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[BUG] Hoonymode rounds should be "best of"

Open mushis opened this issue 2 years ago • 3 comments

Describe the bug Edit: I added the current behavior and more detail.

The default is 12 rounds, but this can be changed with a cvar.

Current behavior with 12 rounds: the game finishes on the following scores:

8-0 (should have finished on 6-0)  
7-1 (should have finished on 6-1)
8-2 (should have finished on 6-2)
7-3 (should have finished on 6-3)
8-4  (should have finished on 6-4)
7-5 (should have finished on 6-5)
8-6 (should have finished on 6-5) - more than 12 rounds played!

This is weird, and it causes another weird thing: even if the loser of the game wins the last round, the game finishes (for example im losing 7-0 and I win last round. the final score is 7-1)

To Reproduce just vote for hoonymode and play a duel. i've added a bot (low skill) and play povdmm4.

Expected behavior Lets change this. I suggest to change to: the first player to reach 6 (out of 12), wins the match. In other words, the first player that reaches the score totalrounds/2 wins.

nice to have: can we print on the console the winner after each round? right now it prints The point is over. Another nice enhancement would be to add the round number in the countdown between rounds - right now it only prints next spawn: %l

mushis avatar Aug 08 '23 22:08 mushis

Hi @mushis,

I don't know exactly what is the current behavior...

The 'configuration' that is enabled/activated upon typing /hooneymode is the following:

"coop 0\n"					// no coop
"maxclients 2\n"				// duel = two players
"k_maxclients 2\n"				// duel = two players
"fraglimit 1\n"					// hoonymode - every 1 frag we toggle spawns
"timelimit 0\n"					// hoonymode - timelimit 0
"k_hoonymode 1\n"				//
"k_hoonyrounds 12\n"				// first to seven
"teamplay 0\n"					// hurt yourself, no teammates here
"deathmatch 3\n"				// weapons stay
"k_overtime 1\n"				// overtime type = time based
"k_exttime 3\n"					// overtime 3mins
"k_pow 0\n"					// powerups
"k_membercount 0\n"				// no efect in duel
"k_lockmin 0\n"					// no efect in duel
"k_lockmax 0\n"					// no efect in duel
"k_mode 1\n"

This can give a basic understanding about what is going to happen.

What would you like to change in this?

Can we print on the console the winner after each round? Probably, but the frag count is visible on the 'scoreboard. Why do you want it printed additionally?

tcsabina avatar Aug 12 '23 23:08 tcsabina

its because of how the rounds work. I don't have it from memory, but its working kinda like this:

  • player A has 5 frags, player B has 1 frag
  • new round starts, player B wins it
  • game is over because total number of rounds is done. final score 5-2 There is no point in playing this round, doesn't change the winner. This is what Im suggesting to change, gave a suggestion in the OP.

Regarding printing the winner, because its logical :) some times it isn't clear who wins (dogfight) and looking at the score doesn't help, because no one remembers the score when the round starts. its fast, theres no time to look at scoreboard.

mushis avatar Jan 12 '25 11:01 mushis