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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0004402 | Zandronum | [All Projects] Bug | public | 2024-08-27 20:16 | 2024-09-05 18:47 | ||||
Reporter | unknownna | ||||||||
Assigned To | Kaminsky | ||||||||
Priority | normal | Severity | text | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | 3.1 | ||||||||
Target Version | 3.2 | Fixed in Version | 3.2 | ||||||
Summary | 0004402: Missing "next round in" message during countdowns in (team)possession since 3.1 | ||||||||
Description | See the attached screenshot. It no longer prints "next round in..." in the possession modes anymore since 3.1. It only prints "possession" every round now. I'm not sure whether it was changed intentionally, but it's certainly different from before, so I'm reporting it just in case. | ||||||||
Additional Information | I wonder if the message should be added back and added to the LMS modes as well. | ||||||||
Attached Files | Screenshot_Doom_20240827_220502.png [^] (46,963 bytes) 2024-08-27 20:16
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Notes | |
(0023995) Kaminsky (developer) 2024-09-02 20:18 |
I restored the missing "next round in..." message in (team) possession and added the same message to (team) LMS. Here is the merge request:'https://foss.heptapod.net/zandronum/zandronum-stable/-/merge_requests/184 [^]' |
(0024002) unknownna (updater) 2024-09-05 13:12 |
I tested it and it seems to work well, and the message feels like a welcome addition to the LMS modes, great job! But I noticed a small separate oddity. The game does this check in lastmanstanding.cpp, line 113-116: // [AK] Set the state back to waiting for players if there's not enough If a player spectates during the round, a win is awarded to the opposite player/team. If the same player joins the game again during the win sequence, the "next round in..." message will appear again, because the game didn't go into a "waiting for players" state even though there was only 1 player left during the win sequence. The game seems to count players in the join queue as active players or something. Is this intentional? If so, it's ok and we mark it as resolved and move on. |
(0024008) Kaminsky (developer) 2024-09-05 15:36 |
Quote from "unknownna" This is how I intended it to work and should actually be consistent to how the PSNS_PRENEXTROUNDCOUNTDOWN and PSNS_NEXTROUNDCOUNTDOWN states behave in possession. The only time the game mode should return to GAMESTATE_WAITFORPLAYERS is when there's not enough players left to start the next round after the win sequence ends. |
(0024012) unknownna (updater) 2024-09-05 18:47 |
Ok, in that case everything works as intended. |
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: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2024-08-27 20:16 | unknownna | New Issue | |
2024-08-27 20:16 | unknownna | File Added: Screenshot_Doom_20240827_220502.png | |
2024-09-02 20:18 | Kaminsky | Note Added: 0023995 | |
2024-09-02 20:18 | Kaminsky | Assigned To | => Kaminsky |
2024-09-02 20:18 | Kaminsky | Status | new => needs review |
2024-09-02 20:18 | Kaminsky | Target Version | => 3.2 |
2024-09-05 13:12 | unknownna | Note Added: 0024002 | |
2024-09-05 13:12 | unknownna | Status | needs review => feedback |
2024-09-05 15:36 | Kaminsky | Note Added: 0024008 | |
2024-09-05 18:47 | unknownna | Note Added: 0024012 | |
2024-09-05 18:47 | unknownna | Status | feedback => assigned |
2024-09-05 18:47 | unknownna | Status | assigned => resolved |
2024-09-05 18:47 | unknownna | Fixed in Version | => 3.2 |
2024-09-05 18:47 | unknownna | Resolution | open => fixed |
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