MantisBT - Zandronum
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0000062Zandronum[All Projects] Bugpublic2010-09-26 21:532018-09-30 20:04
unknownna 
Torr Samaho 
lowminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98c 
1.0 
0000062: issues with toggling 'sv_suddendeath' offline/online
In some modes, e.g., Duel or LMS, it seems that toggling 'sv_suddendeath' has no effect. Toggling it through the server console shows that it changes to false for the next map, but it doesn't truly change to false. Checking the value through the client's console shows that it's set to true.

In LMS, the player with the most health wins, i.e., just hitting the other player/bot with a pistol pellet will have you win the round. And in duel, it seems that it either always defaults to 1 or 0, depending on whether the game is online/offline. Not too sure about the latter yet, as it's very cumbersome to test.

Another thing, if the time limit is set to 1, entering the game will have the announcer say "1 minute warning", but once the actual round begins, the announcer will say "5 minute warning". And when the game changes to sudden death, winning will have the announcer say "you've taken the lead".
No tags attached.
related to 0000089closed TIHan custom 'sv_coop_damagefactor' value of server not reflected on the client 
Issue History
2010-09-26 21:53unknownnaNew Issue
2011-05-09 23:51unknownnaNote Added: 0001590
2011-05-09 23:53unknownnaRelationship addedrelated to 0000089
2011-05-14 15:39Torr SamahoNote Added: 0001604
2011-05-14 15:54unknownnaNote Added: 0001606
2011-05-14 17:16Torr SamahoNote Added: 0001614
2011-05-14 17:25Torr SamahoStatusnew => feedback
2011-05-14 17:49unknownnaNote Added: 0001617
2011-05-14 17:49unknownnaStatusfeedback => new
2011-05-14 18:21Torr SamahoNote Added: 0001619
2011-05-14 18:24Torr SamahoAssigned To => Torr Samaho
2011-05-14 18:24Torr SamahoStatusnew => feedback
2011-05-14 20:28Torr SamahoNote Added: 0001621
2011-05-14 21:04unknownnaNote Added: 0001623
2011-05-14 21:04unknownnaStatusfeedback => assigned
2011-05-14 21:37Torr SamahoNote Added: 0001624
2011-05-14 21:37Torr SamahoStatusassigned => feedback
2011-05-14 21:47unknownnaNote Added: 0001625
2011-05-14 21:47unknownnaStatusfeedback => assigned
2011-05-14 23:39Torr SamahoNote Added: 0001628
2011-05-14 23:40Torr SamahoStatusassigned => resolved
2011-05-14 23:40Torr SamahoFixed in Version => 1.0
2011-05-14 23:40Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 20:04Blzut3Statusresolved => closed

Notes
(0001590)
unknownna   
2011-05-09 23:51   
> In some modes, e.g., Duel or LMS, it seems that toggling 'sv_suddendeath' has no effect. Toggling it through the server console shows that it changes to false for the next map, but it doesn't truly change to false. Checking the value through the client's console shows that it's set to true.

The variable is always reflected as "true" on the clients. A sync issue.

> In LMS, the player with the most health wins, i.e., just hitting the other player/bot with a pistol pellet will have you win the round.

Intended behavior.

> And in duel, it seems that it either always defaults to 1 or 0, depending on whether the game is online/offline. Not too sure about the latter yet, as it's very cumbersome to test.

It seems that "sv_suddendeath 0" doesn't work in the duel game mode.

> Another thing, if the time limit is set to 1, entering the game will have the announcer say "1 minute warning", but once the actual round begins, the announcer will say "5 minute warning".

0000140: announcer says "5 minute warning!" after warm-up countdown if "timelimit" is set to 1.
(0001604)
Torr Samaho   
2011-05-14 15:39   
To clarify what sv_suddendeath is supposed to do, let me quote the changelog:

"Added new CVAR sv_suddendeath (default true). If set to false, CTF or Skulltag games don't go into sudden death mode when the time limit is hit and no team has more points than all other teams. Instead the game is considered to be a draw."

So it only has any effect in CTF and Skulltag. This possibly is confusing, but it's not a bug. There is no real sudden death mod in any other game mode anyway, right? LMS is won by the player with the most health if time has run out, TLMS is always played till all players are dead.

> The variable is always reflected as "true" on the clients. A sync issue.

Well, the clients don't need to know the value of the variable, that's why they are not notified about it.
(0001606)
unknownna   
2011-05-14 15:54   
> So it only has any effect in CTF and Skulltag. This possibly is confusing, but it's not a bug.

Indeed, I was simply confused when I created the report.

> Well, the clients don't need to know the value of the variable, that's why they are not notified about it.

It adds to the confusion. Let me quote myself:

"IMHO, it'd be nice if everything was synchronized with the clients, even if not truly needed. It can be confusing in some cases when you see one variable set, but another one is in effect. That's the main reason to why I reported it; confusion."

> LMS is won by the player with the most health if time has run out, TLMS is always played till all players are dead.

It feels kind of ambiguous when a large "SUDDEN DEATH!" message is displayed on-screen after the timelimit runs out.

But since the other issue has a separate ticket, you may mark this as resolved/duplicate/closed.
(0001614)
Torr Samaho   
2011-05-14 17:16   
> It feels kind of ambiguous when a large "SUDDEN DEATH!" message is displayed on-screen after the timelimit runs out.

Yeah, that doesn't make much sense. I could just remove the message in TLMS.
(0001617)
unknownna   
2011-05-14 17:49   
> Yeah, that doesn't make much sense. I could just remove the message in TLMS.

Yes. So it seems that timelimit has no practical effect at all in that game mode, right? It still plays like regular TLMS after it has run out. There's this bug report.
(0001619)
Torr Samaho   
2011-05-14 18:21   
I thought a little more about it and think I should not only remove the "SUDDEN DEATH! message, but also revise the timelimit handling so that it has no effect in TLMS (no counter on the scoreboard, no "minutes remaining warnings). And if I do so, taking care of hiding and freezing the timelimit counter during the countdown of other game modes (duel/lms) should be possible with nearly no additional effort.
(0001621)
Torr Samaho   
2011-05-14 20:28   
Done. Please test.
(0001623)
unknownna   
2011-05-14 21:04   
It seems to work. It feels a lot less ambiguous now. But some people may want to see the timer in duel/LMS when a round ends to see how many seconds there are left after winning/losing the round. Right now, the timer simply disappears when a round ends. I'm personally neutral here, but it's just something that came to mind.
(0001624)
Torr Samaho   
2011-05-14 21:37   
> But some people may want to see the timer in duel/LMS when a round ends to see how many seconds there are left after winning/losing the round.

Hmm, I can show the timer during the win sequence. Without further changes, it would still continue to count down though (like it did in 98d).
(0001625)
unknownna   
2011-05-14 21:47   
> Without further changes, it would still continue to count down though (like it did in 98d).

In that case it would probably be best to hide it. It should ideally freeze when the players are frozen, then reset during the new warm-up countdown, and after the warm-up countdown it will begin to count down again. But as you said, we are starting to get bogged down in miniscule details.
(0001628)
Torr Samaho   
2011-05-14 23:39   
> In that case it would probably be best to hide it.

Ok, I just hide the counter then and consider this issue to be resolved.