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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: RPs TWGS v2.13
John Pritchett wrote: .....
The recent TEDIT changes are a rare and special case. I went to several very active TEDIT scripters to work with them to keep their scripts going through the major TEDIT update, but the feedback I got was overhaul TEDIT and we'll adapt. Now that TEDIT has been cleaned up, I don't expect it to change, and any new changes that break scripts should be reported as bugs. TEDIT needed changes. I know that writing server side scripts frustrated me more than writing a script that dealt with the unpredictable nature of other players.
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/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Oct 14, 2011 11:22 am |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: RPs TWGS v2.13
T0yman wrote: Promethius wrote: T0yman wrote: ... I enjoy writing server side scripts. You enjoy going to the dentist and riding a Harley too... Well I enjoy having teeth that I don't keep in a jar beside the bed and I enjoy riding any kind of motorcycle but yea Harley is preferred... lol Yeah, riding a Harley would jar those store bought teeth right on out.  Factually, as long as you ride, it doesn't matter. We had a guy on a Vespa scooter make the Independence, KS ride last month - he wasn't the most comfortable or fastest, but he had a blast and that is what it is all about - kinda like playing TW, doesn't matter how you do it, as long as you have fun on the journey.
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/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Fri Oct 14, 2011 11:30 am |
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jaceace01
Veteran Op
Joined: Wed Jul 13, 2011 1:20 pm Posts: 87
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 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. Jace's Night Club has a loyal batch of players. Just saying ... lol
_________________ Server: jaceace.com Port 2002 Nodes: 14
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| Fri Oct 14, 2011 2:26 pm |
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jaceace01
Veteran Op
Joined: Wed Jul 13, 2011 1:20 pm Posts: 87
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 Re: RPs TWGS v2.13
John Pritchett wrote: 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. I've always thought the twgs game is currently great. Jace's Night Club has run non-stop for some time now. No problems. The player base I have consistantly give great feedback and play very frequently. I have checked with them many times. Maybe... Not much is needed. Maybe... Its good for what it is .... If I owned tradewars. I would consider this version of tradewars complete. Log it in history. Start a new graphical version. A competely new seperate modern tradewars game. Similar to wow, eve, and all the other heavy hitters.
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| Fri Oct 14, 2011 2:33 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: RPs TWGS v2.13
Jace, I can do both ;)
Like I said in a recent post, there are still some very good features on the request list for people who play this old classic, so I'm going to keep working on it for awhile. And even once v3 is closed, I'll keep working on bug reports as long as I need to. This is something I enjoy doing (mostly).
But definitely, I am anxious to move on to a new game as well. Wheels are turning.
In my "day job", I'm currently working on an education-based game, which is good experience, but not really my passion. Another project is about to take off that is much more interesting to me, and when that happens, I'm sure I'll have less down-time to devote to TW. But we're all working toward getting TW to a point where it can be my primary focus (not classic TW, but a new game), so it's not going to be forgotten. I see a lot of the work I'm doing today, both with classic TW and in my "day job" as laying the groundwork for a new TradeWars game.
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| Fri Oct 14, 2011 3:07 pm |
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Micro
Ambassador
Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: RPs TWGS v2.13
jaceace01 wrote: 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. Jace's Night Club has a loyal batch of players. Just saying ... lol Seventeen players in Game A is pretty good. I didn't even have that many for the tournament.
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
ICQ is Dead Jim! Join us on Discord: https://discord.gg/zvEbArscMN
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| Fri Oct 14, 2011 3:41 pm |
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jaceace01
Veteran Op
Joined: Wed Jul 13, 2011 1:20 pm Posts: 87
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 Re: RPs TWGS v2.13
John Pritchett wrote: Jace, I can do both  Like I said in a recent post, there are still some very good features on the request list for people who play this old classic, so I'm going to keep working on it for awhile. And even once v3 is closed, I'll keep working on bug reports as long as I need to. This is something I enjoy doing (mostly). But definitely, I am anxious to move on to a new game as well. Wheels are turning. In my "day job", I'm currently working on an education-based game, which is good experience, but not really my passion. Another project is about to take off that is much more interesting to me, and when that happens, I'm sure I'll have less down-time to devote to TW. But we're all working toward getting TW to a point where it can be my primary focus (not classic TW, but a new game), so it's not going to be forgotten. I see a lot of the work I'm doing today, both with classic TW and in my "day job" as laying the groundwork for a new TradeWars game. Amen to what you said! You rock!
