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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0000468 | Zandronum | [All Projects] Suggestion | public | 2011-05-25 05:47 | 2014-06-11 16:03 | ||||||||
| Reporter | unknownna | ||||||||||||
| Assigned To | |||||||||||||
| Priority | low | Severity | tweak | Reproducibility | N/A | ||||||||
| Status | acknowledged | Resolution | open | ||||||||||
| Platform | OS | OS Version | |||||||||||
| Product Version | 1.0 | ||||||||||||
| Target Version | Fixed in Version | ||||||||||||
| Summary | 0000468: Consistent timelimit handling in all game modes. No more hiding. | ||||||||||||
| Description | The timelimit counter is hidden during all non-gameplay sequences in the game modes with map resets in them. But it's not hidden in the other modes. New behavior: Frozen at initial value during "waiting for players" sequences. Frozen at last known map time during "win/lose" sequences. Reset and frozen at initial value during "warm-up countdown" sequences. Starts to count down after "warm-up countdown" sequences. | ||||||||||||
| Attached Files | |||||||||||||
Notes |
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unknownna (updater) 2011-07-09 21:58 edited on: 2011-07-09 22:11 |
The timer should also be frozen in "islobby" maps (Duel32). Right now, sudden death mode is activated when the timer ends. |
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| Supporters: | No one explicitly supports this issue yet. |
| Opponents: | No one explicitly opposes this issue yet. |
Issue History |
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| Date Modified | Username | Field | Change |
| 2011-05-25 05:47 | unknownna | New Issue | |
| 2011-07-09 21:58 | unknownna | Note Added: 0001844 | |
| 2011-07-09 22:11 | unknownna | Note Edited: 0001844 | View Revisions |
| 2014-06-11 16:03 | Watermelon | Status | new => acknowledged |
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