What bugs are in version 1.03?
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 What bugs are in version 1.03?
From the Hyperspace Forum: Kewlbreeze wrote: If I recall there was:
The Decay lock bug if it was set for a short time limit.
Alien farming bug.
Photon bug if someone was leaving the sector in an unlim.
any others??? That were actually considered bugs. Big D wrote: 1) Time bug. If you were online and SD'd in the last hour of the day you had to wait an extra day before you got full time back and were allowed back in. 2) The log in bug where you could bump another player offline by attempting to log into the same game with same account name. (Especially bad in time limit games with log in penalties) 3) The sync or tag bug (Hitting figs at the same time knocking them offline) 4) Several defaults were set wrong. (Death delay set to OFF was the worst) 5) There were a couple of bugs concerning data management that would max out the CPU. (Corrupted ship/planet data files mainly)
Along with the ones you mentioned above should be most of them.
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| Fri Nov 11, 2011 8:22 pm |
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Micro
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Joined: Wed Apr 20, 2011 1:19 pm Posts: 2559 Location: Oklahoma City, OK 73170 US
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 Re: What bugs are in version 1.03?
So, have these bugs been addressed in TWGS v2.x ?
_________________ Regards, Micro Website: http://www.microblaster.net TWGS2.20b/TW3.34: telnet://twgs.microblaster.net:2002
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| Fri Nov 11, 2011 8:23 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: What bugs are in version 1.03?
I'll have to look these over. So much has changed "under the hood" that even without directly addressing some bugs, they may have been fixed, while, obviously, new ones were created.
It really is hilarious that I'm working on a game that's over 100,000 lines of code, that's built on a codebase from the early 1990s that supported Desqview and DOS5, a game what was written to be single player, then "hacked" to support interactive play, that is compiled with Delphi 4, a compiler released for Win95, and he's nitpicking me about "3 major bugs". Ok. Considering the thousands of bugs I've fixed in TW since I took it over in 1994, I'll take that.
Here is a partial list of bugs fixed, changes and new features for TW and TWGS between v1.03 and v2.00. I never got around to posting these on the TWGS v2 revision history page, but they can be found in the revision history file that ships with the game.
Fixed mail system. Replaced single file system with multi-file "mailbox" system for greater stability.
Moved several global settings into local config file so they can now be changed per-game rather than server-wide.
TWGS: Can toggle Active/Inactive state for a game on the server. When Inactive, players may not enter the game. Bigbang is available for Inactive games even when the server is Online. Making a game Inactive while the server is online will force any players in that game offline without warning.
TWGS: Added ability to run Bigbang from remote admin connection. Can only run on games that are set to INACTIVE or have not yet been banged.
Fixed Planetary Trade Agreement display truncating planet number > 999.
Fixed bug where forcing a user offline causes time online to reset
Fixed bug with fig decay lock causing player to drop to command menu from planet menu when using planetary transwarp.
TWGS: Moved game management from Configure to Command Center
Alien servers automatically reset whenever games with aliens are added or removed, activated or deactivated, or aliens are activated while the server is online.
Bug: Gold edited Merchant Cruiser can have a maximum fighter count that's larger than the Initial Fighters field can handle. Fix: Limited the total number of initial fighters to 65535, the maximum allowed for the field.
TWGS: Added foundation for Jumpgate. TWGS now lists servers with jumpgate.classictw.com.
TWGS: Added test for latest TWGS version and prompt to download if a newer one is found.
Added new, faster memory manager with better diagnostics tools for tracking memory corruption
Fix: TW internal clock can go out of synch with other running game sessions, causing them to be unable to process messages between one another. The clock now resynchs every minute to avoid loss of synchronization.
Fix: Gold aliens can deadlock when crossing paths. Now, only one alien can complete such a move and the other will wait.
Fix: TW2002, TEDIT, etc, could close prior to sending all output. Applications will not close until all output is sent.
Gold files (name files, rank files) are expected to be found in the game's Gold directory rather than the main Gold directory. This will help to avoid collisions when running multiple TWA mod files.
Games that lock up in a loop will break out of that loop and close gracefully, helping to avoid data corruption.
Change: Bigbang now supports 30K sectors.
Fix: Gold aliens could spawn in a fortified sector and, when failing to move, be unable to retreat, forcing them into sector 0. Aliens are now not allowed to spawn in a fortified sector.
Fix: Gold aliens could attack FedSafe players. Now Gold aliens have the same rules for attacking FedSafe players as other players.
Fix: Gold aliens would never destroy defensive fighters. Aliens will now destroy fighters and enter the sector.
Fix: Gold aliens will continually re-enter a sector they cannot enter, causing a large volume of email spam. These aliens will now mark a sector as avoided if they fail to enter, and only enter if they have enough fighters and shields to have an impact on the sector's defenses.
