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IDProjectCategoryView StatusDate SubmittedLast Update
0000439Zandronum[All Projects] Suggestionpublic2011-05-12 19:042024-03-01 15:21
Reporterunknownna 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutionno change required 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version 
Summary0000439: compat_norespawntelefrag
DescriptionYou can't telefrag other players when respawning in vanilla Doom. If the player starts are blocked, you will be forced to wait until a spot is available.
Attached Files

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-  Notes
User avatar (0001594)
unknownna (updater)
2011-05-12 20:43

It seems that you only have to wait in DM. In coop, you simply respawn inside another player. If you respawn inside a player, no teleport fog will appear.
User avatar (0004434)
DartPower (reporter)
2012-08-24 20:42

Agreed
User avatar (0004437)
katZune (reporter)
2012-08-24 21:12

Strong support :)
User avatar (0004439)
Qent (updater)
2012-08-24 21:29

Why would you want such a thing? Then players could prevent each other from spawning by blocking the spawns.
User avatar (0004441)
Dusk (developer)
2012-08-24 21:51

Please don't bump tickets just to say that you support a feature...

Is this even needed anymore since sv_unblockplayers exists?
User avatar (0004445)
Qent (updater)
2012-08-25 06:12

Based on the first note, I thought it would be mainly for DM when sv_unblockplayers is not used. I think that could use some clarification as well: should compat_norespawntelefrag work differently in co-op vs. DM? In vanilla, do players get stuck in one another, or does it work basically like sv_unblockplayers?
User avatar (0004463)
Torr Samaho (administrator)
2012-08-26 14:16

How do other multiplayer ports like ZDaemon or Odamex handle this?
User avatar (0004466)
Konar6 (reporter)
2012-08-26 18:32

ZDaemon utilizes a server CVAR coop_telefrags: "It's a boolean. It controls whether player-to-player telefragging is enabled in coop/survival modes"

Also: "If a spawn is blocked by a player or monster, they will get telefragged except for the first 5 seconds of the level. That should give players enough time to move off the spawn points"
User avatar (0004468)
Torr Samaho (administrator)
2012-08-26 19:13

Let me clarify: What does ZDaemon do in DM? For coop we already have sv_unblockplayers to resolve the issue.
User avatar (0004479)
Konar6 (reporter)
2012-08-26 21:35
edited on: 2012-08-26 21:37

Then there is no such telefrag setting in ZDaemon. In DM players get always telefragged.
However, the spawnpoint selection system won't let a player onto a spawnpoint where it would telefrag another player standing too close to it. It goes through available spawnpoints until it finds a free one. Only if there is no free spawnpoint, a telefrag will happen.
I'm not too sure how Zandronum handles this.

User avatar (0004962)
Watermelon (developer)
2012-10-05 14:49
edited on: 2012-10-05 14:51

Does sv_unblockplayers keep players only unblocked until they move out of the range of another player? Or do they just move through players though the entire map like +THRUSPECIES was on? Just because if it was something that stays on the entire match, it'd change competitive gameplay too much from the standard. If it only blocks them for the first few seconds or until they move out of the actor's radius, then sv_unblockplayers should do the trick here.

EDIT: I think ZD checks each spawn (in CTF mode at least) to ensure players do not telefrag another person, unless all the teleport spawns are filled upon which it will forcefully telefrag the player). Could be wrong here though.

User avatar (0004967)
Dusk (developer)
2012-10-05 19:16

sv_unblockplayers behaves like +THRUSPECIES in this regard, yes.
User avatar (0004975)
Watermelon (developer)
2012-10-06 01:53

Damn
I checked it with co-op today, sv_unblockplayers would change competitive modes like CTF too drastically for the benefit given by no telefrags.
User avatar (0004997)
Torr Samaho (administrator)
2012-10-06 16:39

sv_unblockplayers is only intended for coop. And since
Quote from Konar6
Then there is no such telefrag setting in ZDaemon. In DM players get always telefragged.

competitive players can't be used to having the requested behavior. IMHO preventing telefrags in DM is not a good idea anyway since the players could block the spawns deliberately to prevent other players from respawing.
User avatar (0004998)
Watermelon (developer)
2012-10-06 17:00
edited on: 2012-10-06 17:01

I think the way ZD and Oda do it is through iterating all the possible spawn spots and checking if any team player is in the way, and if it doesn't find one suitable to spawn then it forcefully telefrags a team mate.

I figure it'd go like this pseduo-code:


// Check for spawns
for (int spawnLocation = 0; spawnLocation < allTeamSpawnLocations; spawnLocation++) {
    if (player.inRadius([spawnLocationHere])
        continue;
    else
        // Spawn + end here with a return; or something
}

// This would be the normal code we already have:
SpawnPlayer(one of the random spawnspots); // Whatever the code is normally

User avatar (0006376)
Watermelon (developer)
2013-06-08 05:13

This was fixed in zdoom, but the problem is it requires a big backport.

This is a pretty irritating thing, do we want a quick patch or just to leave it until a backport?
User avatar (0023171)
Ru5tK1ng (updater)
2024-03-01 15:21

If water was telling the truth, whatever fix he was talking about should be in our codebase as of 3.0. Since the ticket went off topic and shifted to CTF telefragging, 2791 will focus on that separate issue.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: Wirtualnosc katZune Neewbie bluewizard
Opponents: Qent Konar6

- Issue History
Date Modified Username Field Change
2011-05-12 19:04 unknownna New Issue
2011-05-12 20:43 unknownna Note Added: 0001594
2012-08-24 20:42 DartPower Note Added: 0004434
2012-08-24 21:12 katZune Note Added: 0004437
2012-08-24 21:29 Qent Note Added: 0004439
2012-08-24 21:51 Dusk Note Added: 0004441
2012-08-25 06:12 Qent Note Added: 0004445
2012-08-26 14:16 Torr Samaho Note Added: 0004463
2012-08-26 14:17 Torr Samaho Status new => feedback
2012-08-26 18:32 Konar6 Note Added: 0004466
2012-08-26 19:13 Torr Samaho Note Added: 0004468
2012-08-26 21:35 Konar6 Note Added: 0004479
2012-08-26 21:37 Konar6 Note Edited: 0004479 View Revisions
2012-10-05 14:49 Watermelon Note Added: 0004962
2012-10-05 14:50 Watermelon Note Edited: 0004962 View Revisions
2012-10-05 14:51 Watermelon Note Edited: 0004962 View Revisions
2012-10-05 19:16 Dusk Note Added: 0004967
2012-10-06 01:53 Watermelon Note Added: 0004975
2012-10-06 16:39 Torr Samaho Note Added: 0004997
2012-10-06 17:00 Watermelon Note Added: 0004998
2012-10-06 17:01 Watermelon Note Edited: 0004998 View Revisions
2013-06-08 05:13 Watermelon Note Added: 0006376
2024-03-01 15:21 Ru5tK1ng Note Added: 0023171
2024-03-01 15:21 Ru5tK1ng Status feedback => closed
2024-03-01 15:21 Ru5tK1ng Resolution open => no change required






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