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 RPs TWGS v2.13 
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Unread post RPs TWGS v2.13
I've started the latest beta on my site now as well and banged a few quick games. (I'll post in rebangs)

TWGS 1.03 Port 23
TWGS 2.11 Port 223

I'll rebang the 1.03 games on Friday

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Thu Oct 13, 2011 6:01 am
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Unread post Re: RPs TWGS v2.13
Runaway Proton wrote:
I've started the latest beta on my site now as well and banged a few quick games. (I'll post in rebangs)

TWGS 1.03 Port 23
TWGS 2.11 Port 223

I'll rebang the 1.03 games on Friday


Question: Are you running both versions on one machine?

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Thu Oct 13, 2011 6:55 am
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Unread post Re: RPs TWGS v2.13
No, it's not possible to run two servers on one machine. I gave rp permission to try out the new version while continuing to run the old.

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Thu Oct 13, 2011 11:46 am
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Unread post Re: RPs TWGS v2.13
John Pritchett wrote:
No, it's not possible to run two servers on one machine. I gave rp permission to try out the new version while continuing to run the old.



Ah, ok. I didn't think so. But I wonder if it's possible? Load each into their own directory?

I'm running 7 different versions of QuickBooks on the same machine, some times I have 3 open at the same time working on different clients. (until my RAM runs out.)

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Thu Oct 13, 2011 1:25 pm
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Unread post Re: RPs TWGS v2.13
Wouldn't it be possible to run two concurrently if one was as a service and the other as just the executable?

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Thu Oct 13, 2011 1:45 pm
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Unread post Re: RPs TWGS v2.13
Oso wrote:
Wouldn't it be possible to run two concurrently if one was as a service and the other as just the executable?

That might be possible OSO but in my case, I was trying to install two copies on the same machine using different directories. Turns out it shares files regardless and isn't possible to do. So I run two separate machines to do this.
I asked JP about running both at the same time and he gave me permission. I want to see how it all flows on my hardware, and see if I want to upgrade, or even buy another code and run both. I've had some players say they want me to continue with the old 1.03 but we will see.

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Thu Oct 13, 2011 3:12 pm
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Unread post Re: RPs TWGS v2.13
I looked very hard at removing the restriction of one-per-machine for the new version, but it's pretty integrated in the design. Maybe sometimes I'll take another crack at it. But as it is, there's one set of registry keys stored in local machine rather than local user, and there are many system objects like mutexs and events that are used to manage interactions between TWGS and the games, etc, so it's more than just some shared files.

You should find that everything from 1.03 is in v2, but if you do find something missing in v2, let me know and I'll see what I can do. Like I said before, the goal is for v2 to extend and improve on v1, not replace it with something different. I honestly don't know why those players prefer an older version that's no longer supported, less efficient, and has nothing that the new version doesn't have.

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Thu Oct 13, 2011 3:29 pm
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Unread post Re: RPs TWGS v2.13
John Pritchett wrote:
I honestly don't know why those players prefer an older version that's no longer supported, less efficient, and has nothing that the new version doesn't have.


I understand what you're saying JP, and even agree that if all is included and running, then there shouldn't be a question. However as a sysop, if most of your players still want the Hyundai, when you're offering the Ferrari, you provide the Hyundai.

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Thu Oct 13, 2011 4:00 pm
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Unread post Re: RPs TWGS v2.13
John Pritchett wrote:
No, it's not possible to run two servers on one machine. I gave rp permission to try out the new version while continuing to run the old.


I run twgs using wine with linux. I dont know if this would work but .... you might be able to create 2 instances of wine on linux and run two versions of the server by way of wine.

Wine is a linux program.


Wine initially was an acronym for WINdows Emulator

Became


Wine Is Not an Emulator or wine

Anyway it allows you to run windows programs in linux...

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Thu Oct 13, 2011 4:10 pm
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Unread post Re: RPs TWGS v2.13
Runaway Proton wrote:
John Pritchett wrote:
I honestly don't know why those players prefer an older version that's no longer supported, less efficient, and has nothing that the new version doesn't have.


I understand what you're saying JP, and even agree that if all is included and running, then there shouldn't be a question. However as a sysop, if most of your players still want the Hyundai, when you're offering the Ferrari, you provide the Hyundai.



I am a sysop. I believe I am running an older version now. I would upgrade but I am always worried about game data messing up the loyal players that I have. Thus, If the players are happy and are not asking for an upgrade. I dont upgrade. I let it run until the players request an upgrade so if the game data does become corrupted. No big deal.

That's the main reason I dont upgrade very often. Just a sysop point of view.

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Thu Oct 13, 2011 4:14 pm
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Unread post Re: RPs TWGS v2.13
I'm late to this party, but it appears that a small number of the players feel that they prefer the v1.03 with it's bugs, over the v2.11 which has fixed the known bugs, and they say introduce others. I know of none of the "bugs" in the new version, and an quite sure JP will fix them if possible when they're discovered.
I was just making an observation about a sysop needing to listen to the wants of the players, or have no players even if you're offering them a better product.

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Thu Oct 13, 2011 4:42 pm
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Unread post Re: RPs TWGS v2.13
Some people refuse change because they refuse to move forward and learn something new. You know like playing without bug on an equal playing field. But yea I understand giving players what they want, up to a point :)

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Unread post Re: RPs TWGS v2.13
T0yman wrote:
Some people refuse change because they refuse to move forward and learn something new. You know like playing without bug on an equal playing field. But yea I understand giving players what they want, up to a point :)


Listening to the players is the backbone of any game server. Unless you want a server with no players. Player feedback is very important.

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Thu Oct 13, 2011 5:35 pm
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Unread post Re: RPs TWGS v2.13
But you still have the right to know why. I certainly did not buy the last set of codes JP was selling :)

Plus I only use mine for testing right now, and the new version has some nice additions. They will play whether new or old, but as long as they can keep sysops from upgrading they will follow the version they prefer. Rebanging games without taking the server down was enough of a reason for me, the old way was a PITA.

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Thu Oct 13, 2011 5:45 pm
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Unread post Re: RPs TWGS v2.13
T0yman wrote:
Some people refuse change because they refuse to move forward and learn something new. You know like playing without bug on an equal playing field. But yea I understand giving players what they want, up to a point :)


I think that's the backbone of the issue. Some players are more comfortable with the bugs they know and complain about and want fixed, than a new version with assumed bugs (any software you can find bugs) that they don't know how to exploit.
And you're right, there comes a time where change has to take place. EVE recently did an upgrade that had players in a roar. They introduced some graphics that rendered some players older graphics cards unable to process the game. However had they not introduced that to the game, we'd still be in our pods, and unable to walk in our captains quarters as an avatar.
Windows does the same, they don't still support and upgrade Windows95, NT or ME do they? There comes a time to say time to move forward.

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