Change: Aggressive aliens will favor moving into fortified sectors.
Change: Gold aliens now track kills and ports. When alien ships are captured, these stats will effect the resale value on those ships.
Change: Hardware fields for Gold aliens are passed to a captured ship, allowing players to recover these items.
Change: Aliens have a strength to value ratio that they will attempt to maintain through buying and picking up fighters, buying shields, dropping and taking credits from Citadel, etc.
Change: If an alien is unable to retreat to a safe sector, it will self-destruct.
Change: Added personal setting for sector autocompletion. Autocompletion defaults to ON for compatibility with scripts and helpers, but can be turned off if desired.
Fix: A bug in the input system can cause a number of strange behaviors, including screens that are aborted, messages that won't display, and an apparant hard lock. The input buffer peek routine no longer looks beyond valid input, fixing this set of bugs.
TWGS: Various fixes related to heavy traffic. Server now handles fast connects and drops, no longer has memory leaks associated with high loads, etc.
TWGS: Import and export operations are segmented so processing large TWA files will not bog down the server connections.
TWGS: Reorganized remote admin connections with many added and improved features.
TWGS: Extern is now scheduled per-game rather than server-wide.
TWGS: Server now runs as a service on Windows 2003 Server, Vista, and newer OSs.
_________________ 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 Nov 12, 2011 4:08 am |
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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: What bugs are in version 1.03?
John Pritchett wrote: It really is hilarious that I'm working on a game that's over 100,000 lines of code, that's built on a codebase from the early 1990s that supported Desqview and DOS5, a game what was written to be single player, then "hacked" to support interactive play, that is compiled with Delphi 4, a compiler released for Win95, and he's nitpicking me about "3 major bugs". Ok. Considering the thousands of bugs I've fixed in TW since I took it over in 1994, I'll take that. Not to mention that you are doing this in your spare time, while working on full time projects. I know when I get home from working on computers all day long, I don't even want to look at my computer, even to play a game.
_________________ 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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| Sat Nov 12, 2011 3:24 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: What bugs are in version 1.03?
John Pritchett wrote: I'll have to look these over. So much has changed "under the hood" that even without directly addressing some bugs, they may have been fixed, while, obviously, new ones were created.
It really is hilarious that I'm working on a game that's over 100,000 lines of code, that's built on a codebase from the early 1990s that supported Desqview and DOS5, a game what was written to be single player, then "hacked" to support interactive play, that is compiled with Delphi 4, a compiler released for Win95, and he's nitpicking me about "3 major bugs". Ok. Considering the thousands of bugs I've fixed in TW since I took it over in 1994, I'll take that.
Here is a partial list of bugs fixed, changes and new features for TW and TWGS between v1.03 and v2.00. I never got around to posting these on the TWGS v2 revision history page, but they can be found in the revision history file that ships with the game.
Fixed mail system. Replaced single file system with multi-file "mailbox" system for greater stability.
Moved several global settings into local config file so they can now be changed per-game rather than server-wide.
TWGS: Can toggle Active/Inactive state for a game on the server. When Inactive, players may not enter the game. Bigbang is available for Inactive games even when the server is Online. Making a game Inactive while the server is online will force any players in that game offline without warning.
TWGS: Added ability to run Bigbang from remote admin connection. Can only run on games that are set to INACTIVE or have not yet been banged.
Fixed Planetary Trade Agreement display truncating planet number > 999.
Fixed bug where forcing a user offline causes time online to reset
Fixed bug with fig decay lock causing player to drop to command menu from planet menu when using planetary transwarp.
TWGS: Moved game management from Configure to Command Center
Alien servers automatically reset whenever games with aliens are added or removed, activated or deactivated, or aliens are activated while the server is online.
Bug: Gold edited Merchant Cruiser can have a maximum fighter count that's larger than the Initial Fighters field can handle. Fix: Limited the total number of initial fighters to 65535, the maximum allowed for the field.
TWGS: Added foundation for Jumpgate. TWGS now lists servers with jumpgate.classictw.com.
TWGS: Added test for latest TWGS version and prompt to download if a newer one is found.
Added new, faster memory manager with better diagnostics tools for tracking memory corruption
Fix: TW internal clock can go out of synch with other running game sessions, causing them to be unable to process messages between one another. The clock now resynchs every minute to avoid loss of synchronization.
Fix: Gold aliens can deadlock when crossing paths. Now, only one alien can complete such a move and the other will wait.
Fix: TW2002, TEDIT, etc, could close prior to sending all output. Applications will not close until all output is sent.
Gold files (name files, rank files) are expected to be found in the game's Gold directory rather than the main Gold directory. This will help to avoid collisions when running multiple TWA mod files.
