maps in the custom maplist anyway. |
|