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IDProjectCategoryView StatusDate SubmittedLast Update
0000093Zandronum[All Projects] Suggestionpublic2010-10-10 10:222014-06-08 22:15
Reporterant1991331 
Assigned To 
PrioritynormalSeveritytweakReproducibilityN/A
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0000093: Disable or allow being able to change how a server will automatically "reset" a map
DescriptionAs stated here:
'http://www.skulltag.com/forum/viewtopic.php?f=10&t=26878 [^]'

The server is found to reset after 5 minutes the last player has disconnected, and it only occurs on team-based game modes.

Being able to disable or change how often this happens or to stop it entirely would be handy. Especially for wads that rely on Global ACS - since the map reset completely erases all variables.
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-  Notes
User avatar (0000316)
unknownna (updater)
2010-10-10 10:31

I definitely agree with this. IMHO, server hosts should have as much control as possible.
User avatar (0000326)
Torr Samaho (administrator)
2010-10-10 19:14

I'd like to hear as much opinions on this as possible. It certainly won't be a problem to add a CVAR that lets the server admin disable the reset. But if I'm going to touch this, we should rethink the feature as a whole. For example I think it's very strange that the reset is only done in game modes with teams. Why shouldn't it be applied to all competitive game modes?
User avatar (0000338)
unknownna (updater)
2010-10-11 11:59

It sounds like it was implemented as a built-in "map rotator", minus the rotator part. If that's the case, then IMO, it should affect all game modes, competitive or not. But apparently it only resets the current map, according to what ant1991331 said.

What is the practical purpose of the reset?

IMHO server hosts should at least be able to disable or enable it by choice, no matter what the game mode is.

Going further, if it was intended to be a map rotator, you could make a separate map list and specify which maps to change to after x minutes. And add an option to randomize the rotator.
User avatar (0000339)
ant1991331 (reporter)
2010-10-11 13:24

I'm guessing it was implemented so that players wouldn't be joining a game that has already been in progress and then left unfinished (IE, blue team rage quits at 10 kills, while red leaves shortly after with 40 kills), instead they'd be joining a freshly started game.

For modes like Deathmatch or LMS, I don't think it matters because player scores are cleared once they've left the game. In Team modes, the team scores aren't reset (or deducted by the amount of what the player had upon leaving) when the players left.
User avatar (0000341)
unknownna (updater)
2010-10-11 14:14
edited on: 2010-10-11 14:28

In that case, IMHO the server should just instantly reset the frag/point counter every time the last player in the server leaves. Would anything break that way?


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- Issue History
Date Modified Username Field Change
2010-10-10 10:22 ant1991331 New Issue
2010-10-10 10:31 unknownna Note Added: 0000316
2010-10-10 19:14 Torr Samaho Note Added: 0000326
2010-10-10 19:14 Torr Samaho Status new => feedback
2010-10-11 11:59 unknownna Note Added: 0000338
2010-10-11 13:24 ant1991331 Note Added: 0000339
2010-10-11 13:24 ant1991331 Status feedback => new
2010-10-11 14:14 unknownna Note Added: 0000341
2010-10-11 14:28 unknownna Note Edited: 0000341 View Revisions
2014-06-08 22:15 Watermelon Status new => closed
2014-06-08 22:15 Watermelon Resolution open => fixed






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