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 RPs TWGS v2.13 
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Unread post Re: RPs TWGS v2.13
jaceace01 wrote:
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.


I should say that from what I'm seeing, if you were to upgrade today, and not even tell your players, they'd likely not even know the difference until you started using some of the v2 (advanced) features that JP has built in.

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Thu Oct 13, 2011 6:57 pm
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Unread post Re: RPs TWGS v2.13
As of v2.10, there's an archive feature at the start of any new install that will output all your games to TWA archives in a backup directory. So if anything does go wrong, you'll have your data intact. I definitely consider that a high priority. It's my goal for an older TW v2 game to upgrade to the current version without losing your game. That doesn't always work, because it's difficult for me to test every old version updating to the new one, as Sage will tell you when he attempted to upgrade to v2 and lost his games. But whenever an upgrade issue is reported, I test and fix it, and I think it's pretty smooth right now. It's definitely smooth when upgrading from recent versions, because I do test them with a new update.

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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.

Sure, I understand that. But as the developer, I'd like to know what it is holding people back so I can make the software better. If it's just a dislike for me, not much I can do about that. If the unwanted "changes" are bug fixes, well, it has always been my practice to turn popular bugs into features if enough people want them. I'm not aware of any such bugs at this time.

If players want to work with me to make the new version better, that's a win-win. But if they just don't like what I'm doing for their own personal reasons, I can't force them. I actually went through this same struggle when TWGS first came out. People didn't like my version compared to the HVS or door versions. There are still plenty of people who stick with those versions, but plenty adopted my version eventually as well. I still get hate mail occasionally from people who say I screwed up the game when I created TWGS. But I get a lot more appreciation for my continued work with the game.

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Thu Oct 13, 2011 8:05 pm
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Unread post Re: RPs TWGS v2.13
Sheesh, i tried EVE. Couldn;t figure out how to get OUT of the captains quarters. Once I got a ship, I got "Lost In Space" and the next thing I knew, I was back in my captains quarters again! DOH!

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Thu Oct 13, 2011 8:29 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 :)


Honestly, I think there are very few players who even know the differences. Personally, I can easily recognize the differences between HVS and TWGS. And I've met a lot of players today who may be just coming back that don't have a clue that this isn't the same game they played in the early 90's.

JP spent a lot of time working on the back-end of this software, making sure it was compatible with today's OS's, used fewer resources and managing the server is so much easier now that you don't have to take the whole thing down to just reset one game.

Anything he's done that effects game play is an option, because sysops asked for these options so they could offer the types of games their players were asking for.

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Thu Oct 13, 2011 8:31 pm
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Unread post Re: RPs TWGS v2.13
jaceace01 wrote:
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.
You could also run multiple versions in virtual machines with Microsoft Hyper-V or VMWare.

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Thu Oct 13, 2011 8:38 pm
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Unread post Re: RPs TWGS v2.13
JP I'm sorry if this is stirring the hornets nest. I really wanted to simply test the two versions on my hardware, and was trying to solicit feedback. Didn't mean for it to become a debate about upgrading.

For the record, I think the players resisting the new version are just comfortable with the v1.03 and don't want to have to deal with new features.
I'm not a programmer, nor am I an expert on bugs in software. I don't know the code, and I don't know even much on the "known bugs" in V1.
I do appreciate your efforts in upgrading the program. I hope in good time everybody will be hailing your improvements, and it may even stir up interest in the game with new players, and eventually the curiosity of those sworn against it.

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Thu Oct 13, 2011 8:39 pm
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Unread post Re: RPs TWGS v2.13
Master Blaster wrote:
Sheesh, i tried EVE. Couldn;t figure out how to get OUT of the captains quarters. Once I got a ship, I got "Lost In Space" and the next thing I knew, I was back in my captains quarters again! DOH!


Ever want help getting started hit me with a PM and I'd be happy to help show you the ropes as someone once did for me. Little did they know they were forming an addict.

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Thu Oct 13, 2011 8:41 pm
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Unread post Re: RPs TWGS v2.13
Runaway Proton wrote:
Didn't mean for it to become a debate about upgrading.
You didn't start that debate. It's been going on ever since JP first started working on the Anniversary Edition.

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Thu Oct 13, 2011 8:42 pm
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Unread post Re: RPs TWGS v2.13
John Pritchett wrote:
Sure, I understand that. But as the developer, I'd like to know what it is holding people back so I can make the software better. If it's just a dislike for me, not much I can do about that. If the unwanted "changes" are bug fixes, well, it has always been my practice to turn popular bugs into features if enough people want them. I'm not aware of any such bugs at this time.

I grilled Kewlbreeze really hard in *another forum*, and wasn't able to get much. He is now on the defensive and responds to everything with insults instead of answering questions. The one example that he gave was the @ command being reformatted. This was fixed in 2.04, so I don't understand his position. He also said something about "hundredths" missing, but won't explain to me what he is talking about.

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Thu Oct 13, 2011 8:54 pm
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Unread post Re: RPs TWGS v2.13
Micro wrote:
He also said something about "hundredths" missing, but won't explain to me what he is talking about.

He probably doesn't know, just repeating something he heard.

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Thu Oct 13, 2011 9:00 pm
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Unread post Re: RPs TWGS v2.13
Hmm, my original intent for opening this post was to solicit feedback on the running of the game on my computer. Sofar I've not seen anybody logged in or playing? Need players!

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Thu Oct 13, 2011 9:16 pm
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Unread post Re: RPs TWGS v2.13
Runaway Proton wrote:
Hmm, my original intent for opening this post was to solicit feedback on the running of the game on my computer. Sofar I've not seen anybody logged in or playing? Need players!
Now that is a real problem. Everyone seems to play at Ice 9 or UltimateTW.

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Thu Oct 13, 2011 9:20 pm
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Unread post Re: RPs TWGS v2.13
Micro wrote:
Runaway Proton wrote:
Hmm, my original intent for opening this post was to solicit feedback on the running of the game on my computer. Sofar I've not seen anybody logged in or playing? Need players!
Now that is a real problem. Everyone seems to play at Ice 9 or UltimateTW.


Not everyone, we were playing on yours before the lightening strike.

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Thu Oct 13, 2011 9:45 pm
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Unread post Re: RPs TWGS v2.13
Cruncher wrote:
Not everyone, we were playing on yours before the lightening strike.


So it's Crunchers fault!

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Thu Oct 13, 2011 10:41 pm
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Unread post Re: RPs TWGS v2.13
RP, you're not inciting anything. I'm honestly curious if there are real issues that I could address, or if it's just the same nonsense coming from Kewl and the gang, who seem to think that I'll be hurt if people continue to run v1.03 instead of adopting v2. Considering v2 is a free upgrade and v1 costs more to reg than v2, I'm not sure how that works out hurting me. My work on v2 is a gift. And I can assure you, far more people are using it than v1.03 right now.

As for getting players, no question there is a very small pool of public players right now. Most activity is in private games. Most players still don't want to play in public games because they're too aggressive. In the limited number of v2 servers running, where I can count player activity, we're up to about 900 unique players since middle of last month.

Oh, about that @ display thing, once it was made clear to me what the issue was, I was told that restoring the text "Average Interval Lag" would solve the problem, and that's what I did. Nobody ever said anything to me about "hundredths". I guess I could tack on the word "hundredths" at the bottom of the display, since it has no purpose on the current output. Kind of silly, but I could do that if anyone actually made the case that it was important. That's not what I was told.

Anyway, RP, relax. You're not causing problems. I'm just trying to gather info and make decisions about how to proceed.

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Fri Oct 14, 2011 12:32 am
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