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Whiskey outpost loops due to 'not enough players being ready'. #6046

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dadlips opened this issue Mar 30, 2024 · 2 comments
Closed
3 tasks done

Whiskey outpost loops due to 'not enough players being ready'. #6046

dadlips opened this issue Mar 30, 2024 · 2 comments
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Bug Admin events aren't bugs

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@dadlips
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dadlips commented Mar 30, 2024

Testmerges

N/A

Round ID

21526

Description of the bug

'ADMIN LOG: Insufficent players ready to start Whiskey Outpost. - Either change mode and map or start round and bypass checks.'

using the 'start round' verb with 'bypass checks' starts the Whiskey Outpost round, and it works fine. If this is not done, the map continues to loop.

What's the difference with what should have happened?

Admins shouldn't have to force start whiskey outpost by bypassing a check to see whether or not there's enough players. There were at least 102 players on.

How do we reproduce this bug?

1.Vote for WO
2.Wait for the countdown to start
3.Countdown loops due to 'not enough players being ready'
...

Issue Bingo

@dadlips dadlips added the Bug Admin events aren't bugs label Mar 30, 2024
@Drulikar
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Working as intended #5506

Admins can bypass checks to start a game mode
Messages when a game mode fails to start is more verbose
A game mode that fails to start will attempt again once
Otherwise it will set game mode to default and initiate a game map vote and restart if there are no active admins; or it will delay start and message admins.

@Drulikar Drulikar closed this as not planned Won't fix, can't repro, duplicate, stale Mar 30, 2024
@Drulikar
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Also of note, 140 players required: https://github.com/cmss13-devs/cmss13/blob/master/code/game/gamemodes/colonialmarines/whiskey_outpost.dm#L12

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