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 HHT official Thread. 
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Gameop
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Unread post Re: HHT official Thread.
T0yman wrote:
Yea but with a 3 hour TL running a ZTM is kind of tough on the first day.


There was a way to post a map, I just don't remember how. I should have thought of that, but now that some have invested time in doing it, and others not, it's probably not fair to post a map now.

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Sun Oct 30, 2011 8:53 am
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Unread post Re: HHT official Thread.
Cruncher wrote:
Do we have a dupe or a spoof?

TWGS v2.13

Copyright (C) EIS
http://www.eisonline.com

Players Online

Node 1 Game T : micro
Node 2 Game T : jack
Node 3 Game T : Tesler
Node 4 Game T : Tesler

Node 5 Game T : ?
Node 6 Game T : Darkman Almighty
Node 7 Menu : Cruncher

Selection (? for menu):


I think this was a result of a logout or disconnect, I'm keeping an eye out though.

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Sun Oct 30, 2011 8:55 am
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Unread post Re: HHT official Thread.
This may be a new bug, I am NOT on node one.

Node 1 Game T : micro
Node 2 Game T : jack
Node 3 Game T : Tesler
Node 4 Game T : Tesler
Node 5 Game T : ?
Node 6 Menu : Micro
Node 7 Game T : Cruncher

I logged out around 2am this morning, and just now connected. Is this connection coming from my IP address?

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Sun Oct 30, 2011 9:19 am
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Unread post Re: HHT official Thread.
I've sent JP logs of both the Tesler and Micro "double login" to evaluate.

I can assure all players that only ONE instance of the connections were actively playing, and that there is only one Micro and one Tesler registered in game.

Thanks for bringing it to my attention.

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Sun Oct 30, 2011 10:14 am
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Unread post Re: HHT official Thread.
Runaway Proton wrote:
T0yman wrote:
Yea but with a 3 hour TL running a ZTM is kind of tough on the first day.


There was a way to post a map, I just don't remember how. I should have thought of that, but now that some have invested time in doing it, and others not, it's probably not fair to post a map now.


No, that's alright, this is a tournament, not a regular game. It's supposed to be challenging. :)

BTW, I think I found the bug "they've" been crying about, seems TWX's World Trade does not work in this version. Dunno why, I'm not a TWX script writter. I play low turn games, so I don't use any of the scripts with the word "World" in them, they use too many turns. I'll take a closer look at this on the beta server.

I managed a way to use my turns without a World script and I have time left to run a couple of ZTM cycles with Swath now. :)

Edit: World trade works just fine on the beta server running under Zoc.

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Last edited by Cruncher on Sun Oct 30, 2011 12:00 pm, edited 1 time in total.



Sun Oct 30, 2011 10:19 am
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Unread post Re: HHT official Thread.
Comet wrote:
or just use the backdoor!

Yea apparently I am a little rusty :?
To find the BD for those that don't know, void all sectors around dock and then check the route (c f) from 1 to SD and it will take the only route left - the backdoor. Then clear voids and you should be back in business.

Runaway Proton wrote:
There was a way to post a map, I just don't remember how. I should have thought of that, but now that some have invested time in doing it, and others not, it's probably not fair to post a map now.

Not an issue, running ZTM now (or am I 8) ) to make a ZTM, login as an Observer and just run a CIM, export warpsect data or use the Export option in SWATH.

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Last edited by T0yman on Sun Oct 30, 2011 11:08 am, edited 1 time in total.



Sun Oct 30, 2011 10:24 am
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Unread post Re: HHT official Thread.
There are normal conditions in which a game can remain connected after a player has disconnected. Especially if the game's inactivity timeout is set very high. However, if you attempt to connect under the same player account, it should kick the other one offline. So if you end up with a situation where there are two sessions running with the same player, one active and one dead, that would be evidence of an issue.

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Sun Oct 30, 2011 12:16 pm
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Unread post Re: HHT official Thread.
John Pritchett wrote:
There are normal conditions in which a game can remain connected after a player has disconnected. Especially if the game's inactivity timeout is set very high. However, if you attempt to connect under the same player account, it should kick the other one offline. So if you end up with a situation where there are two sessions running with the same player, one active and one dead, that would be evidence of an issue.


I think that was the case here, one active, one dead. The game didn't kick either off for inactivity or same player in the same game.

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Sun Oct 30, 2011 12:24 pm
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Unread post Re: HHT official Thread.
The inactivity timeout is 300 minutes, so the session would not have timed out yet. I was using a trial version of Swath, and it decided my 30 days were up on day 2. Very nice of it not to bother disconnecting when it closed.

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Sun Oct 30, 2011 12:41 pm
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Unread post Re: HHT official Thread.
Micro wrote:
The inactivity timeout is 300 minutes


recheck that Micro,.. It's 300 seconds, or 5 minutes

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Sun Oct 30, 2011 12:45 pm
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Unread post Re: HHT official Thread.
From * settings command:

Game Stats:
...
[General Info]
Turn Base=3000 Turns
Time Online=180 Min
Inactive Time=300
Min
...
End Stats.


From $ XML setings command:

<TWGSData>
<Games>
<Game>
<ID>
<GameSlot>T</GameSlot>
<GameName>HHT 2011 (SG Tribute)</GameName>
</ID>
...
<GeneralInfo>
<TurnBase>3000 Turns</TurnBase>
<TimeOnline>180 Min</TimeOnline>
<InactiveTime>300
Min</InactiveTime>
</GeneralInfo>
...
</Game>
</Games>
</TWGSData>


Both say Minutes. This appears to be a bug as TEDIT Says seconds, and the timeout actually does occur after 5 minutes.

I may have been at the Game Menu before pressing "T" to enter the game. There doesn't appear to be any timeout on this menu (Another bug?).

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Sun Oct 30, 2011 1:14 pm
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Unread post Re: HHT official Thread.
Cruncher wrote:
BTW, I think I found the bug "they've" been crying about, seems TWX's World Trade does not work in this version. Dunno why, I'm not a TWX script writter. I play low turn games, so I don't use any of the scripts with the word "World" in them, they use too many turns. I'll take a closer look at this on the beta server.

It seems to work fine for me, until I get a report that someone attacked my figs, then it starts charging across the universe.

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Micro

Website: http://www.microblaster.net
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Sun Oct 30, 2011 1:33 pm
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Unread post Re: HHT official Thread.
Yeah, I was confused about that as well. Thought it was in seconds. But that field is in minutes, maximum is like 10 days.

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Sun Oct 30, 2011 1:34 pm
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Unread post Re: HHT official Thread.
John Pritchett wrote:
Yeah, I was confused about that as well. Thought it was in seconds. But that field is in minutes, maximum is like 10 days.
The actual maximum in TEDIT is 14400 Seconds (4 Hours), which is correct as the game enforces this setting in seconds. The $ and * screens would display that as 14400 Minutes (10 Days). Minutes is incorrect, it needs to say seconds on the $ and * screens.

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Sun Oct 30, 2011 1:54 pm
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Unread post Re: HHT official Thread.
I have to say I'm impressed. We can run a good game, and bug fix at the same time! Who would have thought?

I'll keep an eye on the game, and next time it occurs I'll look to see if there's an active process on each node for the duplicate player.

I can say that we have no players "duping" in the game though.

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