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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0004096 | Zandronum | [All Projects] Suggestion | public | 2023-02-09 02:50 | 2024-06-15 15:34 | ||||
Reporter | Xenaero | ||||||||
Assigned To | unknownna | ||||||||
Priority | high | Severity | tweak | Reproducibility | N/A | ||||
Status | resolved | Resolution | duplicate | ||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||
Product Version | 3.1 | ||||||||
Target Version | Fixed in Version | 3.2 | |||||||
Summary | 0004096: Prevent scoring in objective modes after timelimit expires | ||||||||
Description | After timelimit expires and the winner has been shown on the screen in the form of a message, scoring functions should be disabled to maintain the integrity of this result in the couple seconds between the timelimit expiring and the intermission screen. | ||||||||
Steps To Reproduce | If you are able to time this properly, you can have your player input frozen after the timelimit expires and still are able to collide with the flag off sheer momentum, resulting in a score if you hold the opposing team's flag. This behavior is potentially possible with friendly rocket impact fired just before the timelimit expires, or with custom scoring linedef/sector triggers that require actor presence be met. This in particular has not been extensively tested. | ||||||||
Additional Information | We recently saw this in Week 3 of the Redemption CTF League, where timelimit expired and existing player momentum carried the player to the flag pedestal, scoring a flag after the winner had already been declared, while the intermission showed a tied game as a result of this post-timelimit capture. This has implications for organized competitive play. | ||||||||
Attached Files | |||||||||
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Notes | |
(0022757) Xenaero (reporter) 2023-02-09 03:02 |
I guess one other potential solution to pitch, if the system cannot be changed in a satisfactory manner, is to change the declaration from "<TEAM> WINS" or a declaration of a tie to "GAME OVER" or "TIME'S UP!" |
(0023764) unknownna (updater) 2024-06-15 15:14 edited on: 2024-06-15 15:14 |
The players have to have their momentum frozen during win/lose/end sequences for this to be fixed. |
(0023765) unknownna (updater) 2024-06-15 15:34 |
Wait, this is actually fixed in 3.2 now. Marking as resolved accordingly. 'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/89d331912976f500edede477b1953085e2c09b35 [^]' |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | unknownna |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2023-02-09 02:50 | Xenaero | New Issue | |
2023-02-09 03:02 | Xenaero | Note Added: 0022757 | |
2023-02-09 03:47 | WaTaKiD | Relationship added | related to 0002070 |
2024-06-15 15:12 | unknownna | Priority | low => high |
2024-06-15 15:12 | unknownna | Relationship added | related to 0004279 |
2024-06-15 15:12 | unknownna | Relationship added | related to 0004332 |
2024-06-15 15:14 | unknownna | Note Added: 0023764 | |
2024-06-15 15:14 | unknownna | Note Edited: 0023764 | View Revisions |
2024-06-15 15:15 | unknownna | Status | new => confirmed |
2024-06-15 15:34 | unknownna | Note Added: 0023765 | |
2024-06-15 15:34 | unknownna | Status | confirmed => resolved |
2024-06-15 15:34 | unknownna | Fixed in Version | => 3.2 |
2024-06-15 15:34 | unknownna | Resolution | open => duplicate |
2024-06-15 15:34 | unknownna | Assigned To | => unknownna |
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