Dynaverse.net

Taldrenites => Dynaverse II Experiences => Topic started by: Bonk on April 20, 2006, 11:24:23 am

Title: The Forge II - Info and feedback
Post by: Bonk on April 20, 2006, 11:24:23 am
It requires Firesoul's OP+4 (http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe) and The Forge scripts pack (http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe).

Online Campaign Interface (OCI) (http://www.dynaverse.net/oci/index.php/cfg,theforge.html).
(Firefox extension to aid in viewing map info here (https://addons.mozilla.org/firefox/1715/).)

Dave's test missions are still in and we'll update/add/remove them as necessary.

The premise of the server is still the same, a simple persistent server on OP+4 for new players to train on and for old players to get their daily fix. The map for this run is a bit smaller, but still is supposed to be a new resource rich sector of space to be exploited by the empires and cartels who have found themselves transported there. Again, victory will be assigned to the side with the most economic points at the end of this four month run. (2273-2303, 4 days per game year, 5 minute turns)

The webmap and associated pages still work the same and assume that your Dynaverse gamespy login e-mail address is identical to your Dynaverse.net forums account e-mail address. The transfers page is still up to faciliate playing multiple races on one account.

The webmap will continue to evolve and additional features will be added. The Forge is also intended as a testbed for new Dynaverse technolgies. I have another project on the go at the moment, to be announced soon, at which point I will resume work on improvements and additions to the webmap.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 20, 2006, 06:32:09 pm
The webmap will be offline until the current network issues are resolved, apologies.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 20, 2006, 09:27:02 pm
Ah, that explains why it won't load for me... ;)
NP, sir.
All good so far...
Enjoying the new Evil dave missions.  ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 07:33:26 am
The webmap is back up!  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Ternado on April 23, 2006, 11:33:51 am
The shipyard for feds is not recycling ,stuck with starting ship.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 11:39:35 am
The shipyard for feds is not recycling ,stuck with starting ship.

You mean there are absolutley zero ships in the Fed yards? Lemme transfer my character over to the feds and check it out this afternoon.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 01:24:02 pm
I just checked the Fed shipyards:

Quote
Server shipyard:

F-FFR+
Class: Frigate
BPV: 85
Next Bid: 509

F-POL+
Class: Frigate
BPV: 48
Next Bid: 290

F-FF
Class: Frigate
BPV: 71
Next Bid: 426

F-FFE+
Class: Frigate
BPV: 95
Next Bid: 569

F-POL+
Class: Frigate
BPV: 48
Next Bid: 290

F-FFD+
Class: Frigate
BPV: 77
Next Bid: 462

F-DER
Class: Destroyer
BPV: 100
Next Bid: 665

F-DDL+
Class: Destroyer
BPV: 100
Next Bid: 665

F-CLD
Class: Light Cruiser
BPV: 104
Next Bid: 1034

F-CLD
Class: Light Cruiser
BPV: 104
Next Bid: 1034

F-NCD+
Class: Light Cruiser
BPV: 130
Next Bid: 1292

F-GSC+
Bids Made!:
Popeye - 2138 PP
Class: Heavy Cruiser
BPV: 162
Next Bid: 2143

F-CAR+
Class: Heavy Cruiser
BPV: 140
Next Bid: 1853

F-CF
Class: Heavy Cruiser
BPV: 161
Next Bid: 2130

F-GSC+
Class: Heavy Cruiser
BPV: 162
Next Bid: 2143

F-CAR+
Class: Heavy Cruiser
BPV: 140
Next Bid: 1853

F-GSC+
Class: Heavy Cruiser
BPV: 162
Next Bid: 2143

F-CF
Class: Heavy Cruiser
BPV: 161
Next Bid: 2130

F-CC+
Class: Heavy Cruiser
BPV: 149
Next Bid: 1971

F-CAR+
Class: Heavy Cruiser
BPV: 140
Next Bid: 1853

F-CC+
Class: Heavy Cruiser
BPV: 149
Next Bid: 1971

F-CC+
Class: Heavy Cruiser
BPV: 149
Next Bid: 1971

F-CAR+
Class: Heavy Cruiser
BPV: 140
Next Bid: 1853

F-CC+
Class: Heavy Cruiser
BPV: 149
Next Bid: 1971

F-CVA
Class: Carrier
BPV: 206
Next Bid: 5443

F-DN
Class: Dreadnought
BPV: 180
Next Bid: 5945

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

F-BS+
Class: Base Station
BPV: 183
Next Bid: 2420

Looks like lots of stuff... also, all ships in era on the shiplist are available on the webyards in the column on the left.

Perhaps you were experiencing shipyard lag... next time just give it a minute or two to download, or go to supply and then back to the shipyards to refresh the list in your client.

I'll check it again in a bit to see if the list is different... I notice there is a bid in on a GSC+ for Popeye, but he is not logged in... perhaps his bid is bugged somehow... I'll check it again shortly and correct the situation if necessary.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF MalaK on April 23, 2006, 01:32:10 pm
webyard funk'd:

Purchased ship- it took my money, never gave me ship. I'm afraid to buy another one.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Strat on April 23, 2006, 01:35:37 pm
Its those darn Fed ship Salesmen.

Be careful or they'll rip you off!

They break down at 100,000 Lighty years..

Err, or is that Ford...   ;D
 :D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 01:36:24 pm
webyard funk'd:

Purchased ship- it took my money, never gave me ship. I'm afraid to buy another one.

It takes a turn to come in... I'll reimburse your account if the ship does not come in... What ship did you buy and what race? And was it from the shiplist column?


Ternado, it ppears the fed yards are cycling, but the ship Popeye bid on is not going through for some reason, I'll look into it.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 01:39:36 pm
webyard funk'd:

Purchased ship- it took my money, never gave me ship. I'm afraid to buy another one.

is this it?

Quote
K-D5L
Bids Made!:
KBF-MalaK - 1321 PP

Class: Light Cruiser
BPV: 133
Next Bid: 1326

I notice a number of bid in the Klingon yards that have not come in... this is weird, I have never seen this before...  :huh:

Gonna check the bids table and current turn and reboot the server to see if that clears the issue...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 01:43:43 pm
Holy crap! The turndescription table is empty!  :o

Gimmie a bit to fix this, taking the server down...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 02:42:21 pm
After examining older database dumps it appears the turndescription table is a vestigal table, it seems it is no longer in use as the data is present in the capaigninfo table anyway... continuing to dig for the cause of these stuck bids... man this is weird, never happened before.

EDIT: or perhaps the turndescription table is only used in a temporary fashion and has no presistent data... (?)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 23, 2006, 02:49:25 pm
Had one Fed, One Rom and 3 Klinks all say bids on ships were past due...donno... :huh:
I'll relog now and place a bid on something to see if it's still happening... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 02:58:18 pm
Server is down. Something is drastically wrong. I'm stumped on this one.  :huh:  I'll keep digging for a cause, so far I have been unable to find a reason that bids will not go through. Hopefully it won't take a reset.  :(
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 23, 2006, 03:06:26 pm
Yeah, I see that...
Hopefully, a reset won't be needed... :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 03:16:38 pm
Any chance the webmap might be screwing up the plumbing, so to speak?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 03:35:26 pm
Any chance the webmap might be screwing up the plumbing, so to speak?

I'm looking at everything. It never did in the last four months though, so I can't really think of a reason it would start to cause troubles now...

Oh wait... unless someone transferred races, bought a ship, and transferred back before the ship came in... that might cause this. Let me look for that...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 03:43:52 pm
Oh wait... unless someone transferred races, bought a ship, and transferred back before the ship came in... that might cause this. Let me look for that...

Aha! I found at least one case of that. Lemme come up with a solution.

Once I fix this up I'm going to have to add code to the transfers page to prevent a transfer if there is an open ship bid.

If you transfer races and buy a ship, you must login on the race you bought the ship as, logout once you receive the ship, then transfer back... (if that is what you wish to do). I'm gonna have to stew on a protocol/rules for this situation... hmmm....
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 23, 2006, 03:45:13 pm
Oh wait... unless someone transferred races, bought a ship, and transferred back before the ship came in... that might cause this. Let me look for that...

Aha! I found at least one case of that. Lemme come up with a solution.

Once I fix this up I'm going to have to add code to the transfers page to prevent a transfer if there is an open ship bid.

If you transfer races and buy a ship, you must login on the race you bought the ship as, logout once you receive the ship, then transfer back... I'm gonna have to stew on a protocol/rules for this situation... hmmm....

Ah, I was just going to post that I think that did happen.
But ya found it while  was typing... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 03:52:55 pm
I plead guilty.  :huh:

I tried using the webmap yard without being on the server, and it kinda screwed me up that I couldn't just pick the ship I wanted, so I switched races, bid on the ship, then switched back. Sorry  :brickwall:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 03:57:50 pm
No problem Father, I'm glad you did, it revealed this issue I hadn't thought of... we'll get it sorted.

It hadn't occurred to me that people would do that when I added the transfers page... easy enough to fix though, just deny a  transfer if there are any open bids... (actually the character need not login to receive the ship... just wait for the auction to complete before transferring back) For now though wait for your ship to come in before transferring back, it will take me a bit to get to adding that check to the transfers page.

I have transferred Father Ted back to the Mirak to receive his droner.  ;D

Trying to decide what to do about Klingon Mrogue's open bids ffrom the ISC and Klingon shipyards... unfortunately there is a blob in the character table that is related to openshipbids... grrr, frickin blobs....
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 04:01:19 pm
Can you eliminate the last bid? Or the most inconvenient one? So we can get back on the server? ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 23, 2006, 04:02:11 pm
I plead guilty.  :huh:

I tried using the webmap yard without being on the server, and it kinda screwed me up that I couldn't just pick the ship I wanted, so I switched races, bid on the ship, then switched back. Sorry  :brickwall:
 :carmen:

About 150 "Hail Marys" should cover it... :P
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 04:05:36 pm
150 Hail Mary's? That's it? I feel bad, but it does feel a little bit better to know that I'm not the only one who screwed up. What's MRogue get? 150 minutes in the Agonizer Booth?   :whip:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lear on April 23, 2006, 04:24:39 pm
Sorry but i think I was the first one to do that.
although I have done exactly that before and did not have any problems
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 23, 2006, 04:26:04 pm
150 Hail Mary's? That's it? I feel bad, but it does feel a little bit better to know that I'm not the only one who screwed up. What's MRogue get? 150 minutes in the Agonizer Booth?   :whip:

Well...that's kinda lite, but, Im suppose it'll do since he didn't know.  :P
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 04:29:13 pm
In Mrogue's case I removed all three of his bids and refunded the PP (was easiest to edit the openshipbids blob to no open bids as I have not decoded that blob yet). Now to figure out what turn number it is, edit the bids accordingly and run them through... should be done soon...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 04:36:01 pm
If it'll make it easier, you can delete my bid. I meant for that one to go to my Hydran account, and forgot I was flying Fed at the time.... :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 04:43:27 pm
If it'll make it easier, you can delete my bid. I meant for that one to go to my Hydran account, and forgot I was flying Fed at the time.... :-\

Nah, no easier, you're currently Kzin and getting your droner... (I hope - will know in a few minutes).
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Father Ted on April 23, 2006, 04:44:28 pm
I always thought that the Agonizer Booth scene in "Mirror, Mirror" was the funniest moment in TOS, when the bearded Spock looks at Checkov, screaming his head off, and says something like, "The agonizer booth is an affective tool..."
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 04:53:26 pm
Ah crap, the bids did not go through... something else must be awry...

Perhaps I'll just delete all bids, refund the PP, then test a new ship purchase...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 05:29:58 pm
Phew... its fixed... bids cleared, all PP refunded. (previous efforts to preserve existing bids failed as most of the openshipbids blobs were corrupted)

I just tested purchasing a ship in game, it came through ok.

So for now, please do not transfer to another race while you have open ship bids.

It may actually be necessary to login under a new race that you transferred to before purchasing a ship. I'll test that later.

I'll put a check for open ship bids on the transfers page a little later, its been a long day for me. I was up at 8, did an hour of intensive work on the webserver software, then from 9:30-1:00 I pulled up a kilometer of barbed wire fence. Had lunch, then worked on solving this from 3:30 to 7:30... I think I need to lie down for a while, lol. (I have yet to figure out Lyrkillers firewall log too... hehe)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on April 23, 2006, 05:34:04 pm
Hmmm...just has a weird thing happen...twice in a row...I had my drones stripped from my fleet....first time one ship....fled out of mission...went to dock...showed default reload...went to hex...took mission....this time my whole fleet had no drones...

I'll try and repeat....
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 05:40:00 pm
Hmmm...just has a weird thing happen...twice in a row...I had my drones stripped from my fleet....first time one ship....fled out of mission...went to dock...showed default reload...went to hex...took mission....this time my whole fleet had no drones...

I'll try and repeat....


Lol,

 :music: "Oh and it never rains around here
It just comes pouring down"  :music:
(Dire Straits - Love Over Gold)
http://www.lyricsfreak.com/d/dire-straits/40725.html

Do you have one of the Klingon ships with MIRVs on it? I think they just don't work properly. (see first run feedback thread) We have yet to address that issue in OP+4.

If not, then gimmie a bit to try and figure this one out... Maybe trade in that D5E and try buying a new one?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on April 23, 2006, 05:45:18 pm
Nope...all standards..F5D,D5D,D5E (yes...I know...cheesy bastage)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on April 23, 2006, 05:46:37 pm
Dont worry about it unless I can repeat it...and even then only once I'm sure my game isnt corrupted or something... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 05:48:27 pm
Cool, let me know if the problem persists and we'll take a look at it. (I'd be suspicious of the D5E from the webmap, I might have messed up the G-racks?)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on April 23, 2006, 06:23:59 pm
Dropped all but the D5D....all is well....might be I screwed something up in dock....*shrug*...nevermind... ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 23, 2006, 11:08:20 pm
Cool.

I just rememberd, F1AF-FatherTed is still Kzin from this afternoon... He'll need to transfer back to Fed... (if desired).
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 28, 2006, 10:32:44 pm
The Forge server and webmap is back up. I didn't update the missions yet, I'll get to that tomorrow or Sunday, had too much stuff on the go today.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on April 29, 2006, 07:10:45 am
Hmmm...just has a weird thing happen...twice in a row...I had my drones stripped from my fleet....first time one ship....fled out of mission...went to dock...showed default reload...went to hex...took mission....this time my whole fleet had no drones...

I'll try and repeat....

Had the samething happen to me the other night. Took out a MDC with a full load of Type IVs. Took a Asteroid Base assalt mission. Had a L-SR come out, when I went to blow it up with a cross the "T" maneuver. Thats when I found that I did not have any Drones :o       RUN AWAY   RUN AWAY!!!!!!!!  ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 08:20:23 am
That is baffling... perhaps I'll have to turn mission names back on to see which missions are involved... though I suspect network delays may be responsible... I can't trust anything until they are eliminated...

