Topic: Hardcore Server NEW SCRIPTS testing  (Read 81752 times)

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Offline Corbomite

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #280 on: August 01, 2008, 08:51:24 am »


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave


Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.





I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Proper testing =  Organized multiplayer testing specifically looks for bugs and kinks in game mechanics?   Had anyone tested this up to this point?  I've read this whole thread and I hadn't seen any mention of this.  Finding single player bugs is important as well but all missions MUST be tested like this before they can be used.



Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.

Offline KBF-Crim

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #281 on: August 01, 2008, 09:01:09 am »
I 'll try to get on sometime but we're leaving for the lake (pretty sure)...


Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #282 on: August 01, 2008, 09:39:33 am »

Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.

WTF is your problem?  I had zero interest in the concept of Hardcore, I always liked the concept of the standard missions.  I stopped pissing on the concept of Hardcore and start to do something positive and you act like a total jackass.   
 
Interesting missions does not equal retardly difficult.
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Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #283 on: August 01, 2008, 12:26:13 pm »


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave

Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.


Sorry, that was a prioritization/procrastination issue -- there's some real funkiness around the routines to create/remove the arrows, so I was trying to focus on the stuff that directly impacts gameplay first (and admittedly stalling on opening the code around the arrows  :-[ )

dave

Offline Leto Atreides

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #284 on: August 01, 2008, 01:18:26 pm »
*sigh*

can't we all just get along? it's a game. i'm happy aanybody still plays it @ all.

for those of you bickering, get over it! be happy anybody is working on it @ all.

for those that are working on it. Salute! keep up the good work. it is appreciated.

Offline Lear

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #285 on: August 01, 2008, 02:49:08 pm »
It's down (or at least My computer could not see it)

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #286 on: August 01, 2008, 02:51:00 pm »
OK, I think I've got the following fixed

  - the "minefields" are now more intelligently placed
  - the guidance arrows should disappear soon after you close to within range 80ish
  - the missing fighters bug
  - the untargetable defs/lps in some pirate base missions
  - difficulty should now be more or less back on track
  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)

I'll do some more testing on this and hopefully do another release this afternoon

EDIT: a few more of the tweaks in this release (coming in an hour or two)
  - made the patrol scenarios crop up more often
  - made a bunch of the scenario mission text more descriptive/accurate
  - juggles the loadouts a bit (a lot of AI have been cropping up with overly low marine counts)
  - revised the AI fight/flee logic a bit (some missions the AI seems to change its mind every few minutes, giving quite a sequence of "they're attacking" .... "they're running away" .... "they're attacking" ... "they're running away"....)

dave
« Last Edit: August 01, 2008, 06:17:53 pm by NuclearWessels »

Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #287 on: August 01, 2008, 03:57:08 pm »

  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)


How'd you do that?   Is there anything we can do shiplist side that woulld make this go smoother?
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #288 on: August 01, 2008, 05:50:11 pm »

  - when selecting AI it should now attempt to favour choosing line ships over carriers/droners/escorts etc
    (not eliminate selection of the specialty ships, just make them somewhat less probable than the line ships)


How'd you do that?   Is there anything we can do shiplist side that woulld make this go smoother?

Right now it looks at the "Class Type" and "Special Role" columns in the shiplist, and pretty much assumes that line ships are frigs-to-dreads that don't have a special role (other than command).

If you mark the special role appropriately (V, D, E, R, etc) it'll help reduce the likelihood of those getting generated as AI.

Right now there's a 50% chance it will try to grab a line ship first, and a 50% chance it will try to grab anything (line ship or special purpose), but we can juggle those once we see how things are working out.

dave

Offline Pestalence_XC

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #289 on: August 01, 2008, 06:41:46 pm »
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

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Offline marstone

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #290 on: August 01, 2008, 06:46:05 pm »
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.


shall be keeping an eye out for it.
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Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #291 on: August 01, 2008, 06:52:20 pm »
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones
XC ones

dave

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #292 on: August 01, 2008, 07:38:47 pm »
Oh good, ED. Gladd that special role has an effect. We will need to test that.

