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 Call for SERIOUS bugs 
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Gameop
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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.

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Tue Jun 06, 2006 1:45 am
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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.

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Tue Jun 06, 2006 4:05 am
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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.

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Tue Jun 06, 2006 4:29 am
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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.

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Tue Jun 06, 2006 4:51 am
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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?

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Tue Jun 06, 2006 5:06 am
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And what a Hijack it was.


Tue Jun 06, 2006 3:03 pm
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Sorry Silence, got sidetracked.

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Wed Jun 07, 2006 1:33 am
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Hah, do I have a moderator tag? [;)]


Wed Jun 07, 2006 5:20 am
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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


Sun Jun 11, 2006 5:21 pm
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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.

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Mon Jun 12, 2006 5:38 am
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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?)

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Mon Jun 12, 2006 8:22 am
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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..

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Mon Jun 12, 2006 2:04 pm
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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.

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Wed Jun 14, 2006 12:36 am
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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.

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Fri Jun 16, 2006 9:57 am
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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?

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Sun Dec 17, 2006 6:11 pm
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