I'm going to have to get on there and play a bunch of missions myself to see if I get the same thing.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 09:41:04 am
Mission scripts updated, just the latest versions of ED's AI stripping missions, and the stock starbase construction mission replaced with Dave's new base placement mission.

New mission pack here: http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe 1.09 MB (same place as usual)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 29, 2006, 10:43:17 am
Just so ya know, sometimes missions are still pullling out-of-era AI.
Flew a few with Khellian, drew an X-BRO in a Asteriod base Assault.
Have seen this just a couple of other times, I'll try to notice if it's certain missions or not in the future.
Not a real big deal, just an FYI.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on April 29, 2006, 10:53:14 am
Just so ya know, sometimes missions are still pullling out-of-era AI.
Flew a few with Khellian, drew an X-BRO in a Asteriod base Assault.
Have seen this just a couple of other times, I'll try to notice if it's certain missions or not in the future.
Not a real big deal, just an FYI.  ;)

If you get the chance to note which missions do that it'll help a lot - some of the missions call different Taldren methods to generate the ships, so we might be able to isolate which ones draw from out of era.

Although IIRC the asteroid base assault only uses the stock draft method, so it might just wind up confusing me ;)

thanks!
dave

Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 10:54:19 am
Just so ya know, sometimes missions are still pullling out-of-era AI.
Flew a few with Khellian, drew an X-BRO in a Asteriod base Assault.
Have seen this just a couple of other times, I'll try to notice if it's certain missions or not in the future.
Not a real big deal, just an FYI.  ;)

The X-BR0 is an Orion ship and is in era. (YFA=5 YLA=999) All the orion cartel ships are X-___, do not mistake them for X ships. Please check the shiplist if you suspect a ship is out of era to save me the trouble of looking it up, thanks.


I just ran 6 missions in a droner, a nice mix of ET and ED missions, I supplied between each mission and was not missing any drones at any point. But the network is behaving well at the moment, not getting any delays on the webserver... I am suspicious that the network delays may also be interfering with the dynaverse server and supply is where you are seeing the effect. Time will tell. I'll get back on later and try some stock missions and an asteroid base assault as that was mentioned.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 10:56:44 am
Just so ya know, sometimes missions are still pullling out-of-era AI.
Flew a few with Khellian, drew an X-BRO in a Asteriod base Assault.
Have seen this just a couple of other times, I'll try to notice if it's certain missions or not in the future.
Not a real big deal, just an FYI.  ;)

If you get the chance to note which missions do that it'll help a lot - some of the missions call different Taldren methods to generate the ships, so we might be able to isolate which ones draw from out of era.

Although IIRC the asteroid base assault only uses the stock draft method, so it might just wind up confusing me ;)

thanks!
dave

See my comment above re the X-BR0.

I am using the stock asteroid base missions. The only missions of yours currently on The Forge are:

Met_ED10Patrol.scr
Met_ED10PatrolEnemy.scr
Met_ED17Patrol.scr
Met_ED17PatrolAllied.scr
Met_ED17PatrolEnemy.scr
Met_ED5FleetAction.scr
Met_ED5PlayerFleet.scr
Met_ED6Patrol.scr
Met_NWBasePlacement.scr
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on April 29, 2006, 11:01:29 am
Just so ya know, sometimes missions are still pullling out-of-era AI.
Flew a few with Khellian, drew an X-BRO in a Asteriod base Assault.
Have seen this just a couple of other times, I'll try to notice if it's certain missions or not in the future.
Not a real big deal, just an FYI.  ;)

The X-BR0 is an Orion ship and is in era. (YFA=5 YLA=999) All the orion cartel ships are X-___, do not mistake them for X ships. Please check the shiplist if you suspect a ship is out of era to save me the trouble of looking it up, thanks.

I just ran 6 missions in a droner, a nice mix of ET and ED missions, I supplied between each mission and was not missing any drones at any point. But the network is behaving well at the moment, not getting any delays on the webserver... I am suspicious that the network delays may also be interfering with the dynaverse server and supply is where you are seeing the effect. Time will tell. I'll get back on later and try some stock missions and an asteroid base assault as that was mentioned.



Ah...srry, didn't realize that. I just saw the "X" and assumed.  ::)
It didn't really last long enough for me to see if was firing X weapons or anything.  ;D
I'll look more closely at the ship before I say anything next time.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 11:02:59 am
No problem dude, feedback is much appreciated, just do your best to make sure its accurate.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 29, 2006, 12:29:33 pm
This prolly needs to go in one of dave's threads, but i forgot to check which mission: Was running around with Standarte last night and passed through several asteroid hexes. The asteroid patrol missions seemed to put most of the enemy AI in a location in which they couldn't dodge a rock. They were promptly exploding within 3-5 seconds of mission start.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on April 29, 2006, 12:50:10 pm

Thanks Risky, I'd noticed that as well - the new maps should clean up some of that (cross fingers)

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on April 29, 2006, 02:13:59 pm
Running missions this morning and found that when I draw a TG mission. The AI that I'm pulling are a little out of date. Was pulling HWDs as allies and as foes. the year is mid 74. It was only on the TG missions that this was happening.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on April 29, 2006, 02:32:29 pm
Also my char Soreyes is Ghosted. Took a mission with Chuut . Countdown went to 0. Boom now Ghosted :(
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 03:17:59 pm
Also my char Soreyes is Ghosted. Took a mission with Chuut . Countdown went to 0. Boom now Ghosted :(

Have you rebooted your PC yet to try and clear the ghost?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 03:23:39 pm
Running missions this morning and found that when I draw a TG mission. The AI that I'm pulling are a little out of date. Was pulling HWDs as allies and as foes. the year is mid 74. It was only on the TG missions that this was happening.

I need exact "Class" values to verify against YFA/YLAs in the shiplist. (e.g. F-CA) Actually which I'd prefer if you verified yourself before reporting as reqested of LordKrueg above.  Note there are 20 hydran HWDs out in 2272.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 29, 2006, 07:37:47 pm
Met ED5 had a DDZ as "reinforcements" out of era
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 08:59:09 pm
Met ED5 had a DDZ as "reinforcements" out of era

The I-DDZ (YFA=16/YLA=40) is indeed out of era in 2274. Thanks Risky.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on April 29, 2006, 09:07:06 pm
Bugger.  Well, knowing it's the reinforcment ship that's out of era I know exactly which routine is causing the problem then.  (Thanks for that info Risky!)

Unfortunately, that reinforcement routine is currently used in all those ED scripts, so we'll probably be seeing that elsewhere too until I get a fix out.  There is an alternative I can use - will just have to go through and make the substitutions.

EDIT: OK, I've gone through and substituted a different mCreateShip for the reinforcements throughout the ED missions, and an updated pack is uploading at the moment.  I'll leave Bonk with the unfortunate decision on whether to pull the current EDs, substitute them, or let 'em go for awhile.  (And thank god I'm not an admin ;D - thanks Bonk!)

Thanks for the info!
dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 29, 2006, 09:15:36 pm
also wheres the help on planet assaults and yard assaults?
there used to be ai in both, now its just me, the enemy DN and the phaser armed planet. Not very pretty.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on April 29, 2006, 09:17:47 pm
Also my char Soreyes is Ghosted. Took a mission with Chuut . Countdown went to 0. Boom now Ghosted :(

Have you rebooted your PC yet to try and clear the ghost?

Three times ::)

Quote
need exact "Class" values to verify against YFA/YLAs in the shiplist. (e.g. F-CA) Actually which I'd prefer if you verified yourself before reporting as reqested of LordKrueg above.  Note there are 20 hydran HWDs out in 2272.

They were Klingon, and Fed HDWs
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 29, 2006, 10:24:09 pm
Also my char Soreyes is Ghosted. Took a mission with Chuut . Countdown went to 0. Boom now Ghosted :(

Have you rebooted your PC yet to try and clear the ghost?

Three times ::)

Quote
need exact "Class" values to verify against YFA/YLAs in the shiplist. (e.g. F-CA) Actually which I'd prefer if you verified yourself before reporting as reqested of LordKrueg above.  Note there are 20 hydran HWDs out in 2272.

They were Klingon, and Fed HDWs

I just rebooted the server to clear your ghost, you should be good to go now!  :)  Sorry for the delay.
Ah, there should not be any Fed or Klingon HDWs out yet. Try and note the mission if it happens again (see above - Dave suspects he knows what is up with his missions) but I'd like to be sure its not present in the stock and TG missions. I know its tough to remember that kind of stuff... I always have a hard time with it myself.


also wheres the help on planet assaults and yard assaults?
there used to be ai in both, now its just me, the enemy DN and the phaser armed planet. Not very pretty.

There's no ED planet or yard assaults on The Forge, only stock (I misled you on the server, sorry) check the list above for the ED missions on the server.

If you used to get help were you in a different ship?

edit: here is the full list of missions in use on The Forge:

Met_10Patrol.scr
Met_11ConvoyRaid.scr
Met_12ConvoyEscort.scr
Met_15BaseDefense.scr
Met_16ShipDefense.scr
Met_17Patrol.scr
Met_18HomeworldAssault.scr
Met_26AsteroidAssualt.scr
Met_27AsteroidDefense.scr
Met_5FleetAction.scr
Met_6Patrol.scr
Met_7BaseAssault.scr
Met_8ShipAssault.scr
Met_9PlanetaryAssault.scr
Met_ED10Patrol.scr
Met_ED10PatrolEnemy.scr
Met_ED17Patrol.scr
Met_ED17PatrolAllied.scr
Met_ED17PatrolEnemy.scr
Met_ED5FleetAction.scr
Met_ED5PlayerFleet.scr
Met_ED6Patrol.scr
Met_NWBasePlacement.scr
Met_TGAlliedPatrolA.scr
Met_TGAlliedPatrolB.scr
Met_TGAlliedPatrolC.scr
Met_TGEnemyPatrolA.scr
Met_TGEnemyPatrolB.scr
Met_TGEnemyPatrolC.scr
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 30, 2006, 09:06:55 am
hey bonk, if you get a chance and the forge slows up, can you unghost me too? i'm sorta on the front lines still and causing draft issues for people i think.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 09:43:38 am
hey bonk, if you get a chance and the forge slows up, can you unghost me too? i'm sorta on the front lines still and causing draft issues for people i think.

Have you tried rebooting your PC/modem yet?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 30, 2006, 09:57:32 am
yeah, it didnt help. Also tried changing races out of desperation. it just changes the race of my ghost.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 10:09:15 am
Bloody hell, these connection issues are killing me... I hope the ISP gets it fixed soon. Then we'll be able to tell if its a mission issue. (Be nice to have the webserver back up to speed too...)

I'll reboot the server shortly... I'll go warn those on now...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on April 30, 2006, 10:14:10 am
i can tell you with some assurance it wasn't mission related for me...i lost connection while resupplying...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 10:15:38 am
Aha, that is consistent with my theory on the missing drones... I'd double check supply before heading out to missions while we're still having these connection issues.

It appears the ghosts are not on the IRC channel... that gives me the idea to write a ghost clearing script based on irc users... (gotta do something similar for another project...)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 10:23:13 am
Server rebooted.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Rolling on April 30, 2006, 10:48:27 am
Working fine for me.

Being a lousy pilot, I'm having a 75% success rate running AI missions solo.  That is after 2 years of not playing so hopefully I will improve.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Thrain on April 30, 2006, 11:28:42 am
Having shiplist and ftrlist issues when attempting to get on. Have 2 lists and have swapped them out in assets, and meta. only other server I have been active on is UAW. both require OP+4......any ideas?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 11:33:55 am
I'd try uninstalling and reinstalling OP+4.

Are you running multiple OP installs and if so, how?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Thrain on April 30, 2006, 12:24:11 pm
Reinstall fixed the issue....not sure if there were 2 installs running. I believe that the other shiplist is the basic shiplist. Thanks for the assist!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on April 30, 2006, 04:46:37 pm
Glad to hear it!  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Rolling on May 01, 2006, 11:46:04 am
Is it normal for your ship, with mimimal damage, to blow up when you pop the other ship?

I was right on top of it practically, so maybe I was too close?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on May 01, 2006, 12:23:10 pm
It happens from time to time.  I have not lost a ship on the Forge due to this yet, but have lost many over the last couple years due to this.  Commonly known as either "The Hand of Bethke" or for those who used to play the board game, "The Thumb of Doom".  It appears that when 2 ships are very close and there is catastropic damage dealt to one ship, the other gets lost in the explosion.  One of my last ships I lost that way was a Lyran BB which when it died, showed only 106 internals.  Losing that ship in a progressive Coop Campaign game forced me back to a 100 bpv ship.  All part of the game, just hope it does not happen often.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Rolling on May 01, 2006, 07:03:28 pm
It happens from time to time.  I have not lost a ship on the Forge due to this yet, but have lost many over the last couple years due to this.  Commonly known as either "The Hand of Bethke" or for those who used to play the board game, "The Thumb of Doom".  It appears that when 2 ships are very close and there is catastropic damage dealt to one ship, the other gets lost in the explosion.  One of my last ships I lost that way was a Lyran BB which when it died, showed only 106 internals.  Losing that ship in a progressive Coop Campaign game forced me back to a 100 bpv ship.  All part of the game, just hope it does not happen often.

Thanks for the info.

I'll shall prepare and expect it to be part of the game.

Makes sense actually.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Thrain on May 01, 2006, 10:50:21 pm
Hiya KRolling......haven't seen you since last eve.... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Rolling on May 01, 2006, 10:55:04 pm
Hiya KRolling......haven't seen you since last eve.... ;)

Hiya!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on May 02, 2006, 12:55:24 am
I'm starting to think that maybe the Fleet Action missions could be toned down a little.

while flying solo the last 2 fleet action missions I pulled were a little over the top

1. Me Z-DWD, F-FFR, G-DDL.  Klink Fleet. D-7T, D-7C, 2 D-5F's, 3 F5s.  After 4 minutes I ran like a screaming little girl

2. Me Z-DWD, G-SR, G-DD.  Klink fleet. K-D6M, 2 K-MD5, K-D5D, 2 F5Ls   Talk about a Mauler Enema :o

The other thing that I noticed was even though I was running with 6 ecm and showing a +2 shift. None of the phasers that were shot at me seemed to miss. Hell ph3s from a range of 7 to 9 were hitting :huh:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 02, 2006, 02:30:19 pm

I hear ya, just a little OTT  ;D

The update to take care of the out-of-era ships should clean up the excess opposition as well (barring screwups of course)

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on May 02, 2006, 07:43:05 pm
I figured out how to win most of the Fleet Action missions...... Just Draft Deadman in his H-MNR. It's something BIG to hide behind ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 02, 2006, 07:58:35 pm
 :lol:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on May 02, 2006, 09:15:14 pm
I take it that there is no LOS rules for this server. If thats the case then why in the heck is the alliance doing LOS. If there is LOS rules then someone might want to tell the Coallition players
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 02, 2006, 10:05:49 pm
Correct, there are no LOS rules. I just do it by force of habit, others probably do as well... There are lots of possibilities on this map. You might want to get in on the discussions over in The Forge Allliance forum at sfc2.net to put your two cents in. (LordKrueg's organisation scares me!)  :D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on May 02, 2006, 10:15:01 pm
OK thanks there Bonk. Now since I know where the Klingon Home world is. It's off to Pillage and Plunder ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 04, 2006, 07:49:05 pm
Hey bonk, i was looking at the webmap in IE just now (campus machine), and noticed that the hex descriptions show up correctly as oppossed to at home on firefox, why is that?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 04, 2006, 08:22:24 pm
Hey bonk, i was looking at the webmap in IE just now (campus machine), and noticed that the hex descriptions show up correctly as oppossed to at home on firefox, why is that?