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #293 on: August 01, 2008, 07:44:10 pm »
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones
XC ones

dave



ACK!!!   If I only had a brain!  The ones I posted a few minutes ago were outta date, correct ones are up now, usual spot.

 ::)  Time for a beer!

dave

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #294 on: August 01, 2008, 07:53:28 pm »
Yes it does, but you weren't interested in doing it on the test server. You just groused for a few weeks about stuff you hadn't tried in years and then threw up your own server to test what you thought was important to you. God forbid you should work with the peons on the server that was set up to test this stuff. You and Dizzy both try and constantly take everything over and force your way on to eveyone and I for one am sick of it. I won't be playing on any more boring-ass servers with too many rules and not enough players that fight over 1% of the map.

Your imput concerns me too, Corbo. I also like varied missions that have depth and are of the sort that give you something more to do than simply going up to an enemy ship and popping it. DH has a different angle. Dynaverse and PvP player compatability. I have both aspects in mind. I prefer you not lump me together with DH here. Thanks.

Offline Corbomite

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #295 on: August 01, 2008, 08:56:28 pm »


You know, I've had it with your attitude. Everybody just forget about what they were doing. It wasn't proper testing, but DH is on the job now so everything is going to be great. The only thing lamer than your attitude is your knee jerk reaction to everything. I'm through wasting my time on these missions as none of my work or input is needed.

Whoa man!   I needz yer eyes and yer testing!   I know I don't respond to all of them - but I read every one of your script comments in detail, and it does have a huge impact.

dave

Really? Have you removed that annoying f#@#$@! arrow yet? I know I've only asked three times.


Sorry, that was a prioritization/procrastination issue -- there's some real funkiness around the routines to create/remove the arrows, so I was trying to focus on the stuff that directly impacts gameplay first (and admittedly stalling on opening the code around the arrows  :-[ )

dave



I'm sorry for snapping at you Dave. I've had a really crappy week and I've been getting really bad headaches for the last couple of weeks. So bad I'm thinking of seeing a neurologist. I never get headaches. At least I didn't used to.

Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #296 on: August 01, 2008, 09:38:37 pm »
I brought Hardcore down for a bit.. I am doing system maintainence.. when Dave puts out the revised missions, I am going to try editing the map a tiny bit and then put out a new installer and script pack.



Righto! updates are ready here:

ED ones
XC ones

dave



Sweet, I'll try to round up a posse to torture test them on Sunday or Monday evening
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #297 on: August 02, 2008, 09:00:49 am »

I'm sorry for snapping at you Dave. I've had a really crappy week and I've been getting really bad headaches for the last couple of weeks. So bad I'm thinking of seeing a neurologist. I never get headaches. At least I didn't used to.

No worries sir, water off an evil duck's back  ;)

Now back to more important things -- I think I've nailed down why some of the rescue style missions aren't giving a DV shift.  (The ones where you put a medical or engineering team aboard an allied/civillian vessel, or tow them away from danger.)

Hopefully I'll have a fix for those later today.
dave

Offline Corbomite

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #298 on: August 02, 2008, 09:49:19 am »
Not sure these are issues as they didn't seem to affect anything, but they were oddities:

XC Enemy Patrol: Medical beam out from the Transporter MFD; The "package" was there and the mission worked fine. There was another icon in the receiving ship's display area that was the Diplomat icon (I think, looked like two guys with ties?). I waited for instructions to beam them out, but the mission finished.


XC Enemy Patrol: Beam a security team onto a pirate ship; The team went over, but didn't seem to do anything. I got no further messages. I waited a few minutes then captured the ship in a normal boarding action. Everything reported correctly.

Offline Lear

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #299 on: August 02, 2008, 11:35:50 am »
Still no joy in mudville. I can not "see it" in the campain
selector ( I see Strayyys) .