by Cobalt » Thu Jun 19, 2014 10:18 pm
Hrm, well in normal Netquake, MAP command will knock/ disconnect all players out of the game, unless you are the first player in listen mode. Apparently FTE
permits this to happen, as opposed to the changelevel command - where player slots are preserved.
What Spike says seems kinda on the right track. Something the engine (I dont think the QC , but could be wrong) upon startup is not doing something that the MAP command is. Im not familiar with QW type Qc, but in regular Quake C it would come down to something in StartFrame () or WorldSpawn () usually. Unless in QW the MAP command is preserving or assuming some player entity fields.... or this could really all be a setsize issue regarding the players first spawn into the server. The engine could also be fixing the setsize problem on the next map load. In normal Quake if the size of the player is bad, or if it spawns the correct size, and part of its hull happens to be sharing space with another solid , you will usually see the "falling through floor" effect in your video. Perhaps also the MAP command happens to detect this issue and fix / nudge the ent out of the solid, while starting the engine over "clean", puts the map up first, then puts the player in, bypassing the code that checks for this kind of problem.