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IDProjectCategoryView StatusDate SubmittedLast Update
0001331Zandronum[All Projects] Suggestionpublic2013-04-28 00:172014-06-15 14:19
Reporterbluewizard 
Assigned To 
PrioritynormalSeverityminorReproducibilityN/A
StatusacknowledgedResolutionopen 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target VersionFixed in Version 
Summary0001331: New GAMEMODE flag: COUNTDOWN
DescriptionSetting COUNTDOWN to false will skip the countdown timer if implemented in a gamemode that usually uses a timer(such as TLMS and duel).

My reason for wanting this is because the countdown timer executes scripts twice, once during the countdown, and once after the countdown is finished. This breaks some of the ENTER clientside scripts I had set up causing it to run twice.
Steps To Reproduce-COUNTDOWN
Attached Files

- Relationships
parent of 0001383closedTorr Samaho Clients don't fully reset effects of client side scripts during a map reset 
child of 0001361closedTorr Samaho Access to gamemode states 

-  Notes
User avatar (0006304)
bluewizard (reporter)
2013-04-28 00:21

and no, setting sv_lmscountdowntime to zero doesn't work.
User avatar (0006305)
Watermelon (developer)
2013-04-28 03:17

I support this because I've run into game mode stuff where the countdown causes the game to get messed up. In addition there is no current way of distinguishing countdown from the main game.

Example, if you record flags, there isn't a way (except a really hacky unobvious way) of distinguishing kills done in the countdown if stored via ACS.

Among others ofc
User avatar (0006306)
bluewizard (reporter)
2013-04-28 03:49

It'd be nice if we can get an acs function instead, actually.

'http://zdoom.org/wiki/GetInvasionState [^]'

Can we get GetGameState for all gamemodes or something?
User avatar (0006333)
Hypnotoad (reporter)
2013-05-15 20:14

Yes, PLEASE PLEASE PLEASE can we have a something like GetGameState which returns something like INCOUNTWN = 0, and INPROGRESS = 1. Not being able to check this causes so many nightmares for modders.
User avatar (0006334)
Hypnotoad (reporter)
2013-05-15 20:16

Or, what Tribeam suggested, new script types:

<Tribeam> script 1 ROUNDSTART {} script 1 ROUNDEND {}
User avatar (0006350)
Watermelon (developer)
2013-05-27 19:27

I will be looking into this as soon as 1.1 comes out.
I was thinking of an ACS function like

bool IsCountdown()
returns 1 if its in countdown, 0 otherwise
User avatar (0006355)
Hypnotoad (reporter)
2013-05-30 00:07
edited on: 2013-05-30 00:08

This should be considered urgent IMO, because the current setup causes stupid and undesirable behavior in almost all acs mods that use game modes with a countdown.

User avatar (0006366)
Watermelon (developer)
2013-06-07 16:52
edited on: 2013-06-08 05:43

I'm going to take this on, hopefully I can get something ready for tonight when I get back.

This will be for ACS only.


EDIT:
Ok so via ACS, it will allow people access to all the states... by which they can only check by using a constant. So far this works really well. Testing with others has been tremendously successful.

A lot of people want this, will it be eligible for 1.1?

User avatar (0006448)
Torr Samaho (administrator)
2013-06-16 08:50

Quote from bluewizard
This breaks some of the ENTER clientside scripts I had set up causing it to run twice.

Aren't the effects of the scripts reset when the map is reset after the countdown ends?
User avatar (0006462)
bluewizard (reporter)
2013-06-18 05:41

Nope.
User avatar (0006467)
Torr Samaho (administrator)
2013-06-18 19:14

Sounds like a bug then. Can you post a minimal example wad?
User avatar (0006506)
bluewizard (reporter)
2013-06-25 03:57
edited on: 2013-06-25 04:04

Sure,'http://speedy.sh/JZuGC/testbug.wad [^]'

-This only bugs out if done online-
1. Start server with just that wad.
2. Set the game mode to survival.
3. Join the game.

During the countdown you'll notice that "clientside: test = 1", however after the countdown is finished, it will say "clientside: test = 2" when it actually should be 1.

Interestingly enough, this does -not- happen if you do an offline survival skirmish.

If you'd like an actual mod is broken by this bug, try this:'http://speedy.sh/P9d3v/DeathRace.pk3 [^]' (Needs actors/data)

If you load this in single player and do an offline last man standing skirmish on race01, the clientside camera works just fine after the countdown. However, if you host this online and try to play, the camera will break after the countdown is finished.

User avatar (0006511)
Torr Samaho (administrator)
2013-06-25 18:59

I see. That is definitely a bug. Let's continue the discussion about the bug in a separate ticket: 0001383.

Issue Community Support
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Supporters: Hypnotoad Combinebobnt Ijon Tichy katZune
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2013-04-28 00:17 bluewizard New Issue
2013-04-28 00:21 bluewizard Note Added: 0006304
2013-04-28 03:17 Watermelon Note Added: 0006305
2013-04-28 03:49 bluewizard Note Added: 0006306
2013-05-15 20:14 Hypnotoad Note Added: 0006333
2013-05-15 20:16 Hypnotoad Note Added: 0006334
2013-05-27 19:27 Watermelon Note Added: 0006350
2013-05-30 00:07 Hypnotoad Note Added: 0006355
2013-05-30 00:08 Hypnotoad Note Edited: 0006355 View Revisions
2013-06-07 16:52 Watermelon Assigned To => Watermelon
2013-06-07 16:52 Watermelon Status new => assigned
2013-06-07 16:52 Watermelon Note Added: 0006366
2013-06-08 05:43 Watermelon Note Edited: 0006366 View Revisions
2013-06-08 15:31 Watermelon Relationship added related to 0001361
2013-06-08 15:31 Watermelon Relationship deleted related to 0001361
2013-06-08 15:31 Watermelon Relationship added child of 0001361
2013-06-08 18:01 Watermelon Status assigned => feedback
2013-06-08 18:19 Watermelon Assigned To Watermelon =>
2013-06-16 08:50 Torr Samaho Note Added: 0006448
2013-06-18 05:41 bluewizard Note Added: 0006462
2013-06-18 05:41 bluewizard Status feedback => new
2013-06-18 19:14 Torr Samaho Note Added: 0006467
2013-06-25 03:57 bluewizard Note Added: 0006506
2013-06-25 04:04 bluewizard Note Edited: 0006506 View Revisions
2013-06-25 18:59 Torr Samaho Note Added: 0006511
2013-06-25 19:10 Dusk Relationship added parent of 0001383
2014-06-15 14:19 Watermelon Status new => acknowledged






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