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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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 Requesting An Explanation
Let me preface this by saying that I'm not attempting to stir up any controversy. I was browsing some of the more active posts here and I see people referring to v1 and v2. Could someone give some sort of concise explanation of what that means? I imagine if I looked hard enough I could find out, but this seems much easier.
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| Wed Feb 20, 2013 3:27 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Requesting An Explanation
Here's the timeline "History" of the evolution of Tradewars. http://wiki.classictw.com/index.php?tit ... -_TimelineHere are the revision notes: http://wiki.classictw.com/index.php?tit ... on_HistoryYes, there are strong opinions for each version of TW, some players still prefer to play the old HVS MBBS verson, or the original single player door game. In a "nutshell", v1 has no timing restraints, so players who prefer to play very fast, reactive games prefer this version. v2 came about to add compatability with Win7, and to add some minimum delays to keep data files from becoming corrupt. Look at the timeline and imagine how slow processors were when this game was first created, and players were on dial-up connections. Some may disagree, there are many added "features" in v2 that are on toggles.
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BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Wed Feb 20, 2013 4:45 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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 Re: Requesting An Explanation
Are they just movement delays or delays on all actions? If I remember correctly (and it's been a while), even with 0 movement delay for what is referred to as v1, there was a 250 ms delay for normal ship movement, but not using a planet. Is there any listing of what the delays are or are they admin configurable?
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| Wed Feb 20, 2013 6:38 pm |
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Oso
Commander
Joined: Wed Apr 14, 2004 2:00 am Posts: 1324 Location: USA
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 Re: Requesting An Explanation
More delays than just movement, not everything was configurable.
_________________ Infecting others with a Polymorphic Virus since 1975.
Curing ignorance and terminal stupidity since 1999.
Questioning the intellectual abilities of three digit annual salary earners since 2015.
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| Wed Feb 20, 2013 7:02 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Requesting An Explanation
Harley Nuss wrote: Are they just movement delays or delays on all actions? If I remember correctly (and it's been a while), even with 0 movement delay for what is referred to as v1, there was a 250 ms delay for normal ship movement, but not using a planet. Is there any listing of what the delays are or are they admin configurable? I'm not entirely certain, but I believe everything now has a base delay of 25 ms, just to keep the integrity of the data. Ship delay is now tied to attack delay. You are correct, 250 ms is the normal ship movement in v1, but no delay for attacks. As a matter of fact, if you are the first to launch a wave of macro'd attacks you effectively spam the opponent so the only thing they might be able to do is to transport to a safe ship before you kill them, they cannot move or attack back. In v2 you can set ship/attack movement anywhere from 25 ms to 5000 ms. But EIS has a warning that it cannot guarantee the stability of the data with movements faster than 250 ms. With ship movement tied to attack delay, now you can have two players in the same sector both attacking each other at the same time, or the one getting attacked can leave the sector if they do it fast enough. Default ship delay in v2 is 1/3 s. Personally, I don't care for that and reset it to Constant 250 ms, so it feels normal. One other delay that's imposed in v2 is that everyone should be connecting no faster than 150 ping. So players with very slow connections can compete with those with faster connections because everyone now has a minimum connection ping. All of these base timing changes were to help to keep the game stable, as connection speeds and processing speeds continue to increase, the old code TWGS is written in has limitations. Both versions have +/- depending upon how you prefer to play.
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Wed Feb 20, 2013 8:41 pm |
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TheButcher
Lieutenant Commander
Joined: Thu Dec 08, 2005 3:00 am Posts: 903 Location: USA
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 Re: Requesting An Explanation
Harley Nuss wrote: Are they just movement delays or delays on all actions? If I remember correctly (and it's been a while), even with 0 movement delay for what is referred to as v1, there was a 250 ms delay for normal ship movement, but not using a planet. Is there any listing of what the delays are or are they admin configurable? Harley, V2 is still extremely buggy, and with all the new toggle delays added cause some major timing issues!!!
_________________

  **Helix, guess who called me today? Thats right, The Partridge Family they want Danny Bonaduces picture back! ROFLMAO!**
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| Thu Feb 21, 2013 6:33 pm |
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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: Requesting An Explanation
Here is a picture of the timings menu. I don't think v2 is so much buggy as misunderstood. The main thing we are missing at this time is a template for what the timing settings should be to emulate a version 1 game. Attachment:
Timing Menu.JPG [ 38.86 KiB | Viewed 9126 times ]
_________________ 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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| Thu Feb 21, 2013 8:13 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 Re: Requesting An Explanation
At the very least, that should be default, Helix. But it's not.
