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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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quote: Originally posted by Thrawn702
quote: Originally posted by Father Cajone
Just my 2 cents again.... I have seen servers where the gameop had a backup computer and set up games on that one and then copied the game to the game server with the game closed and at the time for rebang just changed the switch from closed to open. That might prevent having to shut down the server.
A great idea, never thought of that. I know that we have to stop and restart to get any edits to become Active. Same if a game is set to inactive, add a game, work on the game description file, remove an IP from the ban list, etc. But it would still be handy to do this without having to do a work-around. And with 15 games active, I may need my second server for another set of TW games
Or better yet, the ability to run multiple twgs on the same server if it can handle it. My server is an online server and not as easy to swap back and forth for the backup server. But that is a good idea FC. But like Thrawn said it would be nice to be able to do some of the things without having to shut the whole server down to do it.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Tue Jun 06, 2006 1:45 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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quote: Originally posted by Vulcan
quote: Originally posted by Thrawn702
quote: Originally posted by Father Cajone
Just my 2 cents again.... I have seen servers where the gameop had a backup computer and set up games on that one and then copied the game to the game server with the game closed and at the time for rebang just changed the switch from closed to open. That might prevent having to shut down the server.
A great idea, never thought of that. I know that we have to stop and restart to get any edits to become Active. Same if a game is set to inactive, add a game, work on the game description file, remove an IP from the ban list, etc. But it would still be handy to do this without having to do a work-around. And with 15 games active, I may need my second server for another set of TW games
Or better yet, the ability to run multiple twgs on the same server if it can handle it. My server is an online server and not as easy to swap back and forth for the backup server. But that is a good idea FC. But like Thrawn said it would be nice to be able to do some of the things without having to shut the whole server down to do it.
Hmmm, multiple TWGS on a single machine may slow the system right down. We may then be forced to have "limited" alien races, as all those processes would be running. However, FC had a great point, and if it can't be done to keep the games run and activate/deactivate/edit as we had mentioned, then his idea would be the only option.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Tue Jun 06, 2006 4:05 am |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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On my server it wouldn't matter much, it is an online webserver, with resources to spare. got the big package. 120 gig hard drive, 3 gig dual core cpu, 2 gig ram, with a T1 connection feed.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Tue Jun 06, 2006 4:29 am |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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quote:Originally posted by Vulcan
On my server it wouldn't matter much, it is an online webserver, with resources to spare. got the big package. 120 gig hard drive, 3 gig dual core cpu, 2 gig ram, with a T1 connection feed.
Well for you, myself, and others with the resources, we'll be running smooth. I'm thinking about those on lower end machines. I was hoping the idea you and I had would be the easiest. If not, I'll pull a second out for creating games, etc. However, with FC's suggestion, I came across something on a test.
It seems when I created a game and went to copy it, it would not copy some files, as the game was active on the main game server. Even with the flag set to inactive, it still would not copy. Not too sure if it was just my file permissions, but once i stopped the server, it copied. So it may not work as we had hoped. I still hold on the idea that the server running and the option to go into the configuration, or bang a game in a slot, etc is the best option.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Tue Jun 06, 2006 4:51 am |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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Okay agreed on that last post in the whole part, for the ones with the lower end the backup will be good, but if we can get the changes in the twgs we gave suggestions for then things will run smoother than before cause there should be no interference with any games at all for the bangs and changes to status of the other games. Lets hope this idea will make it to the new twgs. Also I would like to introduce the Idea of totally customizing the twgs for custom, theme games, like changing the feds to what ever the them is based on with the feds as default, this includes ships npc's and planets, as well as space. Just a thought, I gave this one to JP a while back possibly for v4, but with the new graphical game coming out I think v4 is on the back burner or out all together, but could be implemented on v3 if possible? What you think Jp?
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Tue Jun 06, 2006 5:06 am |
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Silence
Commander
Joined: Tue Mar 26, 2002 3:00 am Posts: 1416 Location: Canada
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And what a Hijack it was.
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| Tue Jun 06, 2006 3:03 pm |
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Vulcan
Gameop
Joined: Fri Sep 03, 2004 2:00 am Posts: 2041 Location: Acworth, Georgis USA
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Sorry Silence, got sidetracked.