Mozilla (Firefox) will only display a single line image "title" attribute and replace newlines with a little black box, IE will display a multi line image title attribute. And I think Firefox will not display an image "alt" attibute text as a popup at all... been a while since I looked at that, but its been something that has been bothering me for ages now.

I could use javascript to make it work properly and prettily in both browsers but I absolutely refuse to use javascript. You can blame Lepton. ;) A few years back in early versions of the webmap, stuff would not work for Lepton and a few others as they had javascript disabled. So I stripped all javascript from the webmap pages and swore off of it forever. (why I think AJAX is a load of crap as well, though it would really come in handy for that other project I'm working on... its perfect actually...). I just will not use javascript as the user can disable it and then things will not work. If something is going to work reliably in a web application it must be done serverside completely and only output dumb html.  (though SMF is pretty dependent on javascript...;)) Or one can write a client application of their own... think ACSIII ;).

http://www.w3.org/TR/html401/struct/objects.html#edef-IMG
http://www.w3.org/TR/html401/struct/global.html#title
http://www.w3.org/TR/html401/struct/objects.html#alternate-text

Mozilla (firefox) treats alternate text as exactly that, to be displayed only when the image cannot. Thus I have used the title attribute.

The webmap uses a title attribute on the image at the front of the z-index of the style attribute of the layered transparent gifs as a compromise for these considerations.

You will notice that the webmap loads slower in IE, this is because the content is sent to the browser compressed, IE does not handle this nearly as gracefully as Mozilla.

I searched the web quite a bit when working on that and settled on this compromise. Perhaps I'll eventually come up with a better solution. I still like Firefox better for the graceful handling of compressed content, the ability to render 24 bit pngs with transparency (something I removed from the webmap so IE could handle it) and overall standards compliance.

There is an interesting related discussion here:
http://extensionroom.mozdev.org/more-info/popupalt

I used the title attibute because it displays in both browsers, but mozilla cannot handle mutliline titles...

The last post on this thread describes exactly what you are observing:
http://www.webmasterworld.com/forum83/7889.htm

This one really drives me nuts, and I refuse to resort to javascript/dhtml.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 04, 2006, 08:41:18 pm
I also noticed for the first time that each planet has a type like core world 1 and asteroid base, etc, does this affect the mission draws at all?


Edit: If it doesn't presently, can it be made to? Would it require chaining dave in a room somewhere and writing terrain specific missions?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 04, 2006, 09:07:56 pm
Yes, that can affect the planet seen in missions, but as you suspect, it depends on the scripts used. I am currently only using stock planet missions... I can take a look a the source for them to see if the planet present affects things...

Also, check this out:

Long Titles (https://addons.mozilla.org/firefox/1715/)   :woot:

Presto! Multi-line image title attributes will display properly! I just tested it on the webmap and the title attributes display as they do in IE with this extension loaded.  8)

This is a good solution until I can come up with a better idea. (I'll ignore the fact that most Firefox extensions are written in javascript... but it saves me adding javascript to the page...) Plus it will probably benefit viewing other sites in Firefox as well...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 04, 2006, 09:37:05 pm
While we're on the subject of the webmap, you may have noticed that the shiplist purchasing column in the webyards is incomplete... this is due to a bug in the current php version. I have opened a bug report at php.net and it has been reproduced and assigned. Hopefully it will be fixed in the next version. We'll just have to put up with it till then.

http://bugs.php.net/bug.php?id=37300

That OP+4 shiplist is a pig to load into arrays in php, the script only loads the appropriate race for the character using it, but the arrays produced are still huge. It needs more than the default 8MB memory_limit in php. This is partly due to the way the fgetcsv function in php works, but it is the best(only?) solution I have found to load portions of the shiplist into arrays in memory.

Code excerpt:
Code: [Select]
<?php
$shipdatarow = array();
$shipcount 0;
$filename "shiplist.txt";
$fp=fopen("$filename","rt");
while (($shipdata fgetcsv($fp1569chr(9))) !== FALSE) {
if ($shipdata[0] == $shiprace[$WONlogonsubRace]) {
$shipdatarow[$shipcount] = $shipdata;
$shipcount++;
}
}
fclose($fp);
?>


P.S. I have yet to add the open ship bids check to the transfers page... note to self: get this done!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 04, 2006, 10:03:58 pm

Long Titles (https://addons.mozilla.org/firefox/1715/)   :woot:



coolness
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 04, 2006, 10:23:02 pm
Re: your question about planets affecting scripts...

If a homeworld is present you should get the Met_18HomeworldAssault.scr mission, if not you should get the Met_9PlanetaryAssault.scr.

From the mission sources:

Met_18HomeworldAssault.scr:
Code: [Select]
Specs->fMetaLocationSpec = tMetaLocationSpec( 1, kEnemyRaceHex, kHomeworldHex | kAnyTerrainHex );

Met_9PlanetaryAssault.scr
Code: [Select]
Specs->fMetaLocationSpec = tMetaLocationSpec( 1, kEnemyRaceHex | kNeutralRaceHex, kCoreworldHex | kAsteroidBaseHex| kColonyHex | kAnyTerrainHex );

Met_26AsteroidAssualt.scr
Code: [Select]
Specs->fMetaLocationSpec = tMetaLocationSpec( 1, kEnemyRaceHex | kNeutralRaceHex, kAnyTerrainHex );
(no planet/asteroid base actually required for the mission to trigger)


The following comment is present in both the planet assault mission sources, however, only the function to determine the defending race follows it...(typical... ::)):
Code: [Select]
//
// The following two functions determine the size and race of the planet and the race that should be
// defending it.
//


Other than that I don't really know enough about mission scripting to say. You'd have to ask Dave, Karnak or Tracey for a good answer...  :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 04, 2006, 11:38:11 pm
I also noticed for the first time that each planet has a type like core world 1 and asteroid base, etc, does this affect the mission draws at all?

Edit: If it doesn't presently, can it be made to? Would it require chaining dave in a room somewhere and writing terrain specific missions?


For the stock missions, the planet/homeworld assaults just have three kinds of map: one for open space, one for asteroids, one for nebula.

The missions can be customized to give different maps based on what subtype of planet, base, and terrain are in the hex.  Actually there are a lot of combinations: 26 terrain types, 13 planet types, and 6 base types, so theoretically a mission could have 2028 different fixed maps - it's just setting them up and debugging them that's a pain.  (Most missions actually only contain between 3 and 12 maps.)

The mission scripting api recognizes the 3 types each of asteroid base hex, colony, core, and homeworld (or no planet at all),
plus 6 types each of empty space, asteroids, nebulae, and black holes,
plus 1 type each of dust clouds and shipping lanes (though these seem unreliable in practice),
plus no base or the five base types from listening post through starbase.

(OK, my usual long-winded version of a short answer!)
dave

Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 05, 2006, 01:54:23 am
I also noticed for the first time that each planet has a type like core world 1 and asteroid base, etc, does this affect the mission draws at all?

Edit: If it doesn't presently, can it be made to? Would it require chaining dave in a room somewhere and writing terrain specific missions?


For the stock missions, the planet/homeworld assaults just have three kinds of map: one for open space, one for asteroids, one for nebula.

The missions can be customized to give different maps based on what subtype of planet, base, and terrain are in the hex.  Actually there are a lot of combinations: 26 terrain types, 13 planet types, and 6 base types, so theoretically a mission could have 2028 different fixed maps - it's just setting them up and debugging them that's a pain.  (Most missions actually only contain between 3 and 12 maps.)

The mission scripting api recognizes the 3 types each of asteroid base hex, colony, core, and homeworld (or no planet at all),
plus 6 types each of empty space, asteroids, nebulae, and black holes,
plus 1 type each of dust clouds and shipping lanes (though these seem unreliable in practice),
plus no base or the five base types from listening post through starbase.

(OK, my usual long-winded version of a short answer!)
dave



that was about the length i wanted.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 05, 2006, 09:38:24 am

Actually, adding more maps is one of those perpetual to-do things with the scripts -- it's just one of the less fun parts to actually do.

Maybe I'll finally get off my butt and see if I can get the core 10-12 missions up to 20 maps or so each...

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 09:40:28 am
Karnak had a routine to randomly select (generate?) mission maps, it had its drawbacks but might be worth a look...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 05, 2006, 09:57:27 am
yeah, you've got to be *real* careful with that to avoid generating ghost terrain though.  The random number generator in the API will generate different values for the host than others in PvP, so if you use it to generate terrain you can get some real quirky behaviour.  About the best I've been able to come up with is a pseudo-random routine based on things like the BPVs and metaIDs of all the ships in the mission, but even that gets into trouble quickly in a host-left situation. 

What's interesting is that if you generate ships randomly the information does get coordinated/corrected to match the host, but the same doesn't hold for terrain - I'm assuming that just got overlooked by Taldren.

I don't know how many folks remember clintk's patrol scripts, but he had hundreds of maps and would also produce them in different rotations.  Still miss having clint to bounce ideas off of - he had a great feel for the api.

dave
 
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 10:10:03 am
Interesting... is it not possible to incorporate a random number generator in a script that does not depend on the API? Sort of like how DarkElf had managed a few scripts that could talk to an sql db...

Yeah, I do remember clintk. I have some of his scripts kicking around here somewhere...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 05, 2006, 10:25:34 am

Talking to a central server would be the ideal way to go - since then we could not only coordinate terrain information but it also opens the door for fancier interaction between the scripts and a live campaign, especially knowing what year it is!  I still can't believe there is no way in the api to know what year a mission is taking place in!

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 10:30:25 am
I hear ya there! MySQL debug test builds of the OP serverkit will be resuming soon, once we've got that nailed down the scripting API could use a little attention insofar as we can without the OP client source.

P.S. just lemme know when you have those mission updates done and we'll toss in the new ones for the scripts I'm using on The Forge to give them a good working over...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 10:32:58 am
The webmap character transfers page has now been updated to prevent a transfer while a character has open ship bids! This should prevent the shipyard lockup issue we encountered earlier.  :)

edit: (now back to my top secret project... ;) Soon to be announced... Almost there Strat...;))
Title: Re: The Forge (2nd run) - Info and feedback
Post by: romulansithlord on May 05, 2006, 12:56:32 pm
Hi all.  I flew a mission with lizard buddies (GomerPyle and Stuarticus) last night in an astroid field.  We were jumped by 4 Lyrans and a classic furball started.  Stuarticus was taken out (damn astroid), GomerPyle was keeping them busy, and I picked them off one by one.  When we got to the last Lyran, Gomer got too close to the edge and withdrew.  The Lyran followed him and withdrew too leaving me without any other opponents to fight.  The mission wouldn't end so I withdrew.  Mission status came up as incomplete and the defense number moved in the direction of a loss.

Is there a way to end a mission completed when the AI withdraws?

Han_Solo
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 01:38:28 pm
Tough one, not much you can do there. Though it should be very rare for that to happen. Extemely unusual.

Should it reoccur, you can ALT-F4 to kill your OP client and the mission should not report any result. This is standard procedure when a mission has completely bugged, but only to be used when a mission is bugged.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 05, 2006, 04:26:22 pm
I hear ya there! MySQL debug test builds of the OP serverkit will be resuming soon, once we've got that nailed down the scripting API could use a little attention insofar as we can without the OP client source.

P.S. just lemme know when you have those mission updates done and we'll toss in the new ones for the scripts I'm using on The Forge to give them a good working over...

Actually the set posted now should be good to go -- they should address the overwhelming AI reinforcements, hopefully they address the out-of-era problem, and the number of maps supported is roughly tripled over the first set.

thanks!
dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 05:44:44 pm
Cool! 8) I'll update the server soon and let everybody know when they're in.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 05, 2006, 09:01:40 pm
Missions updated! Installer in the usual place:

http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on May 06, 2006, 02:21:01 am
Bah...I never see these posts until AFTER I try and log in... :D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on May 06, 2006, 08:10:24 am
Bah...I never see these posts until AFTER I try and log in... :D

Then how can you know what the current OPs are unless you check the forums BEFORE logging on?  :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Crim on May 06, 2006, 10:16:25 pm
Ops schnapps :P
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Thrain on May 07, 2006, 07:49:24 am
Some of us are rampant to get to the killing Krueg! The heck with Diplomacy and reading the script! Gimme a ship and point me to the enemy!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 07, 2006, 08:30:10 pm
NOTICE - nebulas have been removed from all planet hexes - have at 'em!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Thrain on May 07, 2006, 08:57:27 pm
ACK! You've ripped me nickers! I was specificly looking at those planets and took a couple because they'd have a devil of a time taking them away! HRMPH!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 07, 2006, 09:35:34 pm
Apololgies, they were not meant to be there from the start, I hadn't realised I missed so many of them.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on May 07, 2006, 10:12:12 pm
ACK! You've ripped me nickers! I was specificly looking at those planets and took a couple because they'd have a devil of a time taking them away! HRMPH!

I did the same today, even flipped one Rom to give them an even harder time in the Nebs... :P
No Biggie...TY, Bonk.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 07, 2006, 10:19:44 pm
ACK! You've ripped me nickers! I was specificly looking at those planets and took a couple because they'd have a devil of a time taking them away! HRMPH!


I did the same today, even flipped one Rom to give them an even harder time in the Nebs... :P
No Biggie...TY, Bonk.


I guess that makes it fair then.  :D

(see from here on in this thread: http://www.dynaverse.net/forum/index.php/topic,163366830.msg1122707416.html#msg1122707416)

Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 07, 2006, 11:01:21 pm
funny thing is, i still show it in a neb
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 08, 2006, 07:54:17 am
funny thing is, i still show it in a neb

Ah, it will probably take a reboot to take... I left the server up during the edit. Have you moved into it or beside it recently? (might just be a clientside update issue) I'll reboot the server this afternoon.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 08, 2006, 11:20:28 am
Database cleaned, server rebooted, map edits took. (though I sort of regret doing them now... oh well... I'll put a little more effort into the map for the next run).
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Red Eye on May 08, 2006, 12:04:52 pm
Any one have Clintks  missions? i used to have them all on disc but cant seem to find them I rember them as having been a blast espicaly the ones that were with his pf mod.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 08, 2006, 12:51:21 pm
Any one have Clintks  missions? i used to have them all on disc but cant seem to find them I rember them as having been a blast espicaly the ones that were with his pf mod.