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| Thu Feb 21, 2013 10:34 pm |
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Harley Nuss
Commander
Joined: Thu Feb 20, 2003 3:00 am Posts: 1529 Location: USA
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 Re: Requesting An Explanation
Thank you for the information.
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| Thu Feb 21, 2013 11:58 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: Requesting An Explanation
Helix wrote: Here is a picture of the timings menu. I don't think v2 is so much buggy as misunderstood. The main thing we are missing at this time is a template for what the timing settings should be to emulate a version 1 game. The timings that The Butcher is referring to are not configurable. Version 1 has no internal delays, so it became faster as processors got faster. JP is trying to compensate for that in Version 2. This causes problems for scripts that are expecting something to complete in x milliseconds and it now takes x+50 milliseconds. I actually requested a multiplier option to make these delays longer.
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| Fri Feb 22, 2013 12:35 pm |
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TheButcher
Lieutenant Commander
Joined: Thu Dec 08, 2005 3:00 am Posts: 903 Location: USA
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 Re: Requesting An Explanation
Micro wrote: Helix wrote: Here is a picture of the timings menu. I don't think v2 is so much buggy as misunderstood. The main thing we are missing at this time is a template for what the timing settings should be to emulate a version 1 game. The timings that The Butcher is referring to are not configurable. Version 1 has no internal delays, so it became faster as processors got faster. JP is trying to compensate for that in Version 2. This causes problems for scripts that are expecting something to complete in x milliseconds and it now takes x+50 milliseconds. I actually requested a multiplier option to make these delays longer. Iam not talking about script issues, there are many bugs that have been caused by messing with the internal timing ( script or no script) try using a macro and attacking someone at the exact same time they attack you, both players are booted to the game menu, better yet have a guy bust up at dock while someone is running a dockkill macro, if they do happen to get a wave of on ya, it boots both players to the game menu. There are a handfull of other ones!! All have been talked about or relayed to JP, and since the last release!!!! Tick, tock, tick, tock, Its like I have seen this before:]
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  **Helix, guess who called me today? Thats right, The Partridge Family they want Danny Bonaduces picture back! ROFLMAO!**
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| Fri Feb 22, 2013 2:22 pm |
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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: Requesting An Explanation
There were many changes that didnt so much change game play but called for a change in tactics. In version 1 you could burst macro a y 1 multiple times and freeze your opponent. That no longer works as a sync was added before every attack vs an online player or alien to guarantee that the player or alien is ready to process the event. Another change is the way that exits and enters work, they can take a long time for each exit cycle because the TWGS waits until the player session is completely closed before it allows an enter. So sector clearing can take a looonnnggg time.
H
_________________ 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?
Last edited by Helix on Fri Feb 22, 2013 3:29 pm, edited 1 time in total.
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| Fri Feb 22, 2013 3:13 pm |
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Comd Data
Staff Sergeant
Joined: Thu Aug 23, 2012 9:52 pm Posts: 17 Location: San Francisco, CA
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 Re: Requesting An Explanation
Is that in the revision history?
Comd Data
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| Fri Feb 22, 2013 3:14 pm |
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Timberwolf
Lieutenant J.G.
Joined: Mon Feb 26, 2001 3:00 am Posts: 441 Location: In your girlfriend's bed
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 Re: Requesting An Explanation
Helix wrote: Another change is the way that exits and enters work, they can take a long time for each exit cycle because the TWGS waits until the player session is completely closed before it allows an enter. So sector clearing can take a looonnnggg time.
H That I have not tried yet in V2. But I remember in V1 I was able to clear 250 limpets in a sector in just moments with a quick exit/enter script. I'll have to try that later on V2 and check it out.
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| Fri Feb 22, 2013 4:25 pm |
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Cruncher
Ambassador
Joined: Fri Feb 23, 2001 3:00 am Posts: 4016 Location: USA
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 Re: Requesting An Explanation
Like I said before, there are +/- for each version.
Try them both, see which one suites your playing style the best and enjoy!
_________________
BOTE 1998 Champs: Team Fament HHT 2015 Champs: Cloud09 Big Game 2016 Champs: Draft team HHT 2018 Champs: Rock Stars Big Game 2019 Champs: Draft Team
Classic Style Games Here: telnet://crunchers-twgs.com:2002 Web page from 1990's: https://web.archive.org/web/20170103155645/http://tradewars.fament.com/Cruncher/tradewar.htm Blog with current server info: http://cruncherstw.blogspot.com Discord: https://discord.gg/4dja5Z8 E-mail: Cruncherstw@gmail.com FaceBook: http://www.facebook.com/CrunchersTW
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| Fri Feb 22, 2013 9:05 pm |
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