Opened 12 years ago
Last modified 12 years ago
#35 new defect
End of a round pause
Reported by: | barto | Owned by: | |
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Priority: | normal | Milestone: | Smokin' Guns 1.2 |
Component: | Generic In-Game | Version: | 1.1 |
Keywords: | Cc: |
Description
Steps
1) Launch a single player game with bots (dm for example)
2) Play until the end of the map
What you expect to happen
The game should either restart the same map or just a new one according to the list of available maps.
What occurs
The game waits indefinitely. You need to get trough the UI (esc -> Exit -> Restart) to restart the map.
Attachments (2)
Change History (4)
Changed 12 years ago by
Attachment: | fix_trac_35.patch added |
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comment:1 Changed 12 years ago by
A note about the patch I just attached: it exposes a few minor issues with executing map_restart when the round is over and the scoreboard is drawn:
- Map_restart text doesn't appear on screen.
- Countdown sound doesn't play. Probably related to previous.
- The moment the command is executed, sound effects spontaneously play which shouldn't, like gunshot sounds and hit noises.
There may be more, but these three really stuck out. Not the fault of my patch as far as I can tell.
Changed 12 years ago by
Attachment: | fix_trac_35_v2.patch added |
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Added fix for displaying countdown timer.
comment:2 Changed 12 years ago by
Well, problems 1 and 2 which I previously pointed out have been fixed. As for problem 3, I've done some more looking into it. The problem isn't sound effects; it's actually an instance of Trac #34, shooting at the beginning of a round, as a result of the bots. How, you ask?
From my testing, calling map_restart at the end of a round allows bots and players who just then connect to respawn during the countdown, but not players who are only then connecting. This happens entirely independently of my patch, and on versions 1.1 release and ioq3-synchro. The solution is to tell newly connecting players that the game is in an intermission and have them spawn in the intermission place correctly. How that's done, I have no idea right now; I'm calling it a night and may continue to look at it some over the next few days.
Potential bugfix patch. Checks if nextmap is not empty. If not empty, it executes nextmap as normal. Else, it executes map_restart 5, restarting the map after five seconds.