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| ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
| 0004526 | Zandronum | [All Projects] Bug | public | 2025-04-26 23:14 | 2025-04-26 23:14 | ||||||||
| Reporter | unknownna | ||||||||||||
| Assigned To | |||||||||||||
| Priority | normal | Severity | minor | Reproducibility | always | ||||||||
| Status | new | Resolution | open | ||||||||||
| Platform | OS | OS Version | |||||||||||
| Product Version | 3.1 | ||||||||||||
| Target Version | Fixed in Version | ||||||||||||
| Summary | 0004526: Dead players are force-respawned before intermission screen in some modes | ||||||||||||
| Description | Continued from 0004508, it was discovered that players remaining dead as true players and not dead spectators before map changes are forced to respawn for a few tics before entering the intermission screen in some modes. The effect can be observed by seeing a quick teleportfog flash right before the intermission screen kicks in. IMHO, it would be better if the behavior was made consistent across all modes and didn't force-respawn players. Is there a reason why this happens in some modes and not others? Was there some bug present earlier that made it necessary to respawn players before the intermission screen? | ||||||||||||
| Steps To Reproduce | 1. zandronum -host -iwad doom2.wad +map map01 +sv_cheats 1 2. Connect a client to the server and join the game. 3. Use the "kill" command to suicide and enter a dead state. 4. "nextmap" in the server console or RCON. The brief teleportfog will appear right before the intermission screen. | ||||||||||||
| Additional Information | Confimed modes with force-respawn: * Coop * Survival * CTF * OneFlagCTF * Skulltag * Domination * Invasion * Survival Invasion * TeamGame Confirmed modes where players don't force-respawn: * DM * TeamDM * Duel * Terminator * LMS * TeamLMS * Possession * TeamPossession | ||||||||||||
| Attached Files | |||||||||||||
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Issue History |
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| Date Modified | Username | Field | Change |
| 2025-04-26 23:14 | unknownna | New Issue | |
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