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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0004511 | Zandronum | [All Projects] Bug | public | 2025-04-19 10:56 | 2025-04-19 10:56 | ||||||||
Reporter | unknownna | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 3.1 | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0004511: Timelimit not handled dynamically in some modes, map doesn't end if set to value that's already passed | ||||||||||||
Description | Like the issue with the various frag/point/win counters not being handled dynamically in most modes, the timelimit setting is also affected. If it's changed mid-game to a lower value that's already passed, the timelimit will not be hit after the change and the map will not end or enter sudden death mode if the mode supports it. This means you have to fiddle around with the value until you find a value that's not passed yet. I'm making this report so it's not forgotten. Confirmed modes not handled dynamically: * Duel during active round * LMS during active round * Possession during active round * TeamPossession during active round * CTF * OneFlagCTF * Skulltag * Domination * TeamGame | ||||||||||||
Steps To Reproduce | 1. zandronum -host -file countdown_deathcount_02.wad +ctf 1 2. Wait for 1 second or so. 3. "timelimit 0.01" in the console. The timelimit will have passed yet the map will not end. See the attached screenshot. | ||||||||||||
Additional Information | Link to example wad:'https://zandronum.com/tracker/file_download.php?file_id=3225&type=bug [^]' | ||||||||||||
Attached Files | ![]() | ||||||||||||
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Date Modified | Username | Field | Change |
2025-04-19 10:56 | unknownna | New Issue | |
2025-04-19 10:56 | unknownna | File Added: Screenshot_Doom_20250419_122817.png |
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