Author Topic: Spawn System  (Read 2037 times)

Offline Lejionator

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Spawn System
« on: February 25, 2013, 09:55:00 PM »
Hi, dudes!

I was looking at the opentdm's readme(http://www.r1ch.net/forum/index.php?topic=1547.0) and saw something curious about spawns.

g_1v1_spawn_mode [0/1/2]
      Configurable spawn settings (bitmaskable with 4)
         0 - 3.20 (avoid closest spawns, bugged)
         1 - fixed 3.20
         2 - true random
         &4 - random on small maps
            default: 1

   g_tdm_spawn_mode [0/1/2]
      Configurable spawn settings:
         0 - 3.20 (avoid closest spawns, bugged)
         1 - fixed 3.20
         2 - true random
            default: 1


My questions are:
I wanted to understand why the default 3.20 version is bugged and how can I see that? But Q2 default spawns was totally random, right? I remember that there had spawn fartest dmflag, which is understood that the option "0" in OpenTDM, I believe.

Then option "1" is the true spawn fartest, huh?

4 is really random in small maps? why not in big maps too?

Oh, I remember of a thing cool. In battlegrounds mod, was a bug that you simply die e lost 1 frag!!! What crazy bug! And appears a message like "old delta frame" or something! WTF was this??? This was strange but cool, lol

thanks in advance!  ;)

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Offline Jay Dolan

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Re: Spawn System
« Reply #1 on: February 26, 2013, 09:46:02 AM »
Hm, I wasn't aware of this bug, but looking at the source:

http://jdolan.dyndns.org/trac/browser/quake2/trunk/src/game/p_client.c#L725

It does look like the "random, but avoid the two closest spawns" logic is hosed; it'll only avoid the one closest spawn, thus potentially spawning you quite close to another player when better spawns were available.

So I think R1's fix addresses that logic, and does not interfere with G_SPAWN_FARTHEST. In other words, this fix is only applicable when G_SPAWN_FARTHEST is not included in dm_flags.

 

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