I came across these EAW missions of his on a backup disk a while ago:
http://www.dynaverse.net/downloads/sfc2_eaw/Scripts/EAWMissionPack0001.zip
http://www.dynaverse.net/downloads/sfc2_eaw/Scripts/EAWSalvageBeta.zip
Not sure if I have any OP scripts of his though.

You might want to start a thread on the subject.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bugman67 on May 08, 2006, 04:47:23 pm
(walks to center of forum...gets out soapbox....stands on soapbox.....)

Hello,
     First I would like say awesome server Bonk! Thanks for all of your hard work.

Now with that being said..........

Had a good hex battle going with KBF-Standart when Krueg logs on skips several neutral hexes by backing out and not fighting when mission screen comes up. I know this because i had the Forge map up and it showed him log on and off several times then he showed up right next to me with his uber battleship.

So the question is whats the point of this server? There are no real empire locations, just people scipping around grabbing points.

I do not say this to offend Bonk in any way, I know he has commited a lot of time and effort to this server.

I just want to undersatnd so I can have the correct mind set for the game.

I know this will problable get me flammed, so for those who are pained by such things please overt your eyes.

Thank you for your time.....

(bows graciously....steps down from soapbox...picks up soapbox and sneaks away to lurk in the shadows once more.....)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 08, 2006, 05:16:05 pm
Logging off to avoid mandatories is not kosher. (were you frequently refreshing the Who's online page when you observed this?)

There are empire locations if you look carefully (At least homeworlds to start from and one starbase..)

What's the point? Check the first post in this thread: http://www.dynaverse.net/forum/index.php/topic,163366452.msg1122702905.html#msg1122702905
Quote
The premise of the server is still the same, a simple persistent server on OP+4 for new players to train on and for old players to get their daily fix. The map for this run is a bit smaller, but still is supposed to be a new resource rich sector of space to be exploited by the empires and cartels who have found themselves transported there. Again, victory will be assigned to the side with the most economic points at the end of this four month run. (2273-2303, 4 days per game year, 5 minute turns)

And to have fun of course!  :)

Let me dig up the description from the old thread...  Damn the old thread is 18 pages long... I had a decription in there somewhere but its a bugger to find it...

http://www.dynaverse.net/forum/index.php/topic,163359543.0.html

To review - the concept (Frey's) is that the empires and cartels have discovered a wormhole to a chaotic and new region of space rich in resources, you are intended to have a "lost in space feel", thus no clearly defined empires. Since the server is to last 4 months per run, you'll find by the end of it there are some pretty clearly defined empires.

I'm considering using my version of the classsic Fed and Emp map for the next run, though might come up with a new more traditionallly styled map. I'll consult with Frey on it.

Thanks for the comments.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on May 08, 2006, 05:29:47 pm
(walks to center of forum...gets out soapbox....stands on soapbox.....)

Hello,
     First I would like say awesome server Bonk! Thanks for all of your hard work.

Now with that being said..........

Had a good hex battle going with KBF-Standart when Krueg logs on skips several neutral hexes by backing out and not fighting when mission screen comes up. I know this because i had the Forge map up and it showed him log on and off several times then he showed up right next to me with his uber battleship.

So the question is whats the point of this server? There are no real empire locations, just people scipping around grabbing points.

I do not say this to offend Bonk in any way, I know he has commited a lot of time and effort to this server.

I just want to undersatnd so I can have the correct mind set for the game.

I know this will problable get me flammed, so for those who are pained by such things please overt your eyes.

Thank you for your time.....

(bows graciously....steps down from soapbox...picks up soapbox and sneaks away to lurk in the shadows once more.....)

You need to be more sure of you facts, sir.
I logged off ONCE, to go to the webyards and buy a B-10K. Bonk said you have to do that.
Standarte had requested my help in destroying the Gorn SB you had placed, he couldn't do it alone, don't blame him.
I DID NOT log off and on to avoid missions, we have a clean LOS to the now former position of your Base at 2,4.
Check the Map.  :-\
I especially resent the fact you have just accused me of THE SAME DAMNED THING I GRIPED AT YOU ABOUT ON THE LAST RUN OF THE FORGE.

If I see you again on any server I will hunt you to the ends of the map.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 08, 2006, 05:39:33 pm
Easy there Kruegy, I figured it was something like that.

It is not necessary to logoff to buy a ship from the webyards, (just don't have the shipyard open in game at the time) but is necessary to logoff to transfer your character to another race.

No harm done. Bugman is a little new to D2 etiquette (as far as I know) and misunderstandings are bound to happen sometimes.

If either of you still are upset by this please contact me by PM, thanks.

EDIT: Bugman, if in future, you have such suspicions about a player on The Forge, please PM me about it and I can contact the player concerned.  19 times out of 20 it is just a misunderstanding like this and keeping it to PMs (Personal Messages) avoids any unnecessary public hoofera.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bugman67 on May 08, 2006, 06:14:09 pm
Krueg,
      I will start by saying you did not communicate with me at all previously. You may have commented to others about me. As that was the first time had played on the Dynaverse, there was a bit of a learning experience as there is here. So, I wish to apologize for any transgretions on my part that violated rules. I will make sure that I personnely follow all know rules.
 
Now i do not wish this to turn into some log net war in the forum. 

So I will try to end this by saying I am sorry I accused you unjustly ,as it seems I have and for offending you.  ;D

As far as chasing me around the galaxy I will gladly battle you at any time......providing of course you can fight in any thing smaller then a battleship.  ;)

-Bugman-

ps Thanks for the info Bonk. Now that I understand the History it all makes sense. Thank you for your time.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Standarte on May 08, 2006, 07:10:37 pm
Heya Bugman.  Hopefully you caught my "good work" message that I sent you while you were in-mission.  Yes, I called Captain Krueg for assistance on that SB of yours as I had attempted to attack it by myself and was driven off by a vast wave of Plasma R torps.  :-\
I can vouch for Krueg's integrity in gaming, and I do so not just because we are fleet mates.  Again, good strategy up there in the great NW!  Hopefully we can meet in battle.  Cheers!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 12, 2006, 10:21:42 am
While we're on the subject of the webmap, you may have noticed that the shiplist purchasing column in the webyards is incomplete... this is due to a bug in the current php version. I have opened a bug report at php.net and it has been reproduced and assigned. Hopefully it will be fixed in the next version. We'll just have to put up with it till then.

[url]http://bugs.php.net/bug.php?id=37300[/url]

That OP+4 shiplist is a pig to load into arrays in php, the script only loads the appropriate race for the character using it, but the arrays produced are still huge. It needs more than the default 8MB memory_limit in php. This is partly due to the way the fgetcsv function in php works, but it is the best(only?) solution I have found to load portions of the shiplist into arrays in memory.


Well, well, well... as it turns out it was not a bug in php at all.  :-[ The webyards are complete when viewed in IE6, but not in Firefox 1.5.0.3. Most interesting. Something has changed in Firefox or one of my loaded extensions is conflicting... Hmmm... I'll do some testing and if Firefox without any extensions loaded still does this I'll submit the bug to Mozilla.

edit: yup, still cut short on a clean install of Firefox 1.5.0.3. I think its time for a long overdue overhaul on the unweildy webyards interface anyway. Instead of a gazillion forms I think I'll set up just a few forms with dropdown options.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bugman67 on May 13, 2006, 12:38:29 pm
<snip>

oh well was nice playing here for awial any way.

..............

Edit by Bonk: Bugman, please do not make such posts publicly, again I must empahsise that if you are having problems with another player on The Forge, please PM me and I will do my best to resolve the situation peacefully, thank you.
(http://www.dynaverse.net/forum/Themes/Pure_Dark/images/warnwarn.gif) Personal attack, you're getting off easy with only a warning.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on May 13, 2006, 12:57:33 pm
<snip>

Same goes for you Risky...  >:(

This thread is locked till you guys cool off... this thread is for server feedback, again - IF YOU ARE HAVING ISSUES WITH OTHER PLAYERS ON THE FORGE - PM ME SO I CAN MEDIATE A PEACEFUL RESOLUTION IN PRIVATE IF POSSIBLE!!!!!

I am busy working on neat stuff... I do not need this distraction.  >:(


(http://www.dynaverse.net/forum/Themes/Pure_Dark/images/warnwarn.gif) Personal attack. Again, you're getting off easy here.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 13, 2006, 01:12:50 pm
:carmen: (http://www.dynaverse.net/forum/index.php?action=dlattach;topic=163366452.0;id=8450)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 15, 2006, 02:30:35 am
Bonk, just so ya know, I've moved the default location for my "current" scripts (posting them in an installer now rather than a zip file, to try to cut down on space/bandwidth a bit).

From now on they're at http://www3.telus.net/NuclearWessels/sfc/downloads/NWPack.exe

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 15, 2006, 08:53:43 am
Ah, thanks for the update... Have they changed since I last updated the server? (May 05)  I think I'll throw that pseudo random terrain mission in for a workout with the next update. I'm thinking I'll give it a few more days anyway, it hasn't been two weeks yet and Economic War is where all the action is right now anyway, I'll likely update the missions for The Forge just as EW is ending so that the new missions will be in before the regular players return.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on May 15, 2006, 09:36:31 am

The pseudo-random terrain one is the only one that has changed since then (that one last changed May 9) and you can still get that seperately at http://www3.telus.net/NuclearWessels/sfc/downloads/hexx.zip

dave


Title: Re: The Forge (2nd run) - Info and feedback
Post by: romulansithlord on May 18, 2006, 08:44:52 pm
Hello Bonk Is the Forge down for maintenance?

Romulan Sithlord
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 18, 2006, 11:23:02 pm
Yes, there was some important maintenance tasks to attend to today, I'll check and see if its good to go yet. Apololgies for not announcing it, but I figured no one would really notice with Economic War running.

Its back up now.  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on May 23, 2006, 03:39:10 pm
Forge down for maintenance again...?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 23, 2006, 05:23:15 pm
Forge down for maintenance again...?

Shouldn't be. We've been experiencing network issues again, so perhaps it has crashed. I'll take a look.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 23, 2006, 05:55:13 pm
The network just went down altogether for about 5 minutes. My remote session just hung, could not see any of the websites.

I'll try and put the server back up if the network will hold a remote desktop session long enough, but I expect more troubles until the ISP can resolve this.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 23, 2006, 06:09:04 pm
Just lost the network again. I'm going to take The Forge down until this is resolved, it will likely corrupt the database if it hasn't already. I was going to try a db clean but it would be impossible with the connection in this state. I assume the ISP is working on it which is hopefully why we're seeing these outages.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on May 23, 2006, 09:55:22 pm
 :'(
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 25, 2006, 07:14:21 am
The network seems to have stabilised. <crosses fingers>

Database cleaned, server back up!  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on May 30, 2006, 07:36:59 am
Missions updated!

http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe

Current missionlist:

Met_TGAlliedPatrolA.scr
Met_TGAlliedPatrolB.scr
Met_TGAlliedPatrolC.scr
Met_TGEnemyPatrolA.scr
Met_TGEnemyPatrolB.scr
Met_TGEnemyPatrolC.scr
Met_HexxAndro.scr
Met_HexxPatrolEnemy.scr
Met_HB10Patrol.scr
Met_HB11ConvoyRaid.scr
Met_HB17Patrol.scr
Met_HB6Patrol.scr
Met_ED6Patrol.scr
Met_ED10Monster.scr
Met_ED10Patrol.scr
Met_ED10PatrolEnemy.scr
Met_ED17Patrol.scr
Met_ED17PatrolAllied.scr
Met_ED17PatrolEnemy.scr
Met_ED5FleetAction.scr
Met_ED5PlayerFleet.scr
Met_10Patrol.scr
Met_11ConvoyRaid.scr
Met_12ConvoyEscort.scr
Met_15BaseDefense.scr
Met_16ShipDefense.scr
Met_17Patrol.scr
Met_18HomeworldAssault.scr
Met_26AsteroidAssualt.scr
Met_27AsteroidDefense.scr
Met_5FleetAction.scr
Met_6Patrol.scr
Met_7BaseAssault.scr
Met_8ShipAssault.scr
Met_9PlanetaryAssault.scr
Met_NWBasePlacement.scr
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Paladin on May 31, 2006, 01:12:34 pm
At risk of offending anyone (which I sincerely dont' want to do)  Bugman, although I've never been part of KBF, never in all my years of dynaverse gaming have I ever thought of Krueg as a cheater... he is a very honorable pilot and maybe that is why it offended him so.

Don't stress, follow the PM rules and trust me, once you get used to the quirkiness of the dynaverse you'll see how these things can be easily misunderstood.  Hope to share a wing with both of you sometime.. <S>
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Paladin on May 31, 2006, 01:14:48 pm
Hehe, back home now and downloading Forge files.. see you soon, need to shake off this coat of rust again.

 :police:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 02, 2006, 10:47:35 am
Due to unforseen circumstances, I will be unavailable to administer The Forge Dynaverse server for an extended period of time. Frey will still be around to give it a kick when needed and reset it once 2303 rolls around again. Have fun, play nice and don't give Frey any trouble.  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Soreyes on June 02, 2006, 12:28:03 pm
Quote
never in all my years of dynaverse gaming have I ever thought of Krueg as a cheater.

I'll second that!!!!!!!   Heck Bugman dont get bent out of shape because Krueg got a B10 to chase you down. Heck he did that to me a lot of times in the past, and I was only in a Z-DF :P ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Capt Jeff on June 02, 2006, 03:56:20 pm
Due to unforseen circumstances, I will be unavailable to administer The Forge Dynaverse server for an extended period of time. Frey will still be around to give it a kick when needed and reset it once 2303 rolls around again. Have fun, play nice and don't give Frey any trouble.  :)



Why is this???
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 02, 2006, 04:10:08 pm
Due to unforeseen circumstances, I will be unavailable to administer The Forge Dynaverse server for an extended period of time. Frey will still be around to give it a kick when needed and reset it once 2303 rolls around again. Have fun, play nice and don't give Frey any trouble.  :)



Why is this???

I'm sure if it was really necessary for us to know, he would have told us, sir. ;)
NP, Bonk...we'll manage. Take care of business and we'll see you soon.  ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Capt Jeff on June 02, 2006, 04:17:32 pm


I'm sure if it was really necessary for us to know, he would have told us, sir. ;)
NP, Bonk...we'll manage. Take care of business and we'll see you soon.  ;D

I know, I know..  ;)   Guess I'm getting a little edgy when I see someone as important to the community as Bonk say he isn't  going to be around for a while.

Sorry for being so nosey Bonk !
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on June 02, 2006, 11:06:50 pm
Quote
never in all my years of dynaverse gaming have I ever thought of Krueg as a cheater.

I'll second that!!!!!!!   Heck Bugman dont get bent out of shape because Krueg got a B10 to chase you down. Heck he did that to me a lot of times in the past, and I was only in a Z-DF :P ;D

nice reply but Just a TAD late lol
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 02, 2006, 11:56:42 pm
Quote
never in all my years of dynaverse gaming have I ever thought of Krueg as a cheater.