Games that lock up in a loop will break out of that loop and close gracefully, helping to avoid data corruption.
Change: Bigbang now supports 30K sectors.
Fix: Gold aliens could spawn in a fortified sector and, when failing to move, be unable to retreat, forcing them into sector 0. Aliens are now not allowed to spawn in a fortified sector.
Fix: Gold aliens could attack FedSafe players. Now Gold aliens have the same rules for attacking FedSafe players as other players.
Fix: Gold aliens would never destroy defensive fighters. Aliens will now destroy fighters and enter the sector.
Fix: Gold aliens will continually re-enter a sector they cannot enter, causing a large volume of email spam. These aliens will now mark a sector as avoided if they fail to enter, and only enter if they have enough fighters and shields to have an impact on the sector's defenses.
Change: Aggressive aliens will favor moving into fortified sectors.
Change: Gold aliens now track kills and ports. When alien ships are captured, these stats will effect the resale value on those ships.
Change: Hardware fields for Gold aliens are passed to a captured ship, allowing players to recover these items.
Change: Aliens have a strength to value ratio that they will attempt to maintain through buying and picking up fighters, buying shields, dropping and taking credits from Citadel, etc.
Change: If an alien is unable to retreat to a safe sector, it will self-destruct.
Change: Added personal setting for sector autocompletion. Autocompletion defaults to ON for compatibility with scripts and helpers, but can be turned off if desired.
Fix: A bug in the input system can cause a number of strange behaviors, including screens that are aborted, messages that won't display, and an apparant hard lock. The input buffer peek routine no longer looks beyond valid input, fixing this set of bugs.
TWGS: Various fixes related to heavy traffic. Server now handles fast connects and drops, no longer has memory leaks associated with high loads, etc.
TWGS: Import and export operations are segmented so processing large TWA files will not bog down the server connections.
TWGS: Reorganized remote admin connections with many added and improved features.
TWGS: Extern is now scheduled per-game rather than server-wide.
TWGS: Server now runs as a service on Windows 2003 Server, Vista, and newer OSs. Looks good for a Monday, what did you get done on Tuesday? Or so the attitude usually goes where I work. A lot of work and time spent looks like.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Sat Nov 12, 2011 3:41 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: What bugs are in version 1.03?
That was just the list of bugs and stuff from v1.03 to v2.00. I've done a ton more than that since v2.00. The whole list of revisions for v2 can be found at http://wiki.classictw.com/index.php?tit ... on_History
_________________ 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 Nov 12, 2011 4:04 pm |
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Crosby
Lieutenant Commander
Joined: Sun Jan 29, 2006 3:00 am Posts: 801 Location: Iowa
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 Re: What bugs are in version 1.03?
My apologies to all parties if I am re-asking the same question, but it seems there are two different things being discussed here:
1) What bugs are in version 1.03? -As in, still remaining to haunt users of the old version. It's relevant if we plan to play a tournament on a v1.03 server.
2) Have these specific bugs been addressed now in the latest available version? Have we been testing the 'TAG' disco bug on the beta server, for example?
_________________ #+++ The early bird may get the worm, but the second mouse gets the cheese. #---
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| Sat Nov 12, 2011 4:54 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: What bugs are in version 1.03?
Crosby wrote: My apologies to all parties if I am re-asking the same question, but it seems there are two different things being discussed here:
1) What bugs are in version 1.03? -As in, still remaining to haunt users of the old version. It's relevant if we plan to play a tournament on a v1.03 server.
2) Have these specific bugs been addressed now in the latest available version? Have we been testing the 'TAG' disco bug on the beta server, for example? In which version did the tournament mode death delay get fixed? I think that will be very important to know for the BOTE. And what the heck is the 'TAG' disco bug?
_________________
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| Sun Nov 13, 2011 12:15 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: What bugs are in version 1.03?
Cruncher wrote: In which version did the tournament mode death delay get fixed? I think that will be very important to know for the BOTE.
And what the heck is the 'TAG' disco bug? Death delay is still an issue in BOTE because NOTHING has been fixed since it's running on 1.03. But everybody knows these bugs, and we handle them. Read my post to Kav viewtopic.php?f=14&t=32506&start=61 and the rules to BOTE 2011 viewtopic.php?f=14&t=32506&start=1 specificly #9 This is why I argue that we've leveled the playing fields. We're not playing with unknowns, we're playing with known bugs we've played with for years. Now the tag is a script some players including myself found that basicly follows someone walking through your grid, and replaces the figs they just destroyed pretty much instantly, this also had the benifit of being able to knock your opponent out of the game for reasons I don't understand, but it really annoyed them I can assure you!
