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 News 02/29/00
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.
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.
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!
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 News 02/23/00
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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!
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!