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Old September 23rd, 2004, 08:40 AM   #1
lordvader
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Players stuck on deathmatch starts

Hey all, I've got a map (RND.WAD) with 4 deathmatch player starts. Sometimes a player will get stuck on one of any of those starts, and then everyone else will pile up on there they re-enter the game after dying. Eventually as stuck players get killed off, someone will get freed up. All 4 starts are in relatively narrow passages. Any thought on how to fix this? I've been playing around with Doom Builder, tried moving some things, but that didn't help.

Thanks
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Old September 23rd, 2004, 10:00 AM   #2
smite-meister
 
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Add more DM starts. Even that may not help, though.

The reason for the "getting stuck" thing is that if two (or more) players are spawned on the same start
in quick succession, they will actually share the same space and therefore automatically collide to each other
everytime they try to move. When all but one of the stuck players are killed, the survivor can again move
as usual.

I've written a fix for this in the C++ version. It basically deactivates the playerstart for half a second or so
after each respawn. If the player who was spawned first still blocks the start after this "quarantine-time" has
passed, he will be telefragged when the second player is spawned.
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Old September 23rd, 2004, 12:25 PM   #3
lordvader
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Tried adding more, but with 9 bots running, it didn't help much. Wow please tell me there will be a fix, or there is an effective work-around for this. I don't play all that much, but it is usually with 6 to 8 people, and there is lots of dying and restarting. Which right now means getting lots of getting stuck, which annoys my friends so much that they don't want to play.....

Last edited by lordvader; September 23rd, 2004 at 01:13 PM.
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Old September 23rd, 2004, 02:04 PM   #4
Planky
 
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Quote:
Originally Posted by Lord Vader
Wow please tell me there will be a fix
Quote:
Originally Posted by Smite-meister
I've written a fix for this in the C++ version. It basically deactivates the playerstart for half a second or so
after each respawn. If the player who was spawned first still blocks the start after this "quarantine-time" has
passed, he will be telefragged when the second player is spawned.
A script may be able to push the player when he teleports into the game, it might lessen the chance of getting stuck with another player...
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Old September 23rd, 2004, 03:34 PM   #5
devilofdoom
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When ever that happens to me I start shooting to make sure I get to leave alive. I hate it when it happens in cooprateive though. I think the first player there should be telefragged.
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Old September 24th, 2004, 01:33 AM   #6
ToXiCFLUFF
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Quote:
Originally Posted by smite-meister
I've written a fix for this in the C++ version. It basically deactivates the playerstart for half a second or so
after each respawn. If the player who was spawned first still blocks the start after this "quarantine-time" has
passed, he will be telefragged when the second player is spawned.
Ah, good solution - a little more lenient than the immediate death of Quake et al. So, do respawning players spawn at the other starts in the meantime?
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Old September 24th, 2004, 04:56 AM   #7
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Sure, assuming that there are other free playerstarts that "belong" to the player wishing to respawn.
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Old September 24th, 2004, 05:38 AM   #8
Ebola
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Quote:
Originally Posted by devilofdoom
When ever that happens to me I start shooting to make sure I get to leave alive. I hate it when it happens in cooprateive though. I think the first player there should be telefragged.
yes. that is what it is supposed to do atleast.
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Old September 25th, 2004, 04:45 PM   #9
DarkWolf
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I remember playing coop games of Quake with 5 players. Poor node 0 got telefragged on each map start...
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Old September 25th, 2004, 06:20 PM   #10
Rellik_jmd
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A simpler way to fix this is the put each start on a conveyor belt sector so the player is automatically scrolled out of the way. Of course this means you may have to modify your map a bit to keep teh small conveyors from chucking players around when they walk over them.
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Old September 25th, 2004, 10:53 PM   #11
ToXiCFLUFF
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Quote:
Originally Posted by Rellik_jmd
A simpler way to fix this is the put each start on a conveyor belt sector so the player is automatically scrolled out of the way. Of course this means you may have to modify your map a bit to keep teh small conveyors from chucking players around when they walk over them.
It would mean modifying each map though. Better to have a generalised solution, in my opinion.
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