Beta 3.11.19-39 Bug Reports

News 10/28/00
Biggest news on development for a while, release .39 now disables retreat scripts. It now uses full ship turns to retreat one sector.

News 08/20/00
Great News, Intergate is Back! And better than ever!
OK, I know it's been a while again, but I'm back to work debugging. Recently in Bote Maverick found that if you were in a ship with 0 holds, the game would not allow you to rob a port.
Yesterday on Intergate V.35, I was killed by ferrengi, no big deal, but when I came back into the game, I started in the sector I was killed in, rather than at Terra.

News 06/28/00
Wow, sorry about the laps in updates.
First of all, our Beta Server at Intergate is down, maybe for good. Intergate was hit with a nasty hacker that caused damage to the web server. Beta server was back up then down, was hit by the hacker again! Andrew is currently working on beefing up his firewall.
In the mean time WTC rages on! There have been a few bugs that have come to light in WTC. Mostly just a lot of fine-tuning going on now. Be sure to read the EIS Beta Reports for updates. Release .31 changed the atmos cannons in MBBS mode to behave exactly as they did in HVS MBBS. Other bugs that have been corrected with release .32 some have to do with how the game synchronizes data. Mainly in 0 ship delay games.. that has been corrected. Resulting in players not getting correct messages in order of when they occurred. A tow bug found by Timberwolf that fails to recognize that a ship in tow has been destroyed, and still uses turns to tow. Another bug that was found by Maverick that uses 1 turn when retreating from a sector, and yet another that does not allow a pod to flee from a sector if the destroyed ship was first photoned. Discovered by Last Star Fighter. One last bug that was found had to do with the routine for penalizing mixed corps. If all players on the same corp are of the same ali, and dead at the same extern, they were receiving mixed corp experience penalties. These will no longer be the case with the next release. John is really on the ball, and fixing stuff Almost as soon as we can report it.:)
Way to go John!

News 04/08/00
Beta Server on Intergate down til later this evening. Andy needs to repair router.
Home Sector puts new Beta Server on the net! Telnet to twgs.tradewars.org port 24.

News 04/06/00
Cap file received from Paladyne today, the SD bug is still active in 3.11.27 :( John P is working on 3.11.28 this weekend, should be ready early next week for testing.

News 04/05/00
We are up to version 3.11.27 now. Looks as if we have all of the reported bugs worked out of it now. Still having problems with the mail files. John continues to work with those.

News 03/15/00
We've run into a little snag, a side-effect of one of the fixes John made. When a player is killed in the Beta Game, when he tries to reenter the game he gets a garbled msg and is not able to enter when he should. John released another fix tonight and Andrew promptly installed it, but seems it's not working yet. One bit of good news, the game shows no signs of data coruption now. Just a heck of a game.. one ***Ship Destoryed*** and you are out! That would make for one very short tourney! :)

News 03/13/00
A while back, we saw reports of players having the ability to play invisible, and today, thanks to Night Stalker and Timberwolf we were able to get cap files of this occurance. This happened on the D&D game at bbs.intergate.cx. All cap files were sent to John P.
First hint of this bug was when players started reporting missing ships. Another key to the bug is sysops having observer class in the game. Basically what happens is when a ship is repo'ed at SD, rather than the ship # going back into the pool of available ship #'s to buy, the ship becomes owned by "Observer" and is towed out into open space. If a player caps one of these "Observer" ships and transports into it, he is active in the game, but invisable to other players unless the sysop in observer class is also in the sector.

News 03/06/00
It seems some twgs sysops are getting a little "creative" with the rob/steal ratios in thier games. Just to help you out a bit, here is what you need to do to find out just how to play red in a game. First, from the game menu type * to see what the settings are. If both rob and steal are set to 100%, then it is classic door: rob=3%exp, steal=exp/30. If the settings are 50% rob, 70% steal, then it is in MBBS mode: rob=6%exp, steal=exp/21. Anything else then you will need to apply this forumula:
Rob: 3/(%set)= (x)% exp to rob
Steal: 30*(%set)=exp/(x) to steal
Replace the (%set) with what the game settings are, (x) is the product.
Happy Crimes!