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| Fri Oct 14, 2011 3:42 pm |
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jaceace01
Veteran Op
Joined: Wed Jul 13, 2011 1:20 pm Posts: 87
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 Re: RPs TWGS v2.13
Micro wrote: jaceace01 wrote: 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. Jace's Night Club has a loyal batch of players. Just saying ... lol Seventeen players in Game A is pretty good. I didn't even have that many for the tournament. Not sure how many that translates to active daily players, BUT I am happy with the player base i have 
_________________ Server: jaceace.com Port 2002 Nodes: 14
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| Fri Oct 14, 2011 3:46 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: RPs TWGS v2.13
That's one of the new features I want to add still, some reports showing your activity: daily, weekly, monthly and yearly. And that's something Jumpgate will eventually track. Currently, I can track unique player per day counts, but I don't associate them with any particular game site or keep track of info about the site or player. It's just a raw tally.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Fri Oct 14, 2011 3:57 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 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. That's what I was thinking. I've been running my script testing TWGS on WINE, and it seems perfectly stable. Granted, there aren't 20 players beating on it...
_________________ Suddenly you're Busted!
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| Fri Oct 14, 2011 5:45 pm |
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Mongoose
Commander
Joined: Mon Oct 29, 2001 3:00 am Posts: 1096 Location: Tucson, AZ
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 Re: RPs TWGS v2.13
Runaway Proton wrote: I thought the scripters found the challenge of scripting half the fun of the game. Absolutely. I would even go so far as to say that its scriptability is one of the reasons it's still alive. Runaway Proton wrote: They should also be able to update their scripts, and I'd think they might like to do it while you're still working on it, so that if they find something that may improve their scripting ability, or that creates a brick wall in their scripts, they can talk to you about it, and see if a resolution can be found before you make the "final" and get busy with your other better paying jobs. That's how I look at it. I'd be happy to update my scripts to make use of new features and data. The people who complain about scripts breaking are the ones who can't (or more likely, just won't) learn to read somebody else's code, much less write their own, yet feel entitled to working scripts so they can be 1337. Honestly, I don't know why JP worries so much about accommodating them. 
_________________ Suddenly you're Busted!
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| Fri Oct 14, 2011 5:57 pm |
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John Pritchett
Site Admin
Joined: Sun Dec 24, 2000 3:00 am Posts: 3151 Location: USA
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 Re: RPs TWGS v2.13
I wonder sometimes myself, but it's a promise I made, and I keep my word.
_________________ John Pritchett EIS --- Help fund the TradeWars websites! If you open a hosting account with A2 Hosting, the service EIS uses for all of its sites, EIS will earn credits toward its hosting bill.
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| Sat Oct 15, 2011 12:48 am |
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Helix
Ambassador
Joined: Wed Nov 12, 2008 8:57 am Posts: 3554 Location: Long Beach, CA
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 Re: RPs TWGS v2.13
RP I will be doing some script testing. I am using the M()Mbot v3.1035 from my site.
H
So far mombot and relog working just fine 2_worldtrade - ok Prom's ecolonizer v5 works great
PS the 1/3 move delay is hampering. I don't think you would use it on a v1.03 edit.
_________________ Helix Do I really look like a guy with a plan? You know what I am? I'm a dog chasing cars. Lest we forget I had to ask myself WWSGD?
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| Sat Oct 15, 2011 3:07 am |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: RPs TWGS v2.13
Helix wrote: PS the 1/3 move delay is hampering. I don't think you would use it on a v1.03 edit. I don't usually run any delays, but there may be a setting I missed. I'll double check things
_________________ American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them. http://www.runawayproton.com <-- Expired telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired http://www.twsubspace.com <-- Expired Teamspeak 3 50.23.212.53:4196 <-- Expired Just a has been now.
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| Sat Oct 15, 2011 5:52 am |
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Helix
Ambassador
Joined: Wed Nov 12, 2008 8:57 am Posts: 3554 Location: Long Beach, CA
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 Re: RPs TWGS v2.13
Whatever you did at 6am PST ate a Redrum (ship #6) H Weird, here is the active ship scan - C > Z <Active Ship Scan> --< Available Ship Scan >-- Ship Sect Name Fighters Shields Hops Type ----------------------------------------------------------------------------- 4 13729+. Corp 20T 16T 0 Underground Trader 5 XXXX . Corp 0 16T 10 Underground Trader 6 13729 . Corp 255T 16T 0 RedRum 7 XXXX . Corp 206T 16T 10 RedRum Here is the Transport Screen - X <Transport to Ship>
Your Underground Trader has a transport range of 20 hops.
--< Available Ship Scan >-- Ship Sect Name Fighters Shields Hops Type ----------------------------------------------------------------------------- 5 XXXX . Corp 0 16T 10 Underground Trader 7 XXXX . Corp 206T 16T 10 RedRum
<I> Ship details <Q> Exit Transporter
_________________ Helix Do I really look like a guy with a plan? You know what I am? I'm a dog chasing cars. Lest we forget I had to ask myself WWSGD?
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| Sat Oct 15, 2011 8:16 am |
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