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0000089Zandronum[All Projects] Suggestionpublic2010-10-08 08:072018-09-30 19:54
unknownna 
TIHan 
lowminoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
 
1.0 
0000089: custom 'sv_coop_damagefactor' value of server not reflected on the client
'sv_coop_damagefactor' values show the default value, i.e 1, to the client when the server has a custom one set.
No tags attached.
related to 0000704closed Torr Samaho Damage Factor Notification 
related to 0000062closed Torr Samaho issues with toggling 'sv_suddendeath' offline/online 
Issue History
2010-10-08 08:07unknownnaNew Issue
2010-10-08 13:30EruannaNote Added: 0000291
2010-10-09 15:09Torr SamahoNote Added: 0000293
2010-10-10 03:08unknownnaNote Added: 0000302
2010-10-10 07:31Torr SamahoNote Added: 0000306
2010-10-10 07:32Torr SamahoCategoryBugs => Suggestion
2010-10-10 07:32Torr SamahoStatusnew => acknowledged
2010-10-10 16:20EruannaNote Added: 0000323
2010-10-10 19:19Torr SamahoNote Added: 0000327
2010-10-12 01:33EruannaNote Added: 0000344
2010-10-12 01:52TIHanNote Added: 0000345
2011-05-09 23:53unknownnaRelationship addedrelated to 0000062
2012-03-27 18:36unknownnaNote Added: 0002924
2012-03-27 18:36unknownnaNote Edited: 0002924bug_revision_view_page.php?bugnote_id=2924#r1489
2012-03-27 18:38TIHanRelationship addedrelated to 0000704
2012-03-27 18:38TIHanStatusacknowledged => resolved
2012-03-27 18:38TIHanFixed in Version => 1.0
2012-03-27 18:38TIHanResolutionopen => fixed
2012-03-27 18:38TIHanAssigned To => TIHan
2018-09-30 19:54Blzut3Statusresolved => closed

Notes
(0000291)
Eruanna   
2010-10-08 13:30   
Yeah, I do think this is actually very important, especially for demo playback, because it helps with the verifiability of a kosher game (to help make sure that someone really used the settings they've said they used).
(0000293)
Torr Samaho   
2010-10-09 15:09   
The sv_* variables the clients don't need to know of are not synced with the clients. sv_coop_damagefactor is one of those.
(0000302)
unknownna   
2010-10-10 03:08   
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.

But then again, if it's too tedious to implement this, it's alright, as it's not a necessity.
(0000306)
Torr Samaho   
2010-10-10 07:31   
I'd need to take a completely different synchronization approach if we want all sv_* values to be synced in a feasible way. It would be nice to have this in the long run, thus I'll transform this bug report into a feature request so that it's not forgotten.
(0000323)
Eruanna   
2010-10-10 16:20   
IMHO, this is important. Not all sv_* values are important like this one. The main reason is verifiability. If we cannot have this value sync'd with clients, then I fully COMPLETELY disagree with it being in the Skulltag executable at all, and I think it should be taken out.
(0000327)
Torr Samaho   
2010-10-10 19:19   
There are various other CVARs that are as important as this one, like sv_killallmonsters_percentage and sv_suddendeath for instance. Nobody ever complained that the values are not synced with the clients.

In general I agree that the sv_* CVARs should be synced, but IMHO it doesn't make any sense to do this just for sv_coop_damagefactor now and ignore the other CVARs that are equally important.
(0000344)
Eruanna   
2010-10-12 01:33   
Well, here's the concern:

Say some guy says he put the sv_coop_damagefactor up to 3, and he's like, "yeah I recorded a demo of it, I'm the best Doom player ever haw haw haw!" ... you get the demo, and there's no way of telling, without really good judgment and really good knowledge of the game, if he really used that setting. And also, you never know, someone could just conveniently set it lower through rcon at just the right times, and no one would ever know by watching the demo.
(0000345)
TIHan   
2010-10-12 01:52   
Before, I had sv_coop_damagefactor as a CVAR_LATCH which was taken out. If it was a CVAR_LATCH, it would require the server to restart the map in order to make changes. So, no one could "convenietly set it lower through rcon at just the right times". So, I would suggest making sv_coop_damagefactor a CVAR_LATCH to get rid of this issue.

I wouldn't be too concerned over this as it's not a huge deal at the moment. We are still in the beta builds.
(0002924)
unknownna   
2012-03-27 18:36   
It's now apparently fixed.

'http://skulltag.net/tracker/view.php?id=704 [^]'