News 03/01/00
Another difference was noted by Timberwolf today. This concerns the deployment of mines. In HVS MBBS if there were one type of mine in the sector belonging to an enemy, you were not able to deploy your own mines there. But now, if you see an enemy armid mine, you can deploy your own limpet mines... or vise versa. Both types of mines can exist in the same sector belonging to two different players/corps.

News 02/29/00
Cloak failure at initialition, Bug? or just another difference in twgs TW verses HVS MBBS?
If it's a bug.. let's fix it! What happens is that the sysop configuralbe option for cloak failure (default 3%) not only applies to cloak failures after extern, but it also happens when you first engage your cloak. If it's not a bug, then at the very least, the player should be notified that the cloak aborted or failed to initialize as he leaves the game, to give him a chance to come back and re-cloak.

Puzzling anomolies... When you see an anomoly and photon it, but no one decloaks, and there is 0 density scan. May be what you are seeing is a sysop cloaked in observer class. That would explain why you cannot decloak him... observer class cannot interact any way within the game.

News 02/27/00
It is my sad duty to report that we did uncover the SD bug in the Beta Test Game :(
A very Big Thank-You to The Ghost!
Once again.. I would like to thank the entire Beta Test Team, and hope they stick with it until we get this bug resolved!
And of course, this could not have happened without Andrew Wyatt and his most generous contribution. The Beta Test Game Server at Intergate!

SD Bug Cap File

What do all these players have in common?
Night Stalker, Silent Storm, Space Ghost, Master Time, Tweety, Timberwolf, River Rat, Terminator, The Ghost, and now Hellcat, Artemis, Hosem, Ripclaw and Gypsy?
This my friends is the current Beta Test Team! Give them all a big round of applause! These guys are working to ensure that the lastest and greatest release of TWGS will be the best ever!

News 02/25/00
Tonight went well, although we did run into a couple of little snags..
1) After having my CFS capped, while in a pod, I was still given what seemed to be the transport range of a CFS, although when I moved to within 10 hops of my nearest ship and tried to transport, it then showed the correct responce.
2) May involve editing on the fly.. after I p-torped Night Stalker, and he was held by my L6, I went into tedit to move him to SD and give him back his turns. Even though it said he had turns, he still could not move til after the top of the hour.
Tonight's Beta Testers were:
Space Ghost
Night Stalker
Silent Storm
Master Time
Cruncher
Jackal
Tweety
Hosem (came in to chat... declined having stuff edited for him, was quickly killed) :(
Liquid Snake (unknown player, did not inform me he/she was coming, did not receive edited goodies, died quickly)
It was great fun! Congratulations to Silent Storm for capping Ferrengal! (L6H Loaded!) And what a prize he found.. the cit had the max creds in it! 999,999,999,999,999,999! Grin, he won't even be able to spend the interest fast enough!
If we don't have to reset the game for more patches.. heck, even if we do.. I think I will add more of these type Ferrengals to the game. Just makes it more fun for the hard working Testers to own that much! And gives us the chance to get down to killing one another just that much quicker!
As long as we don't have to reset the game... it's a very nasty place right now, be sure to let me know if you want in, you will NEED the edited goodies just to make it to SD! :) We usually get together for a couple of hours each evening. It's a cozy little 1k sector universe :)
ICQ# 21535260

News 02/24/00
John has the fix for the data corruption, Andrew has the patch in place! If you too wish to be a part of the Beta Test Team, just e-mail me and I will set you up in the game!

News 02/23/00
It's been a while since the last update here. The SD bug was finally caught on cap file by Guardian on 2/21/00! After some examination, John P had found the cause and released a fix tonight. Thanks to Andrew Wyatt of bbs.intergate.cx, we were given a server to run another Beta Test game on.
And a Big Thanks to those who participated in tonight's activities:
Andrew
Timberwolf
Space Ghost
Master Time
Night Stalker
Lancez
Eleqtrizi'T
Bad Girl
(I was stuck in the editor most of the evening giving players ships, figs & creds to blow each other up with, and bringing them back to life after they died) Hehehe...
While we did not come across any signs of the SD bug... we did run into data corruption. Most were able to give John cap files of anomalies, and he has much to work with. He expects to have another revision much later tonight. As soon as that is ready, we'll have a go at it again!

Home | Photos | Advice | Links & Files |