_________________ Vulcan's Forge v1 TWGS telnet://vulcansforge.homeip.net:2002 v2 TWGS telnet://vulcansforge.homeip.net:23 Forum and site down for now. my Email is vulcan219@comcast.net now
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| Wed Jun 07, 2006 1:33 am |
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Silence
Commander
Joined: Tue Mar 26, 2002 3:00 am Posts: 1416 Location: Canada
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Hah, do I have a moderator tag? [;)]
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| Wed Jun 07, 2006 5:20 am |
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sonic boom
Gunnery Sergeant
Joined: Fri Sep 23, 2005 2:00 am Posts: 26 Location: USA
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Might be a little late, and not really a bug, but the first digit is cropped off of the planet nego screen if the planet numbers are above 999
-Sb
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| Sun Jun 11, 2006 5:21 pm |
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Thrawn
Commander
Joined: Fri Aug 20, 2004 2:00 am Posts: 1801 Location: Outer Rims
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Another one I noticed.... When you look at the Corp scores, it does not display the full score. Not too sure if that's a bug or designed that way.
_________________ -Thrawn
But risk has always been an inescapable part of warfare.
--
Knight to Queen's Bishop 3
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| Mon Jun 12, 2006 5:38 am |
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RexxCrow
Captain
Joined: Sat Jun 18, 2005 2:00 am Posts: 2214 Location: USA
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That reminds me, there should be a limit placed on player name lengths so as to not allow it to wrap around onto the next line and mess up the display of the player high scores view screen.
Also maybe as a suggestion dislay the entire name on the comms prompts rather then just the first 6-letters (maybe a few less or more then that?)
_________________ Your reliance upon subjective IRM's, subjugates you through utter omission, obfuscation, and distortion of fact! Don't mess with me, I will 26 U.S.C. § 7212(a) your IRS!
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| Mon Jun 12, 2006 8:22 am |
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Singularity
Veteran Op
Joined: Thu Jun 02, 2005 2:00 am Posts: 5558 Location: USA
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Set msg length to "long", rexx... and the entire name does show up on the comms.
It's just that compact form is more common in scripting..
_________________ May the unholy fires of corbomite ignite deep within the depths of your soul...
1. TWGS server @ twgs.navhaz.com 2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads 3. Open IRC chat @ irc.freenode.net:6667 #twchan 4. Parrothead wrote: Jesus wouldn't Subspace Crawl.
*** SG memorial donations via paypal to: dpocky68@booinc.com
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| Mon Jun 12, 2006 2:04 pm |
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RexxCrow
Captain
Joined: Sat Jun 18, 2005 2:00 am Posts: 2214 Location: USA
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Also, what about addressing the issue of an invading player being able to hide on a planet by sitting at the planet’s attack prompt. Maybe just include an additional text function to advise that player(s) so and so are stationed within the atmosphere along with all the planetary display info when the owner initially lands on the planet. This could also include Corpie’s so you know if they are on the planet with you rather then having chat w/ them to confirm if they are on the planet yet or not. Basically similar to how it works in the Citadel but for the atmosphere as well. I know some think this is a dumb idea, though I think it’s a cool idea.
_________________ Your reliance upon subjective IRM's, subjugates you through utter omission, obfuscation, and distortion of fact! Don't mess with me, I will 26 U.S.C. § 7212(a) your IRS!
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| Wed Jun 14, 2006 12:36 am |
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RexxCrow
Captain
Joined: Sat Jun 18, 2005 2:00 am Posts: 2214 Location: USA
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I assume this is an oversight rather then an actual bug or glitch, regarding the universal fighter count, that currently does not count fighters in any unmanned ships.
_________________ Your reliance upon subjective IRM's, subjugates you through utter omission, obfuscation, and distortion of fact! Don't mess with me, I will 26 U.S.C. § 7212(a) your IRS!
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| Fri Jun 16, 2006 9:57 am |
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RexxCrow
Captain
Joined: Sat Jun 18, 2005 2:00 am Posts: 2214 Location: USA
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Ok, I noticed this in an edit I am working on right now, I seem to have found an issue with the EtherProbe Delay setting; it seems to actually base off of the Ship Movement setting, thus canceling out effect the seconds per sector delay and making this setting really have little to no real purpose, should this not literally work based off of the settings with no consideration to the Ship Movement settings?
_________________ Your reliance upon subjective IRM's, subjugates you through utter omission, obfuscation, and distortion of fact! Don't mess with me, I will 26 U.S.C. § 7212(a) your IRS!
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| Sun Dec 17, 2006 6:11 pm |
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