I'll second that!!!!!!!   Heck Bugman dont get bent out of shape because Krueg got a B10 to chase you down. Heck he did that to me a lot of times in the past, and I was only in a Z-DF :P ;D

I do appreciate the support, but...
this is kind of an old issue and it's past...

But, thanks anyway... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 08, 2006, 12:08:44 am
Me thinks it needs a DB clean some places barely see movment there is so many icons and it be gettin a little sluggish as you move around thx in advance ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Space Oddity on June 08, 2006, 10:23:30 am
Howdy! :D

It’s been a long time since I tried getting any of my D2 games current with the gaming community.  In fact, I think the last time I played on a dynaverse server, Interplay and Canada West were hosting among others.  I have been following some of the dialog in the forums just to monitor the progress of the community in taking over and preserving the dynaverse game.

Congratulations on your success, and a hearty “thank you” for helping it to survive.  I’m an old gamer, but by no means a developer.  So, I can only appreciate what you’ve achieved in baffled amazement.  Since I haven’t played in so long, I suppose I’ll have to put the “noob” hat on again.  I’ve just got to get back into D2!

The Forge sounds like a great server to try.

A few years ago, I followed my D2 hunger pangs through a variety of threads related to the “How To” section (thanks for consolidating this).  Unfortunately, I couldn’t get my router configured to work.

Recently, I tried following the “short version” in the “How To” section . . .and success! (well, sort of)  I could at least see the servers listed after logging into Game Spy.  The Forge was there, as promised.

I use a D-link 610+, and my Cable Company insists that I use a dynamic IP address to receive service; but, after configuring the virtual server screen to allow traffic over the listed ports, and enabling the DMZ . . .I am convinced that the “router issue” is solved.  Otherwise I could not see the servers, right?

So then I try to join The Forge . . . a very brief count begins in a dialog box “1, 2, . .” then Crash to Desktop.  It happens so fast that I can’t read anything else. :huh:

The only thing I haven’t tried installing is the OP stability tool.  Do you think that could be it?

(I’m just excited that I finally got to see the servers after all of this time)

Any insights are greatly appreciated.

Thanks, again.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: GDA-Agave on June 08, 2006, 03:03:32 pm
I know this might be listed somewhere in the 6 pages of posts here, but <i'm being lazy>

is there any Ftr/PF restrictions?    So many leader types for PFs, etc.?

Inquiring Gorn wants to know!!   ;D  ;D


Agave, PF herder
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 09, 2006, 05:17:24 pm
For Agave...no fighter or pf restrictions
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on June 09, 2006, 07:46:25 pm
the gorns on Forge have been flying with 4 top PFs each, so I would guess no restrictions.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 09, 2006, 08:48:55 pm
It be dwn
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 11, 2006, 12:58:32 pm
Still drawing ships out of era occasionally.
Met ED17 patrol drew a Gorn XCB as the "reinforcments".
Year is now only 2284...XCB shouldn't appear until 2303... :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 11, 2006, 03:36:14 pm
Yeah, same here got 2 kling XCFs nedless to say fighters lasted about 30 sec  and me about a min after.Only has happened once so far so i don't think it warrents pulling it yet.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 16, 2006, 12:44:00 am
For the next run of Forge:
In my experience so far every Met7Base Assult draws a SBw/ fighters.To keep base placement from getting nuts,make only Starbases avail in yards and price them little bit more than a BB. 4K in pp to pretty much drop a starbase in your way is not right me would think.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on June 16, 2006, 07:31:06 pm
Still drawing ships out of era occasionally.
Met ED17 patrol drew a Gorn XCB as the "reinforcments".
Year is now only 2284...XCB shouldn't appear until 2303... :-\

Righto, thanks Krueg - will take a look at it as soon as I get the chance

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 17, 2006, 03:02:19 pm
... back from my hiatus...

The Forge is back up after the network adjustments.  :)

I'll take a look at bases, though I do not think anyone has been able to get the serverkit to produce starbases in the yards under any conditions for some time now... not sure what serverkit build broke it, but I'll take a look at it and agree that the base stations / battle stations that are available should be more expensive.

Space Ape, see my reply in the How to's forum.

I'll keep an eye out for new missions from Dave to address the "time-warping".
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on June 19, 2006, 07:07:10 pm
Was anything changed at all that would give me a firewall message while trying to log into the Dyna?  I have firewalls off and still it tells me I have one on.  I have no router so no issue there.  I was logged onto the Forge last week(Tuesday Night) but have been unable to get on last night or tonight due to a nonexistant firewall that was not there before.  any suggestions?

PS:  I did read up on the how to's of dyna connecting etc but found nothing there yet that will help me.  I noted also that the Forge Webmap showed 3, then 4 peops logged on, so I know it is up.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on June 19, 2006, 09:52:42 pm
So strange, thought for the fun of it I would try it a while later, and I am in.  no firewall message or other messages.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 20, 2006, 04:23:06 pm
Had same thing happen to me yesterday...got the firewall message, backed out, checked everything, then tried again with NP.
It does happen to me once in a while. Usually, a couple of tries gets past it.
Heard another player on VT saying they were continually getting that message, despite 3-4 on at the time...
They never did get on after mutiple attempts.
 :huh:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 20, 2006, 08:05:19 pm
Probably due to the persistent bandwidth issues we've been having. Lastest word from the ISP is that they have isolated two further issues on the lines today. Upstream bandwidth tests are looking good as of 3:00 PM CST today. Lets hope they've finally nailed it.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 21, 2006, 06:08:56 pm
Had 3 missions in a row with Mrogue drawing enemy Xships, 1st a Gorn CLX, then a O-XFF then a Gorn XFF.
Unfortunalty, the only mission we remembered to check was the 3rd and it was ED10 patrol...we think... :P
I did note they were all the "renforcement" ship... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: [KBF]MuadDib on June 21, 2006, 07:16:16 pm
Met_ED10PatrolEnemy

friendly ai become immobile after the enemy dies...

while the monster is still yet to be killed...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 21, 2006, 08:33:10 pm
I'll give it a bit and if Dave doesn't get a chance to take a look at the affected missions, I'll just yank them until he can. (I know he'll be busy with the new baby :), but may have the need to fill some late night hours... ;)) Thanks for the reports.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 22, 2006, 03:28:25 am
I think it be time to nerf  bases from yards base placement getting out of hand
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 22, 2006, 09:54:03 am
I think it be time to nerf  bases from yards base placement getting out of hand

Roger that, I noticed there was an abundance of them in the yards. I had increased the production probabilities to allow low economy empires to produce bases and to try to get the kit to produce starbases, which it still will not do anyway. I'll reduce the production probabilities later today when I get a chance.

EDIT: done... base production probablilities reduced to near stock levels, they should be quite a bit rarer now after the yards cycle, let me know if the yards are still spammed with them, thanks.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: NuclearWessels on June 22, 2006, 01:51:26 pm
I'll try to update the reinforcement generation over the next day or two, and will take a look at why the AI quits when the enemy dies but the monster is still alive.  Hopefully none of them are complex fixes - sleep deprivation does scary things to the brain  ;)

EDIT: packs have been updated - 'twas a stupid mistake with the monster issue.  Out of era reinforcements should no longer appear, (it won't generate the extra reinforcements in cases where an out-of-era one would have been chosen, I'll get a cleaner fix later)

dave
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 22, 2006, 05:21:29 pm
EDIT: packs have been updated - 'twas a stupid mistake with the monster issue.  Out of era reinforcements should no longer appear, (it won't generate the extra reinforcements in cases where an out-of-era one would have been chosen, I'll get a cleaner fix later)

Roger that, I'll update the missions on the server tomorrow. Thanks Dave!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on June 23, 2006, 04:47:11 am
ED10 EnemyPatrol : As mentioned above also needs added that point def won't work(fired from the extra ship,works fine towards the enemy fleet),tractors catch drones but wont shoot,basically the ship or monster is ignored like it is a ghost by both fleets even fighters and Pfs incl my own.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 23, 2006, 11:26:53 am

Missions updated!

http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on June 24, 2006, 05:29:07 pm
Ran several missions with out incident, then...
Drew a Fed XCA (out in 2203) a 3v3 in a dense asteroid field...all enemy ships hit rocks before I even fired, so did one of my AI allies...kinda funny... ::)
It was not listed as a reinforcement, it showed a name under the probe.
Rather stupidly, I exited the debriefing screen quickly out of habit and did not catch the exact name.  :smackhead:

Ran several more after that in the same hex, didn't happen again.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bartok on June 26, 2006, 11:52:25 pm
Weird behavior - perhaps it will clear up automagically when I try and log on tomorrow...

but....

and I don't know that it's related but, i logged of the Forge tonite shortly before midnite to transfer and then purchase a new ship  via the webyards etc.  -- went to ISC and bought a BBVz

then.... when i returned to the game I didn't see the Forge in the campaign selection menu.  All i see is the UAW server, nothing else.  Tried several things - rebooting, refreshing, waiting, refreshing - all to no avail - still only the UAW server listed.  I have no problems otherwise, ie, not getting the firewall message (running none) - log on to the dyna fine, just don't see anything but the UAW server....   I know the Forge was up, cuz my buddy Dib was flying still - and finished and flew several more missions as i tried to fix things....

don't know what could cause the problem - tried reinstalling the latest mission pack (from last week) --- still same results...

am off to bed now ... tired and confused

any thoughts ? -- hopefullly - and I'm a hopeful person, something will die that's squirreled away in my puter and all will be fine in the a.m...... dare to dream....

Bartok
Title: Re: The Forge (2nd run) - Info and feedback
Post by: romulansithlord on June 26, 2006, 11:58:26 pm
I too tried to log onto the Forge, but it disappeared.  Will attempt a couple more times.

RS
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 27, 2006, 09:35:06 am
This condition persists this morning, though the server seems to be running fine, it is not listed. I'm assuming something with our DNS setup changed last night. Looking into possible causes for this....
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 27, 2006, 10:14:10 am
Nope, DNS is fine, looks like the database may have been borked somehow. I haven't backed it up for a while, hopefully I can fix it without a rollback...

and I don't know that it's related but, i logged of the Forge tonite shortly before midnite to transfer and then purchase a new ship  via the webyards etc.  -- went to ISC and bought a BBVz

Exactly how did you do this? You transferred to the ISC and bought a BBVz (cheezorama ;)). Did you transfer back to your original race before the bid came in? (a no-no that I haven't covered in the webmap code yet I think... must check that).

EDIT: looks like your ship came in OK... Something else is awry as I see this error on server shutdown:

Quote
09:55:54 Error!: SQL:ADO Exception Code (-2147467259) Unspecified error Source(Microsoft OLE DB Provider for ODBC Drivers) Desc(Query-based update failed because the row to update could not be found.)

Hmmmm... I wonder what row? I might have to do some SQL logging to find out.  :(

I think I'll back up the db as it is, then do a standard cleaning and see if that clears the issue.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 27, 2006, 12:18:44 pm
Cleaning didn't do it. (though she was pretty dirty...)

I tried completely resetting the database and it still is not listed, so its not a database issue. (Don't worry I have the current database set aside to restore once I get this sorted)

I tried restarting the directory servers. That didn't do it.

I'm stumped. :huh:  I'll look into what might have changed on the network around midnight last night...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bartok on June 27, 2006, 12:35:38 pm
Hey Bonk -

ThanX for you expertise and your diligence <S> big salute to you -

Just to chime in and answer a question you may already NOT need the answer too, don't know....

I didn't transfer back to klink - i waited patiently after ship purchase (when it says please wait for the shipyard to reload) then went to the webmap index via the lnk...

Hope this helps - though it sounds like maybe not....

Again - many thanX - always fun to figure out a SQL problem ( i used to admin some db's - SQL server 2000, though it's been a long while)

Fingers are crossed that it all comes out ok

Cheers,

Bartok
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on June 27, 2006, 03:05:59 pm
The Forge is back up and listed on the serverlist again.  :)

I have no idea why it was not listed since ~midnight last night, after troubleshooting, I have restored everything to the way it was yesterday and now it is listed.  :huh:  Ah well, it got a db clean in the process of troubleshooting the problem anyway.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bartok on June 27, 2006, 03:25:33 pm
 :notworthy:

ThanX Bonk - I know it's always nicer to not just have the problem fixed, but to know what went wrong.  Chalk it up to the Dyna Gremlins I guess  ;)

Bartok

+1 Karma for you! (would've given more but gotta wait 12 hours it seems)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on June 27, 2006, 08:12:18 pm
I should have posted this earlier but RL kinda got in the way.  In a Convoy Raid Sunday night one of the FED freighters was an X ship.  The ship was the F-FXX, with 2-360 PhaserX.  I am not sure this ship is out of date for the timeline on last Sunday night, but I would bet it was.  This has been my first experience with an X ship showing up on this server this round.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KHH_Mrogue on June 27, 2006, 09:10:01 pm
I am having a few X-ships show up (0-LX) and I can't get a name of a mission since all it says at the end is Patrol...  no mission name.  Sorry Bonk!?!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on July 04, 2006, 05:41:05 pm
Congrats to the Coalition.Your affinity for dropping bases on every hex you take for use as a block has made me resign from this server.Enjoy
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 04, 2006, 10:25:02 pm
Bases will be considerably more expensive for the next run. (50 days left in this run) Still too close to stock pricing on this run.  :-[

Might also put in a Stargate/Wormhole network on the webmap for the next run, where you can transport to any location on the map for a price in PP.  ;)  Actually, I might start testing that out before this run is over.

Shouldn't be too long till we get started on SGO6 where pricing will be what folks are used to for a "serious" server. So don't go too far!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Standarte on July 05, 2006, 09:41:59 am

Might also put in a Stargate/Wormhole network on the webmap for the next run, where you can transport to any location on the map for a price in PP.  ;)  Actually, I might start testing that out before this run is over.


