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Make first players spawn at spots 1, 2, 3, etc...

 
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Memfis
MemfisWatt


Joined: 29 Oct 2011

PostPosted: Mon Jan 05, 2015 5:01 pm    Post subject: Make first players spawn at spots 1, 2, 3, etc... Reply with quote

I think map authors usually place player starts 1, 2, 3, etc expecting the players to appear in these different places. A good example is Plutonia MAP30 where each player is supposed to start in his own room with goodies. However, in ZDaemon it is decided randomly I think (I was playing this map and 2 out of 4 players appeared in the same room).

Also sometimes player at the spot 1 is supposed to "rescue" the other players by opening a door or something (Requiem.wad map02), but what if nobody spawn at the spot 1?

So I think the first players to join should be forced to spawn at spots 1, 2, 3 and so on.
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Maikl_Russia
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Joined: 18 Jul 2005
Location: RU

PostPosted: Mon Mar 02, 2015 9:16 am    Post subject: Reply with quote

I agree with this request.
For example: maps 7 & 8 in Icarus.wad.
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Maikl_Russia
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Joined: 18 Jul 2005
Location: RU

PostPosted: Sun Oct 11, 2015 9:51 am    Post subject: Re: Make first players spawn at spots 1, 2, 3, etc... Reply with quote

Memfis wrote:
I think map authors usually place player starts 1, 2, 3, etc expecting the players to appear in these different places. A good example is Plutonia MAP30 where each player is supposed to start in his own room with goodies.

In DOS doom such behavior was hardcoded to doom(2).exe.
Kilgore wrote:
In doom players spawn in spots determined by their player number. The first guy that created the game spawns at spot 1. The second guy that connected at spot 2 etc. It's not "joining order". It's order of connection. This cannot work for client/server.


Memfis wrote:
However, in ZDaemon it is decided randomly I think (I was playing this map and 2 out of 4 players appeared in the same room).

Such behavior is special logic of zdoom/zdaemon that says:
Kilgore wrote:
"First guy always spawns at spot 1. after that it's random".


Memfis wrote:
Also sometimes player at the spot 1 is supposed to "rescue" the other players by opening a door or something (Requiem.wad map02), but what if nobody spawn at the spot 1?

As it turned out, this is a bug of zdaemon: "First guy always spawns at first found "player spawn spot" in thing list of wad". So, if thing number of "Player 1 start" > thing number of "Player 2 start" zdaemon will spawn first player at "Player 2 start" always. About Requiem.wad map02 - all works fine. No problems there with player1 spawn. But problem is in icarus.wad map08 (especially in survival mode with 1 life), where "Player 2 start" has thing number - 0 (first thing in list of things).

Memfis wrote:
So I think the first players to join should be forced to spawn at spots 1, 2, 3 and so on.

I think it will be enough to make bugfix. Any other improve of player's spawns - at the discretion of the developers.
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Wed Oct 14, 2015 10:50 am    Post subject: Reply with quote

From the changelog:
Code:
19. The coop/survival spawning algorithm has been reworked as follows:
      a. In SP mode: for "spectator spawn", "normal in-game spawn",
         and "respawn after death" we use the "player number method"
         of Doom. So the player always spawns at spot 1; if he adds
         a bot, the bot always spawns at spot 2; if he adds another
         bot, that goes to spot 3, and so on. So in SP mode ZDaemon
         behaves identically to Doom.
      b. In C/S mode: when you spawn (as a player) in-game, ZDaemon
         uses a "by spawn order" (rather than by player number);
         this means that the first guy to spawn goes to spot 1, the
         second to spot 2, etc. This is the closest possible C/S
         analogue to the original Doom behavior.
      c. In C/S mode: when you respawn after death, you use the
         same spawn that you used on first in-game spawn. This
         together with the item above, implies that the spawning
         behaves as in SP mode (and as in classic Doom), when
         there is only one player in the server.
      d. In C/S mode: when you spawn as a spectator, it simply uses
         one of the coop spawns at random; this is more useful for
         spectating. It has no analogue in classic Doom, as Doom
         had no spectator support.
It will show up on the next patch or beta release.
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EarthQuake
Spamming!


Joined: 02 Apr 2004
Location: Athens, Ohio. Dieblieber gonna getcha!

PostPosted: Sun Oct 18, 2015 4:19 pm    Post subject: Reply with quote

Bravo! These are all important changes to the spawning algorithm. Things should be more intuitive now, and hopefully we don't see any more broken maps because of non-intended player spawns.
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