_________________ 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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| Sun Nov 13, 2011 3:17 pm |
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Comet
Commander
Joined: Thu Oct 17, 2002 2:00 am Posts: 1159
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 Re: What bugs are in version 1.03?
Runaway Proton wrote: Cruncher wrote: In which version did the tournament mode death delay get fixed? I think that will be very important to know for the BOTE.
And what the heck is the 'TAG' disco bug? Death delay is still an issue in BOTE because NOTHING has been fixed since it's running on 1.03. But everybody knows these bugs, and we handle them. Read my post to Kav http://www.classictw.com/viewtopic.php? ... 6&start=61 and the rules to BOTE 2011 http://www.classictw.com/viewtopic.php? ... 06&start=1 specificly #9 This is why I argue that we've leveled the playing fields. We're not playing with unknowns, we're playing with known bugs we've played with for years. Now the tag is a script some players including myself found that basicly follows someone walking through your grid, and replaces the figs they just destroyed pretty much instantly, this also had the benifit of being able to knock your opponent out of the game for reasons I don't understand, but it really annoyed them I can assure you! 4 Do you have a copy of this tag script 
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| Sun Nov 13, 2011 3:22 pm |
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Runaway Proton
Gameop
Joined: Thu Aug 24, 2006 2:00 am Posts: 1737 Location: USA
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 Re: What bugs are in version 1.03?
Comet wrote: Do you have a copy of this tag script  Yes I do, I believe it was posted publicly at one point. Shame we no longer have a public script bank like Grimmy's. I'd love to recreate one and host it.
_________________ 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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| Sun Nov 13, 2011 3:33 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: What bugs are in version 1.03?
NavHaz junction has a nice collection of scripts: http://www.navhaz.com/forums/ezdloads.php
_________________ 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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| Sun Nov 13, 2011 3:38 pm |
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Promethius
Ambassador
Joined: Mon Feb 09, 2004 3:00 am Posts: 3141 Location: Kansas
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 Re: What bugs are in version 1.03?
Comet wrote: Runaway Proton wrote: Cruncher wrote: In which version did the tournament mode death delay get fixed? I think that will be very important to know for the BOTE.
And what the heck is the 'TAG' disco bug? Death delay is still an issue in BOTE because NOTHING has been fixed since it's running on 1.03. But everybody knows these bugs, and we handle them. Read my post to Kav viewtopic.php?f=14&t=32506&start=61 and the rules to BOTE 2011 viewtopic.php?f=14&t=32506&start=1 specificly #9 This is why I argue that we've leveled the playing fields. We're not playing with unknowns, we're playing with known bugs we've played with for years. Now the tag is a script some players including myself found that basicly follows someone walking through your grid, and replaces the figs they just destroyed pretty much instantly, this also had the benifit of being able to knock your opponent out of the game for reasons I don't understand, but it really annoyed them I can assure you! 4 Do you have a copy of this tag script  I loved it when people ran the tag script during truce, into a pod they go done nice and legal. It has been a while since I've ran into anyone running it so maybe there have been changes to it.
_________________
/ Promethius / Enigma / Wolfen /
"A man who has no skills can be taught, a man who has no honor has nothing."
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| Sun Nov 13, 2011 4:52 pm |
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Crosby
Lieutenant Commander
Joined: Sun Jan 29, 2006 3:00 am Posts: 801 Location: Iowa
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 Re: What bugs are in version 1.03?
Tag is a LoneStar script: LS Script PackYou're looking for a script called 'YourIt' The bug/hiccup occurs when two players try to deploy a fighter into the sector at the same exact time. Fun script, but one that can seriously get you killed quickly...
_________________ #+++ The early bird may get the worm, but the second mouse gets the cheese. #---
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| Sun Nov 13, 2011 5:11 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: What bugs are in version 1.03?
Crosby, to answer your question (as far as I know), the question is which v1.03 bugs are still in v2. No bugs will be fixed for v1.03.
Ok, so can someone try out this tag script and let me know if this is still an issue? As I said, so much has changed under the surface that some bugs will be gone even if they weren't addressed directly. So if there are known bugs that people just work around, let's get those fixed.
And again, if it was only known bugs on v1.03, that wouldn't be a problem. But certain players have bragged that they have a list of bugs that only they know, that they refuse to report. I don't understand why anyone is ok with that. People need to report the bugs so the community can decide how to deal with them, either fix them or integrate them. Thankfully, there are a lot of players who are reporting bugs for v2. I believe that's why some players are pushing to keep players on v1.03. They can't give me any other reasons why they prefer that version. It's my goal that v2, with default settings, run identical to v1.03, with the exception of fixed bugs. For some reason, that's not good enough for some people.
_________________ 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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| Sun Nov 13, 2011 6:46 pm |
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