1v1 whats the problem with negative players time ?
whats the problem with 1v1 negative players time ?
example
1v1, 3 people on server after some maps rotation some players (loser or waiting one) gets negative time after fight - meaning it will not participate in rotation, and all next rounds will be skipped to him (he should automatically join to fight)
that's unacceptable - every time fix negative times, with /reconnects on 1v1 mode
its not /away or not spectator problem,
how to fix it ? to what it is related ?
Guess you are using ioquake3 or one of it's derivates. They've chosen the cheap/wrong way to fix the "broken animations after long uptime".
I will add an workaround for that in the next release.
I have this problem too, but I use my own build of engine, and I think I had chosen the right way to fix broken animations (actually there is only one way of such a fix to be server-side).
I've also seen specs having negative times with original q3. But it's really really rare.
Surely this is debatable. There is one problem but many approaches to work around it, even to be server-side only.
Resetting the time on every map is breaking compatibility, as it is changing the behaviour from the expected uptime to level time and this is what I call the "cheap way". It is not only breaking our valid method but also the log format and thus possible log statistics that depend on the server time to be the valid uptime.
level time by its name is not necessary to be uptime, as well as not necessary to be continuous on map changes. Querying milliseconds for uptime operations would be valid method...
The upcoming release will be compatible with ioquake3, at least for this issue.
For the moment you have to use a more conform engine or the original q3ded/quake3.exe
can we talk about it, i need some help
thank you to pointing at, yes that's correct guess; all seems work great, except 1v1 side this is annoying problem with high rate possibility, meaning almost at second or third rotate it catches some one, or couple players
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