QW-Group / ktx

KTX: a QuakeWorld server modification
GNU General Public License v2.0
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Make unpause less rapid #280

Open HangTimeQW opened 1 year ago

HangTimeQW commented 1 year ago

Currently when a match is unpaused there is only a 2-3s delay before the game restarts. This can sometimes surprise a player who might not be paying full attention and is suddenly released into a fight before they are ready. Where possible the player unpausing tries to check if everyone is ready but even stopping to type in console can be distracting.

I would propose either: 1) increase the countdown timer to 10s, just like game start. This would be the simplest option. 2) require all players to go ready to unpause a match. This would perhaps cause issues if it is desired to unpause when a player is timing out / afk etc. But it would mean each player is responsible for ensuring they are ready to restart.

zigg1zagg1 commented 1 year ago

could do a countdown like the match start does, with sound effects and force focuses the ezquake window

blaps commented 1 year ago

Yes please, let's have this asap

mushis commented 1 year ago

I would also suggest to allow pause in every game, not only on the ones with a match tag. It has happened that people forgot to set match tag on an official game and pause was needed but unavailable.

maybe set a timeout for pause would be helpful as well, to prevent abuse. like 30 minutes, then the game would be unpaused automatically. (I mean to have a hard coded max timeout time).

dracs-au commented 1 year ago

We play various mix games in USA frequently and relating to this I suggest the following: -

  1. When the matchtag is set and hence the game becomes pausable - I think that when a player initiates a pause there should be a 2-3 second count down on centreprint "PAUSE REQUESTED BY XYZ" - reason for this is, the player who may have to at an instant, pause, has the luxury of "not starting a jump" or walking to a ledge. Many times Blood Dog of USA whilst caring for his gorgeous various newborns will pause out of necessity, and I will be loading up to jump dm2 to GL mega health - only for the unpause to see my 200/100 QUAD RL stack fall to the bottom of the lava in big room

  2. The countdown of 3 seconds should have the sound effects of the initial game countdown.

  3. Unpausing, generally everyone is on voice - and I think that ONE player from the enemy team should be required to '/unpause' so that initial pausing player can't just restart the game as I may go to the toilet while blood dog breast feeds.

  4. The unpause should also be centreprint and perhaps be a 5 second count down

  5. THE PAUSE should automatically initiate a /silence (spectalk on) in the instanace of the matchtag pause at least. Often a player who pauses might go AFK and not come back due to unforseen circumstances, and the players have to alt tab, discord someone rather than being able to easily talk to specs. It's also good during the pause boredom for specs to engage with the players/chit chat as these games are mix-fun games - so I think this would be good

mushis commented 1 year ago

if devs are busy/lazy, and do not implement a centerprint countdown, the countdown could be printed on the console instead.

blaps commented 7 months ago

when someone /pause:

when someone /pause again (to unpause)

Q: How many pauses should any specific player have during a 20/10 min game? 2? 1?

I'm personally not too fond of allowing pausing in all games, due to the risk of abuse.

tcsabina commented 7 months ago

@blaps,

KTX 1.44-dev contains now an implementation of this (thanks to Dusty!). See #337. Please tale a look, and discuss any fine-tunings with him.