Wormhole!  Great!  Any advance indication of how this will function?  Nice innovation...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Farfarer on July 05, 2006, 05:58:56 pm
Wait until you see the mandatory Evil Bonk "Wormhole Guardian" mission.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: TraumaTech on July 05, 2006, 11:30:11 pm
Congrats to the Coalition.Your affinity for dropping bases on every hex you take for use as a block has made me resign from this server.Enjoy


as i was responsible for doing that as a way to slow down your rate of return to gorn planets.....i c no reason for you to get upset,as it is a legitimate strategy...so you can get more of the slower missions.
              a problem that is solved by winging up with another player very easily....sorry to see you leave,it was actually fun to see if you were able to take back the planets.......if the alliance is not getting enough players on,why gripe at a tactic that forces you to reconsider a particular target or get a wing.  some pvp action would be nice in between hex flipping   
            hope you come back Soth  players like you are far and few between  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF Soth on July 06, 2006, 05:41:08 pm
I'm not upset at anyone here is my reason:
Since better than 9 times out of 10 the base in the base assult mission is a top Starbase with fighters.For the price,the option of a Starbase is @say 4K,hell of a deal I say.I wouldn't crab if you actually had bought starbases or if the mission put a battlestation in, which is really what was puchased instead of stabase, I would have no gripes.Also most of the time I've been on it's me against 4 or 5 coalition pilots,I have to abandon the area and go elswhere till I could come back and deal with 1 or 2 BB instead of 3 or 4.So there ya go .....not grumpy,I will return just not to forge .......for this run anyway.Have fun and good hunting.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bartok on July 06, 2006, 10:29:24 pm
I'm not upset at anyone here is my reason:
Since better than 9 times out of 10 the base in the base assult mission is a top Starbase with fighters.For the price,the option of a Starbase is @say 4K,hell of a deal I say.I wouldn't crab if you actually had bought starbases or if the mission put a battlestation in, which is really what was puchased instead of stabase,

<S> KBF-Soth,

It's interesting that you mention this, as this was my experience as well.  I can't say 9 outta 10 times, cuz i gave up on base assaults after fewer than that :D  but I did notice this.  Of course, yesterday I flew with KHH Mrogue and LordKrueg in a Base Assault and it actually was a base station.... I had just finished ranting a little about the anomoly you describe and had to eat a slice of humble pie....  second base assault of the nite did actually have a full on SB with fighters.... still took it out, but you definitely need AT LEAST one additional wing

Since your oh so recent retirement from the Forge, it's lost a bit of it's charm as now it's pretty much a rout....

Big <S> to both you and Kazz for singlehandedly flying over 90% of Alliance missions as the most worthy LIzards adversaries!!!!  (Figures you're both KBF ;)

Cheers!!!!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: C-Los on July 07, 2006, 06:17:12 am
Bonk ....  Would it be possible to do a team chat in the game like race chat .... /Join Alliance ... /Join Coalition

Being able to switch races like you can, then we would still be able to chat all together. Especially for people w/o TS or VT. 

Just wondering and thought I'd ask ...  :huh:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: TraumaTech on July 07, 2006, 08:56:03 am

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:




Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF MalaK on July 07, 2006, 10:22:43 am
Sorry to see ya go, Soth. I felt the same way a few weeks ago about the number of alliance bases, but after finding the right ship, and wing (me and wing) took out 6 bases in less than an hour. I was actually hoping to run the alliance into bankruptcy because of all the bases they we're buying, but the alliance stopped the practice soon after.

No doubt they didn't want to give us ideas.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 07, 2006, 04:16:52 pm
Some time ago, due to complaints, I did dramatically reduce base construction probablities. They should be relatively rare in the yards now. No one has been able to get the serverkit to build starbases for a number of builds now (only battle stations and base stations), that is on the list of fixes after stability under load is addressed. The only base assault mission on The Forge is the stock one (Met_7BaseAssault.scr), and on admiral difficulty setting it seems to be generating a starbase all the time from what people are saying. Next run I'll rpobably replace it with a series of Dave's base assault missions which are more specific to the base type.

A wormholes page will be up for testing soon...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 07, 2006, 09:07:26 pm
Wormhole!  Great!  Any advance indication of how this will function?  Nice innovation...


Like so: The Forge Wormhole Network (http://www.dynaverse.net/webmap_op_sql/wormholes.php) (also linked from the webmap index (http://www.dynaverse.net/webmap_op_sql/) now)

This is a test flight of the concept, please report any issues, comments.

You must be logged off the server for it to work. (I have yet to add a check in the wormhole script to make sure you aren't logged in - I need look up some stuff in the kit source first though). And like the webyards, the forums account email used must match the email for the gamepy account associated with the character.

It will ask for a destination hex, which when submitted will proceed to a confirmation page with additional details where you can confirm or cancel entering the wormhole.

It will cost 100 PP per hex and will work from/to any hex on the map. I may restrict it to only work from/to friendly planets and bases in the future, based on feedback.

EDIT: Oh yeah, I forgot to mention, there's a 1% chance the wormhole will collapse in transit and you will be transported to a random location on the map!  :o  Which based on feedback, I may modify to being a 10% chance of being off by just one or two hexes from the desired destination instead...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 07, 2006, 09:15:18 pm
Bonk ....  Would it be possible to do a team chat in the game like race chat .... /Join Alliance ... /Join Coalition

Being able to switch races like you can, then we would still be able to chat all together. Especially for people w/o TS or VT. 

Just wondering and thought I'd ask ...  :huh:

Not currently possible as far as I know. I have tried before and failed. Something to add to the list of things to look for in the kit source.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 07, 2006, 09:22:54 pm
There is a Kills Page (http://www.dynaverse.net/webmap_op_sql/kills.php) up for The Forge now (testing for SGO6). It is also linked from the webmap index (http://www.dynaverse.net/webmap_op_sql/). Please give it a workout and post any questions, comments or suggestions you have. The sooner we find any issues before we get into SGO6 testing the better.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 07, 2006, 10:24:14 pm
Should we post previous kills?
Or only ones that occur from now on?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 07, 2006, 10:31:33 pm
Should we post previous kills?
Or only ones that occur from now on?

Just from here on and only if you feel like it. Its really only for testing it out before SGO6 anyway, so you don't have to. (I have not asigned VC points for various types of kills anyway) Feel free to post all your kills for fun and bragging rights if you like though. I'll stew on VC points for kills and terrain etc. for the next run of The Forge.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Tobin Dax on July 08, 2006, 07:17:24 pm

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 08, 2006, 08:18:25 pm
Don't take things too seriously guys... I'm pretty sure TT didn't mean to intentionally dump on anyone, just trying to be encouraging to Soth by the look of it. The Forge is a long term persistent server, to be there all the time for casual play and for fun. No one expects anyone to nutter it for the whole four months... Life happens. (Except for Krueg and deadman... ;)) There will be another four month run at the end of this one anyway, then another... Hopefully with good improvements for each run.

It is understandable that having the server set at admiral difficulty to make the stock and TG missions not so much of a cakewalk has had the undesirable side effect of transforming all battle stations and base stations into starbases in asssault missions... which is a real pain. Next run I'll pull the stock base assault mission and use Dave's base assault missions as they are more selective for the base type that is actually present. Lesson learned. I apologise for any hardships endured.  :-[

I may even update the mission pack to address this before this run is over, if I get the chance.

Check out the Wormhole Network - its shiny, its new!  ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Tobin Dax on July 08, 2006, 08:30:28 pm
It reads as it was intended to. Not just "anyone", just the rest of the alliance pilots.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on July 08, 2006, 10:27:01 pm
Sorry you feel that way Tobin, and I can see why, but I also thought he was trying to encourage him, not turn others away.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 08, 2006, 11:08:38 pm

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.

THIS is EXACTLY why I posted in the Coalition forums for NO RESPONSES TO SOTH'S POST!  >:(
TT, please check your PMs.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: TraumaTech on July 10, 2006, 06:41:21 pm

I wouldn't crab if you actually had bought starbases


 i bought the best bases that have been available in the shipyard....although i have only been on for past few weeks,i have yet to see a starbase in the shipyard to buy.i have even checked the webmap(lyran shipyard) and still don't see a starbase to buy,which i would have if it was available  :(    i understand your frustration at being slowed down, and as mentioned above with you and kaz flying 90% of alliance missions i sympathize with so little support from your alliance brethern.i hope you do come back(u and kaz as well as the few pilots that were on there).
        maybe those other so called alliance Pilots(NOT!!!!) will invest a little time and support the honourable warriors that did show up to play.i SALUTE you all SIRS,for your dedication to the game   :notworthy: :notworthy: :notworthy:






 :soap:

Excuse me, but don't go lumping everyone into one nice little group for you to dump on TT. I just got back a few days ago after 10 days out of the country, which I posted in the alliance forum and a ton of crap to deal with at home this week and I have over 800 missions run in my primary account. (you have just over 300 in 2 accounts, go figure)  While I admire Soth and Kaz' efforts here, don't go dumping on everyone else besides these 2, collectively. It's wrong and not cool.
Slamming ALL alliance pilots for not showing up is hardly a good way to encourage larger contributions and is not fair or proper. (anyone recall that this is supposed to be a fun server?) How about posting something like it would be good if more would show up instead of "so called alliance Pilots(NOT!!!!)" etc.  People keep wondering why numbers are dwindling and how to attract more players. This sort of thing ain't it.


     my approach to "shame" the alliance players,that signed up and don't fly was wrong.....offence was not intentional,my approach was wrong.I just wanted to encourage Soth and Kaz to play on....my appologizes
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Tobin Dax on July 10, 2006, 07:20:58 pm
Thank you.   :thumbsup:  I have yet to see shaming anyone work on a serious server, nevermind a fun server like this in my time around here.

(edited for spelling correction)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 10, 2006, 07:31:51 pm
Wormhole!  Great!  Any advance indication of how this will function?  Nice innovation...


Like so: The Forge Wormhole Network ([url]http://www.dynaverse.net/webmap_op_sql/wormholes.php[/url]) (also linked from the webmap index ([url]http://www.dynaverse.net/webmap_op_sql/[/url]) now)

This is a test flight of the concept, please report any issues, comments.

You must be logged off the server for it to work. (I have yet to add a check in the wormhole script to make sure you aren't logged in - I need look up some stuff in the kit source first though). And like the webyards, the forums account email used must match the email for the gamepy account associated with the character.

It will ask for a destination hex, which when submitted will proceed to a confirmation page with additional details where you can confirm or cancel entering the wormhole.

It will cost 100 PP per hex and will work from/to any hex on the map. I may restrict it to only work from/to friendly planets and bases in the future, based on feedback.

EDIT: Oh yeah, I forgot to mention, there's a 1% chance the wormhole will collapse in transit and you will be transported to a random location on the map!  :o  Which based on feedback, I may modify to being a 10% chance of being off by just one or two hexes from the desired destination instead...



Is this 100 PP per hex travelled, or 100 per "use"?
Havn't tried it yet, but, it sounds interesting.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF MalaK on July 10, 2006, 10:41:02 pm
I hope to god it's 100 points per hex travelled. The wormholes are a great idea if you can put some more limits on them like:
1, jumpgates- predefined entry and exit points.
2, EXTREMELY high usage cost (100 points per hex travelled is fair)
3, The random collapse idea is great ! - but maybe go 5 hexs off destination, and maybe a chance of breakdown  <wink><wink>.

...Otherwise you risk some lone pilot jumping around blowing stuff up at random, and always have the money to jump anywhere on the map by simply by winning a few patrols (could be lethal with a late era plasma chucker) every now and then, or worse- a pack of live players able to jump a lone pilot from anywhere on the map.

Think about what your proposing
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 10, 2006, 11:07:10 pm
Is this 100 PP per hex travelled, or 100 per "use"?
Havn't tried it yet, but, it sounds interesting.

...It will cost 100 PP per hex...

I hope to god it's 100 points per hex travelled.
...
2, EXTREMELY high usage cost (100 points per hex travelled is fair)

Yes... its 100 PP per hex. 10 hexes = 1000 PP, 40 Hexes = 4000 PP etc..

...The wormholes are a great idea if you can put some more limits on them...

As mentioned this is a test flight of the concept to get some feedback.

1, jumpgates- predefined entry and exit points.

I had thought of restricting it to planets only... though black hole hexes only as entry and exit points kind of makes more sense... thoughts?

3, The random collapse idea is great ! - but maybe go 5 hexs off destination, and maybe a chance of breakdown  <wink><wink>.

Yeah, up to 5 hexes or so off might be more reasonable, but I kind of like the idea that you could land anywhere (its easier to code too..). THough I'll think of making it off by a bit instead of anywhere on the map (just need to make sure you land withing the map boundaries)

Chance of a "breakdown"... excellent idea, Can't really do a breakdown like a HET breakdown as its not in tactical, but I could damage the players ships on a wormhole collapse... would be a bit tricky but I love this idea.

... or worse- a pack of live players able to jump a lone pilot from anywhere on the map ...

Excellent point, the price should be high enough to discourage that, (maybe more than 100 PP per hex?) and the risks should be greater than they are now.

At this point I'm thinking of restricting it from/to black hole hexes, 100 PP (for now), increase the odds of a wormhole collapse up to 10%(?) and on a collapse make the destination off by 1-10 hexes in a random direction (within the confines of the map of course) and assign up to 25%(?) damage on a collapse. This will take a little work but is all doable.

This is exactly the kind of stuff I was looking for, thanks Malak.

(Just had the idea while typing this reply of tranferring the character wholus-bolus to another server with such a utility... seems someone suggested that to me before... lots of potential there, also makes one think of character persistence across servers that are contiguous in time... hmmm..)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lord Khan on July 11, 2006, 03:06:56 am
It has been a while since I have been able to play at all,and all that I have played with or against has been fun.
Now I have gotten my first live kill (Igafa) since my return and it was good,I have also been run off the map by T-Dax.
Above all I thank those that give us all the ability to play this game and hope that more players return.

Qapla <S> to ALL :2gun:
Lord Khan
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF MalaK on July 11, 2006, 07:58:09 am
As to the wormholes:
1, 100 per hex (1000pp per 10 hexs') is reasonable as it'll allow noobs to use the function. IMHO
2, I guess any hex will do for entry/exit points tho I hate the idea of one being in a nebula where a small fleet could defend against usage by others, or an asteroid hex where as soon as you enter, you hit a rock- game over. Any chance the entry/exit points could move randomly every few turns ? Say after a collapse the wormhole opens up again in a nearby hex ?
3, I don't care for the random placment of a ship (anywhere on the map) in the event of a wormhole collapse but thats just me, I can get used to the risk if you wanna go that route and it sure will discourage use if the risk is high enough (which is good), but if you strand someone wayyyy out in the middle of nowhere or wayyyy behind enemy lines peeps might sign off/on numerous times to avoid missions which might destabilize the server (I'd think).
4,
Quote
(Just had the idea while typing this reply of tranferring the character wholus-bolus to another server with such a utility... seems someone suggested that to me before... lots of potential there, also makes one think of character persistence across servers that are contiguous in time... hmmm..)

I don't follow you here, but are you suggesting that a player learns how to 'jump' and carries the knowledge to other campaigns
Wormholes are an awesome idea thats never been fully explored in the Trek realm but I'd hope they be like the wormholes/jumpgates in Wing Commander (the intergalactic superhighway).

Thats just my view, I hope you can make em work.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: WarSears on July 11, 2006, 04:51:55 pm
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 11, 2006, 06:06:55 pm
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


There have been a couple updates to the mission and script packs.
Latest missions here:
http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
Latest shiplist:
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_shiplist.zip

Don't forget to check the Forge Coalition forums for the latest OPs.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 11, 2006, 06:45:08 pm
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


The shiplist is OP+4 as is. Perhaps you have modified it or have multiple OP installs? Have you created a shortcut to StarfleetOP.exe by copying and pasting it as a shortcut on the desktop? (which is what you want to do...)

Krueg linked the mission pack for you twice there.

