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Bugzilla – Full Text Bug Listing |
| Summary: | spawn delay behavior | ||
|---|---|---|---|
| Product: | Odamex | Reporter: | JKist3 <jkist3> |
| Component: | Server & Client | Assignee: | Odamex Bug Reporter <odamex-bug-reporter> |
| Status: | REOPENED --- | ||
| Severity: | normal | CC: | grandpachuck187 |
| Priority: | P1 | ||
| Version: | 0.6.x | ||
| Hardware: | All | ||
| OS: | All | ||
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Description
JKist3
2012-07-21 05:51:16 UTC
The behavior of sv_ticbuffer will not have an effect on this since the server's buffer of ticcmds is essentially cleared when a player dies. More specifically, the server acts as though sv_ticbuffer is disabled for any player that is dead. The rest of the report seems to mirror other comments I've received from longtime ZD players as well. After some investigation, it shows that ZDoom does in fact add a 35 tic (1 second) delay before a player can respawn, whereas Odamex removed the delay as it seriously affect vanilla demo compatibility and tactics. The server cvar sv_zdoomspawndelay was added in r3333 to allow admins to enable this behavior. Please test and confirm. I've tested this on a new server and it seems to work great. Just fyi I think zdaemon has a lower respawn tic delay than csdoom for some reason (but not 0), the delay implemented seems to be the one in csdoom, not that I have a problem with it. Thanks, closing bug. As mentioned before zdaemon has a lower spawn delay than some other zdoom ports. I haven't really cared too much but other players do. Making the spawn delay in tics configurable by the server seems like a good solution and would be an upgrade to the current flag. ZDaemon shortened the zdoom spawn delay to 12-13 tics. If we could be able to at least set the spawn delay to 12 or 13 tics that would be ideal. co_zdoomspawndelay has been changed to sv_spawndelaytime. The delay time is now configurable. |