OP+4 can be obtained here:

http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe (with models - 61M)
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe (using stock models - 275K)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 11, 2006, 06:57:40 pm
You can verify if the copy of OP that you are running has OP+4 installed by looking in:

\Assets\Specs
and
\MetaAssets

The files are as follows:

ftrlist.txt 29KB 8/17/2004 9:19PM
shiplist.txt 2,911KB 12/25/2004 12:06PM

or as listed by a "dir" at the command prompt:


08/17/2004  09:19 PM            28,785 ftrlist.txt
12/25/2004  12:06 PM         2,980,746 shiplist.txt


You should also have a registry entry for OP that corresponds to the actual install location:
HKEY_LOCAL_MACHINE\Taldren\Starfleet Command Orion Pirates "Directory"

There are also entries for OP+4:
HKEY_LOCAL_MACHINESOFTWARE\FireSoul\opplus "version"
HKEY_LOCAL_MACHINE\SOFTWARE\FireSoul\opplus "Install_Dir"

Which you can use to verify the install locations of OP and OP+ (they should match) and the version of OP+ present.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: WarSears on July 11, 2006, 07:07:30 pm
You can verify if the copy of OP that you are running has OP+4 installed by looking in:

\Assets\Specs
and
\MetaAssets

The files are as follows:

ftrlist.txt 29KB 8/17/2004 9:19PM
shiplist.txt 2,911KB 12/25/2004 12:06PM

or as listed by a "dir" at the command prompt:


08/17/2004  09:19 PM            28,785 ftrlist.txt
12/25/2004  12:06 PM         2,980,746 shiplist.txt




You should also have a registry entry for OP that corresponds to the actual install location:
HKEY_LOCAL_MACHINE\Taldren\Starfleet Command Orion Pirates "Directory"

There are also entries for OP+4:
HKEY_LOCAL_MACHINESOFTWARE\FireSoul\opplus "version"
HKEY_LOCAL_MACHINE\SOFTWARE\FireSoul\opplus "Install_Dir"

Which you can use to verify the install locations of OP and OP+ (they should match) and the version of OP+ present.

OMG I think my head just blew up!!!

Can someone just put them in a zip file and e mail them to warsears@yahoo.com
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 11, 2006, 07:28:29 pm
OMG I think my head just blew up!!!

Can someone just put them in a zip file and e mail them to warsears@yahoo.com


Lol...

http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_shiplist.zip (316K)

No need to mail it. ;)

Though if you do not have the proper models.siz, strings and model folders in place you will have problems. Its probably best to uninstall and reinstall the full OP+4 mod on the copy of OP that you are using.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 11, 2006, 09:02:55 pm
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


The shiplist is OP+4 as is. Perhaps you have modified it or have multiple OP installs? Have you created a shortcut to StarfleetOP.exe by copying and pasting it as a shortcut on the desktop? (which is what you want to do...)

Krueg linked the mission pack for you twice there.

OP+4 can be obtained here:

[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe[/url] (with models - 61M)
[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe[/url] (using stock models - 275K)

 :smackhead:
Thanks Bonk.
Jeeze louise...you are getting lazy in your old age WS...
I also have the links posted in the Forge Coalition forums, under the thread about the webmap and how to use the features there.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 14, 2006, 09:46:20 pm
OK who's this wisearse Han_Solo gallivanting around the map as a Prime pirate in a Rom R-OMH-KK? A warp doubling Rom DN!!!  :o

I just might have to put some kind caveat into the tranfers code to prevent this kind of chicanery. Limiting the wormhole network as discussed will help too... but I have another related project on the go at the moment.

When I noticed this today Han_Solo had 666 missions in...  :skeptic:  Economic reports indicate that he will likely win the server for the Coalition singlehandedly! (Prime is #1 at 6210 economic points)

Have to give him credit for thinking of it, I hadn't.

So who is the mastermind?

It looks like something Chuut would do. I'd suspect Krueg but he has 1431 mission in on his account...

Aha, looks like its: romulansithlord (http://www.dynaverse.net/forum/index.php?action=profile;u=2044)  <--- evil genius  ;) ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 02:47:03 am
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


The shiplist is OP+4 as is. Perhaps you have modified it or have multiple OP installs? Have you created a shortcut to StarfleetOP.exe by copying and pasting it as a shortcut on the desktop? (which is what you want to do...)

Krueg linked the mission pack for you twice there.

OP+4 can be obtained here:

[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe[/url] (with models - 61M)
[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe[/url] (using stock models - 275K)



I have the same problem. I was on a few nights ago, running no problem. I try tonight and get the shiplist/fighterlist error. But I haven't changed anything in the last few days. The only thing I did, which I think was a mistake, was purchase a ship from the webmap without being logged on to the server. I also downloaded the new scripts... one was labelled as new shiplist, but in fact both links pointed to new mission packs. So did I mess something up by purchasing a ship without being logged on to the server?


Thanks
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 02:52:01 am
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


There have been a couple updates to the mission and script packs.
Latest missions here:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]
Latest shiplist:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]

Don't forget to check the Forge Coalition forums for the latest OPs.  ;)



Lord Krueg... I went looking for the shiplist download you list above, and it's the mission pack. I'm just trying to get back in. Thanks

Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 15, 2006, 02:58:05 am
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


There have been a couple updates to the mission and script packs.
Latest missions here:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]
Latest shiplist:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]

Don't forget to check the Forge Coalition forums for the latest OPs.  ;)



Lord Krueg... I went looking for the shiplist download you list above, and it's the mission pack. I'm just trying to get back in. Thanks

Kapact


Yes, I accidently put the mission pack link twice... ::)
Bonk posted the correct link after that and I've fixed the link now, try again, sir.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 03:02:36 am
Tyred to log on the other day and got a bad ship list and fighter list. I have  Firesoul's OP+4 installed. Any Ideals?


There have been a couple updates to the mission and script packs.
Latest missions here:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]
Latest shiplist:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]

Don't forget to check the Forge Coalition forums for the latest OPs.  ;)



Lord Krueg... I went looking for the shiplist download you list above, and it's the mission pack. I'm just trying to get back in. Thanks

Kapact


Yes, I accidently put the mission pack link twice... ::)
Bonk posted the correct link after that and I've fixed the link now, try again, sir.  ;)


Thanks, sir. I'll have one more whack then try again tomorrow.....


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 03:10:25 am
Still not working... but I may have fizzled something trying to make this work. <Insert favorite curse here> :banghead:


Maybe tomorrow...

Thanks for your help though.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 15, 2006, 03:21:23 am
Still not working... but I may have fizzled something trying to make this work. <Insert favorite curse here> :banghead:


Maybe tomorrow...

Thanks for your help though.

Define "not working"
The link doesn't work?
Can't log on?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 04:43:02 am
Still not working... but I may have fizzled something trying to make this work. <Insert favorite curse here> :banghead:


Maybe tomorrow...

Thanks for your help though.

Define "not working"
The link doesn't work?
Can't log on?



Oh. sorry. Not working means I get the same exact error message about fighter list/ship list. They do go in assets/scripts, don't they? Or am I just having a brain fart?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Riskyllama on July 15, 2006, 05:05:01 am
fighter/ship lists go in assets/specs
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 15, 2006, 09:11:48 am
THe shiplist and fighterlist go in \Assets\Specs AND \MetaAssets.

However if you are manually installing OP+4 then somehting is not right, it is distributed as an installer. As mentioned above OP+4 also requires strings files a model.siz file and dozens of model folders and models which you should aslo check.

Are you runing multiple installs of OP?

Have you isntalled and configured Hardcore? (did you install the old version of it at any point?)

How are you launching OP? (Try copying StarfleetOP.exe and paste it as a shortcut on the desktop and use that shortcut to launch the game)

Shiplist:
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe (61M with models)
OR http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe (275K stock model copies)
http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_shiplist.zip (316K shiplist-fighterlist only - but you can't just throw these on top of a stock install)

Missions:
http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe (1.4M)

I will check the server at some point and give it a reboot to ensure that the security server is not bugged somehow and inconsistently rejecting logins. When this is happening to people are they trying more than once? (could it just be bandwidth issues?)

If you are running multiple OP installs read this post above to see why that can be a problem:
http://www.dynaverse.net/forum/index.php/topic,163366452.msg1122725650.html#msg1122725650
(Only one registry entry for the directory location - despite multiple installs.)

If you want to run multiple copies of OP check this thred:
http://www.dynaverse.net/forum/index.php/topic,163365074.0.html
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lord Khan on July 15, 2006, 01:29:43 pm
Hail <S> I have had a problem getting the shipyard to show me any ships. I am on KBF-LordKruegs pc and it shows him the ship list when he is online but not me when I sign in. The only way I can buy a ship is when I am in the game. I am at a loss as to what to do next.

                                                            For The Glory of The Empire :2gun:         
                                                                           Lord Khan 
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 15, 2006, 01:38:03 pm
Hail <S> I have had a problem getting the shipyard to show me any ships. I am on KBF-LordKruegs pc and it shows him the ship list when he is online but not me when I sign in. The only way I can buy a ship is when I am in the game. I am at a loss as to what to do next.

                                                            For The Glory of The Empire :2gun:         
                                                                           Lord Khan 

I just saw that in the logs, I'm trying to figure out why now...

Does your GSA D2 login e-mail match the e-mail for your forums account? Let me check that...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 15, 2006, 01:43:08 pm
I see the problem, the case of your e-mail addresses used does not match. Give me a minute to edit your forums account e-mial in the database to match the case of your GSA login...

I would modify the webyards code to modify the case of e-mails used, but unfortunately there is a bug in the serverkit that treats the same e-mial with a different case as a different account and people exploit this to create multiple accounts... I might be able to handle both of these cases in the webyards code, but for now I'll just edit the case of your e-mail address in the forums datanase and send you a test message, let me know if you get it ok...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 15, 2006, 01:50:42 pm
I edited your email address in the forums database to match the one for your character in The Forge Dynaverse server database and sent a test message, let me know here if you receive the test email message OK.

You should be OK to use the webyards with that account now.

EDIT: I have modified the webyards code to handle cases like this properly now (I think) and it should give an appropriate error message if the email addresses do not match exactly.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 15, 2006, 02:05:23 pm
Is anybody else getting shiplist errors on login security check still? I have seen people on the server all day today so I assume the fault is not with the server...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF MalaK on July 15, 2006, 02:21:17 pm
OK who's this wisearse Han_Solo gallivanting around the map as a Prime pirate in a Rom R-OMH-KK? A warp doubling Rom DN!!!  :o

I just might have to put some kind caveat into the tranfers code to prevent this kind of chicanery. Limiting the wormhole network as discussed will help too... but I have another related project on the go at the moment.

When I noticed this today Han_Solo had 666 missions in...  :skeptic:  Economic reports indicate that he will likely win the server for the Coalition singlehandedly! (Prime is #1 at 6210 economic points)

Have to give him credit for thinking of it, I hadn't.

So who is the mastermind?

It looks like something Chuut would do. I'd suspect Krueg but he has 1431 mission in on his account...

Aha, looks like its: romulansithlord ([url]http://www.dynaverse.net/forum/index.php?action=profile;u=2044[/url])  <--- evil genius  ;) ;D


Heh, I thought I was the only one to try it. I got drafted by a team mate cruising around in a Gorn BB (to counter other Gorns) but I quickly traded it in after it was pointed out to me how dishonorable it was.

But a warp doubling Rom DN, Hmmmmm very interesting.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 15, 2006, 10:28:29 pm
fighter/ship lists go in assets/specs


Oh right. Thanks....
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lord Khan on July 16, 2006, 04:41:07 am
I edited your email address in the forums database to match the one for your character in The Forge Dynaverse server database and sent a test message, let me know here if you receive the test email message OK.

You should be OK to use the webyards with that account now.

EDIT: I have modified the webyards code to handle cases like this properly now (I think) and it should give an appropriate error message if the email addresses do not match exactly.

Its working now Thanks ;D Life is much better now,, :2gun:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on July 16, 2006, 04:00:31 pm
does this mean you will release LordKrueg soon?  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: romulansithlord on July 16, 2006, 08:24:56 pm
Solo reporting in.

 Sorry, didn't know if what I have been doing is legal or not.  In fact, I hadn't even used the warp doubling in my battles.  Let me know if I must "uncloak" and revert back to the Romulan side if I must. 

My observations as a pirate:

Winning a battle would give the Cartel shift accordingly -  a loss shifts the Empire for a loss.
I still have to fight my way across the galaxy like everyone else (no logging in/out).
ALL planets and bases supply me (thanx Coalition and Alliance for the gas !!!)

Well, back to my Kessel run,  er.... wrong galaxy.

Solo
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 16, 2006, 09:13:39 pm
Sorry, didn't know if what I have been doing is legal or not.  In fact, I hadn't even used the warp doubling in my battles.  Let me know if I must "uncloak" and revert back to the Romulan side if I must. 

No rule in particular against it currently. I was just a bit shocked by the economy of the Prime cartel and scared by the thought of a warp doubling Rom DN. I'm suprised you're not using it considering the significant progress you've made. Don't bother switching back unless other players object strongly, and I definitely would not use warp doubling with that ship in PvP.

Basically, I'd like to keep The Forge light on rules and strong on good sportsmanship. Its worked out pretty well that way so far.

Winning a battle would give the Cartel shift accordingly -  a loss shifts the Empire for a loss.

Interesting, that may depend on whether the Empire in the hex is allied or not and perhaps the mission. I'd like to see more detailed observations on this if anyone gets the chance.

I still have to fight my way across the galaxy like everyone else (no logging in/out).
ALL planets and bases supply me (thanx Coalition and Alliance for the gas !!!)

This is normal for the pirates, though you should be able to move freely through hexes where both the cartel and empire are allied to you.

Check out the wormholes on the webmap page to move around the galaxy (I had also assumed you were using that considering the wide ranging progress you've made). Though the wormhole network will be restricted somewhat from where it is now once I get the chance to update or replace the code.

Well, back to my Kessel run,  er.... wrong galaxy.

Solo

Carry on, scoundrel!  :pirate:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 17, 2006, 12:06:58 am
THe shiplist and fighterlist go in \Assets\Specs AND \MetaAssets.

However if you are manually installing OP+4 then somehting is not right, it is distributed as an installer. As mentioned above OP+4 also requires strings files a model.siz file and dozens of model folders and models which you should aslo check.

Are you runing multiple installs of OP?

Have you isntalled and configured Hardcore? (did you install the old version of it at any point?)

How are you launching OP? (Try copying StarfleetOP.exe and paste it as a shortcut on the desktop and use that shortcut to launch the game)

Shiplist:
[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe[/url] (61M with models)
OR [url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_no_models.exe[/url] (275K stock model copies)
[url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_shiplist.zip[/url] (316K shiplist-fighterlist only - but you can't just throw these on top of a stock install)

Missions:
[url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url] (1.4M)

I will check the server at some point and give it a reboot to ensure that the security server is not bugged somehow and inconsistently rejecting logins. When this is happening to people are they trying more than once? (could it just be bandwidth issues?)

If you are running multiple OP installs read this post above to see why that can be a problem:
[url]http://www.dynaverse.net/forum/index.php/topic,163366452.msg1122725650.html#msg1122725650[/url]
(Only one registry entry for the directory location - despite multiple installs.)

If you want to run multiple copies of OP check this thred:
[url]http://www.dynaverse.net/forum/index.php/topic,163365074.0.htmllast[/url]




Thanks a bunch, Bonk. I finally uninstalled OPplus, and reinstalled. Then put shiplists where they belong, and all was good. One last prob was that I bought a ship on the webmap that never showed ingame. What I finally did was re-sign in with a new email addy. All was really good then. +1 karma for all the help and the great server. I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bartok on July 17, 2006, 02:50:57 pm
Greetings Folks -

Just wanted to shoot a mail and check in so to speak.  Some overhaul of my homes HVAC + switching ISP's have kept (and will keep) me away from the Forge for a couple more days....

Just in case some of y'all were wondering where I'd got too;)

cheers to all,

KBF-Bartok
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lord Khan on July 17, 2006, 03:41:13 pm

 I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:
Quote

Taken care of, sir... ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBFLordKrueg on July 17, 2006, 07:24:34 pm

 I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:
Quote

Taken care of, sir... ;)

 :smackhead:
Posted under Khan's account, but it's taken care of, Kapact...
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 17, 2006, 10:45:39 pm

 I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:
Quote

Taken care of, sir... ;)

 :smackhead:
Posted under Khan's account, but it's taken care of, Kapact...


Thanks Captain Lord Krueg Sir


:)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: romulansithlord on July 18, 2006, 01:58:12 am
Hi Bonk.  In reply to-


"Winning a battle would give the Cartel shift accordingly -  a loss shifts the Empire for a loss.

Interesting, that may depend on whether the Empire in the hex is allied or not and perhaps the mission. I'd like to see more detailed observations on this if anyone gets the chance".


You are correct.  Flying under the Prime Cartel, a loss normally increases my opposing Alliance Empire, or lowers the Coalition defense value.  There is an ulterior motive for this.   ;D


"I still have to fight my way across the galaxy like everyone else (no logging in/out).
ALL planets and bases supply me (thanx Coalition and Alliance for the gas !!!)

This is normal for the pirates, though you should be able to move freely through hexes where both the cartel and empire are allied to you.

Check out the wormholes on the webmap page to move around the galaxy (I had also assumed you were using that considering the wide ranging progress you've made). Though the wormhole network will be restricted somewhat from where it is now once I get the chance to update or replace the code".


I haven't tried the wormhole network.  It has been easier to hit all the hexes that I have targeted along the way. 

Also, hex 12,6 has a Cartel defense of 242 on the Forge and a defense of 1010 on the webmap.   :o

Solo out.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 18, 2006, 08:25:36 am
One last prob was that I bought a ship on the webmap that never showed ingame.

Was it this account and this ship?:

Quote
LtCommander Kapact (1400)
Empire: Klingon Empire
Prestige: 233 / 802
(K-F5Y) IKV Insufferable
(K-F5L) HMCS Webmap
HomeWorld: 15,19
Battles Played: 6

Because it looks like it came in from here... ships purchased from the shiplist on the webyards still go through the bid process and will take 5-10 minutes to come in. You should be able to see your bid in the auction on both the webyards and the in-game shipyards before the ship is awarded to you if you win the auction. (Though this will change in future so that webyard purchases from the shiplist will be instantaneous)

+1 karma for all the help and the great server. I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:

 ;D
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 18, 2006, 08:32:45 am
You are correct.  Flying under the Prime Cartel, a loss normally increases my opposing Alliance Empire, or lowers the Coalition defense value.  There is an ulterior motive for this.   ;D

That is how it should work, thanks for the more complete report.

Also, hex 12,6 has a Cartel defense of 242 on the Forge and a defense of 1010 on the webmap.   :o

I see it as an Empire DV of 10 and Cartel DV of 1010. Thanks for the report, I'll fix that. (Cartel DVs seems to bug out like that for some reason occasionally).
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 18, 2006, 03:37:20 pm
One last prob was that I bought a ship on the webmap that never showed ingame.

Was it this account and this ship?:

Quote
LtCommander Kapact (1400)
Empire: Klingon Empire
Prestige: 233 / 802
(K-F5Y) IKV Insufferable
(K-F5L) HMCS Webmap
HomeWorld: 15,19
Battles Played: 6

Because it looks like it came in from here... ships purchased from the shiplist on the webyards still go through the bid process and will take 5-10 minutes to come in. You should be able to see your bid in the auction on both the webyards and the in-game shipyards before the ship is awarded to you if you win the auction. (Though this will change in future so that webyard purchases from the shiplist will be instantaneous)

+1 karma for all the help and the great server. I was offline for like almost a year, and unhappy to find myself on the inactive roster. So I'm happy to be back in the saddle again.... :dance:

 ;D



That was all the right details... I waited a day or two and never saw the ship, but it didn't show, so I created a new account and all is good since then. Don't worry about the other one....


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 18, 2006, 05:52:45 pm
I think you might be confused about which of your three accounts you used the webmap with and which one you logged in on the server expecting to find the ship.

The shipcachevector for Kapact and the ship table both show that character as having received the ship. This could only have happened within 10 minutes or not at all.

Could you please login on the server with that account and let me know if the webyards purchased K-F5L shows or not. I cannot imagine how it could not, if it does not show I would really like to know how it got into the characters shipcachevector and marked as owned by you in the ship table without a sucessful auction as processed by the game server. If that has happened I really need to know so I can find out why. I hope to God it has not in fact happened because it will be one heck of a mystery to figure out, which I iwill have to figure out before doing any further work on the serverkit or webmap stuff.

Make sure you login on Kapact, not KBF-Kapact or kbf_kapact to see if that K-F5L shows in the supply panel for that character. It should be the second of two ships.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 19, 2006, 03:45:49 pm
I think you might be confused about which of your three accounts you used the webmap with and which one you logged in on the server expecting to find the ship.

The shipcachevector for Kapact and the ship table both show that character as having received the ship. This could only have happened within 10 minutes or not at all.

Could you please login on the server with that account and let me know if the webyards purchased K-F5L shows or not. I cannot imagine how it could not, if it does not show I would really like to know how it got into the characters shipcachevector and marked as owned by you in the ship table without a sucessful auction as processed by the game server. If that has happened I really need to know so I can find out why. I hope to God it has not in fact happened because it will be one heck of a mystery to figure out, which I iwill have to figure out before doing any further work on the serverkit or webmap stuff.

Make sure you login on Kapact, not KBF-Kapact or kbf_kapact to see if that K-F5L shows in the supply panel for that character. It should be the second of two ships.


No worries. It may be tomorrow, though, since I work late today and start early tomorrow. It's a get home, go to bed, get up, go back to work thing. Then I'll be on to it.


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: KBF-Kapact on July 20, 2006, 10:48:51 pm
I think you might be confused about which of your three accounts you used the webmap with and which one you logged in on the server expecting to find the ship.

The shipcachevector for Kapact and the ship table both show that character as having received the ship. This could only have happened within 10 minutes or not at all.

Could you please login on the server with that account and let me know if the webyards purchased K-F5L shows or not. I cannot imagine how it could not, if it does not show I would really like to know how it got into the characters shipcachevector and marked as owned by you in the ship table without a sucessful auction as processed by the game server. If that has happened I really need to know so I can find out why. I hope to God it has not in fact happened because it will be one heck of a mystery to figure out, which I iwill have to figure out before doing any further work on the serverkit or webmap stuff.

Make sure you login on Kapact, not KBF-Kapact or kbf_kapact to see if that K-F5L shows in the supply panel for that character. It should be the second of two ships.

You're right. I logged in there and found that ship. I think I was logged on to the forums with one ID and the server with another. So that's why I didn't see the ship. I was looking in the wrong place. I just didn't get how the webmap worked. I'm now waiting for my confirmation email for the latest one, so I can use the webmap. Until then, I'm happy just working off the server. Thanks.


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: kbf_kapact on July 20, 2006, 11:06:35 pm
Done, Bonk....


Thanks!
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 21, 2006, 08:11:50 am
You're right. I logged in there and found that ship. I think I was logged on to the forums with one ID and the server with another. So that's why I didn't see the ship. I was looking in the wrong place. I just didn't get how the webmap worked. I'm now waiting for my confirmation email for the latest one, so I can use the webmap. Until then, I'm happy just working off the server. Thanks.

Thank you very much for checking that out for me. I was a little worried that something could be drastically wrong. Looks like things are OK then, or as normal as they ever are around here.. ;) Thanks again.  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Tobin Dax on July 24, 2006, 10:46:08 am
I'm ghosted.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 24, 2006, 12:08:29 pm
I'm ghosted.

Have you tried rebooting your PC and disconnecting from the internet yet?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: FPF-Tobin Dax on July 24, 2006, 02:05:00 pm
yup.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 24, 2006, 04:54:13 pm
Server rebooted, we are haunted no longer.  :)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: kbf_kapact on July 24, 2006, 05:28:29 pm
Server rebooted, we are haunted no longer.  :)

This doesn't mean I've lost my beautiful ship... and Commodore rank, does it?


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 24, 2006, 06:00:45 pm
Server rebooted, we are haunted no longer.  :)

This doesn't mean I've lost my beautiful ship... and Commodore rank, does it?


Kapact

Server rebooted, not reset. A ghosted character does not require that the server be reset, only rebooted. I would not reset a server scheduled to run four months for one ghosted character even if it was necessary.

It is 2295.467 on the server. It is scheduled to conclude in 2303 in 8.6 game years or in another 34.3 days real time, at which time it will be reset (with changes) as The Forge III.  (Though The Forge will probably be taken offline while SG6 runs.)

The ambiguity of the terms reset and reboot are a real pain with the Dynaverse. We might need to come up with better, more unambiguous terms.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Dfly on July 24, 2006, 08:47:11 pm
how about restarted for reset,  and updated for rebooted.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 24, 2006, 09:04:59 pm
how about restarted for reset

Sounds good...

and updated for rebooted.

...not quite right.  :-\
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Midnight Tech on July 24, 2006, 09:15:34 pm
How about keeping rebooted? Same as rebooting Windows when it gets a hiccup, right?
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 25, 2006, 09:25:36 am
Makes sense to me.

So -

restarted = database wiped, server restarted from the beginning.

rebooted = server application shut down then server application run again.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: kbf_kapact on July 25, 2006, 07:26:22 pm
Makes sense to me.

So -

restarted = database wiped, server restarted from the beginning.

rebooted = server application shut down then server application run again.


Sounds fan-frakking-tastic.... :)


Sertiously, thanks. I figured that. Just that I never made it to Commodore before, and I got a sweeeeet ship.... (DXD)


Kapact
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Lord Khan on July 27, 2006, 01:55:59 am
Can't figure how a FFD can take out a starbase and a DN and CL cannot,,,Kinda takes the fun out of it.
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 27, 2006, 07:21:02 am
Can't figure how a FFD can take out a starbase and a DN and CL cannot,,,Kinda takes the fun out of it.

There is more than one kind of base, some larger than others. Also, a DN and CL will draw a much larger defence force. A lone FFD might have a much better chance against a Base Station than a DN and CL against a Battle Station or Starbase. You can check the base type on the webmap (Starbase>Battle Station>Base Station). Also, player experience can make a huge difference in base assaults. Ask some of the experienced players and they'll be able to fill you in on the tactical details. In general, if you are attacking a base, bring a droner or carrier, better yet, both.  ;)
Title: Re: The Forge (2nd run) - Info and feedback
Post by: Bonk on July 27, 2006, 09:59:08 am
The Forge is down and webmap offline until I receive information on which accounts are bugged. Once I receive this information it should not take me too long to get things running again. Apologies for the downtime and thanks for your patience.
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 27, 2006, 01:21:32 pm
Server is back up, we should be good to go now.

The Online Campaign Interface (OCI) (http://www.dynaverse.net/oci/index.php/cfg,theforge.html) is up now up and replaces the old webmap.

Questions and feedback welcome.
Title: Re: The Forge II - Info and feedback
Post by: Bosn on July 27, 2006, 03:42:25 pm
Bonk, I have'nt been able to wormhole to other hexes, was logged off dyna at the times I tried this. I tried it about 6 times and it didn't work. Also, can't seem to locate were to transfer races anymore. Is there a change?
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 27, 2006, 03:59:30 pm
Bonk, I have'nt been able to wormhole to other hexes

You must be starting in a black hole hex... I havent tested it out myself yet actually... I'll give it a go and see if there is a problem.

Also, can't seem to locate were to transfer races anymore. Is there a change?

"Race Transfers" under "Player Controls".
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 27, 2006, 04:09:20 pm
Bonk, I have'nt been able to wormhole to other hexes

You must be starting in a black hole hex... I havent tested it out myself yet actually... I'll give it a go and see if there is a problem.

I just tried it myself and it worked fine... you sure you are clicking the confirm button on the second part of the process? Do you have enough PP to transport the distance you are going? (100/hex)

Give me some more details if you still cannot get it to work. Preferably quoting the entire output of the page, thanks.
Title: Re: The Forge II - Info and feedback
Post by: Bartok on July 28, 2006, 08:01:22 am
Hiya Bonk

Just wanted to chime in -

The new controls are GREAT!!!! -- I still open multiple browser windows so i can go back and forth between the who's on and the map... but this is the most useful implementation of a "frameset" kinda thing i've seen in a long time....

Love the added ability to take care of trading in one's old ship when purchasing a new one.  I haven't tried the wormhole thingy (did before it got restricted to needing to be in a blackhole hex) lot's of cool possibilities.  Makes constructing a map a lot more interesting i'm sure

You rock man!

 :notworthy:
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 28, 2006, 10:29:28 am
Thanks.  :)

The new controls are GREAT!!!! -- I still open multiple browser windows so i can go back and forth between the who's on and the map... but this is the most useful implementation of a "frameset" kinda thing i've seen in a long time....

No frames here... strictly div tags and css. Frames are evil, though sometimes necessary (SFC Direct). The sized layered transparent images of the OCI map are absolutely positioned elements inside a relatively positioned div in a reltively positioned table cell. The only drawback to the whole setup is that rendering the thousands of layered rezised images can strain some graphics cards/drivers while scrolling, but viewing at 100% (not resized) reduces this strain if needed.

Try Firefox or IE7 for tabbed browsing, I couldn't do without it now! ;)
Title: Re: The Forge II - Info and feedback
Post by: Romulan Disinformation Bureau on July 30, 2006, 06:00:03 pm
So i was placing this base right....and well i took a  "patrol" to do it. And while I know that tracey's patrols will send a base hurtling across the map, this mission had my base follow me... in a very nice formation...through an asteroid field...all while it thought it was going speed 0.
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 30, 2006, 06:44:50 pm
Very interesting.  :skeptic:

There is only one mission that will construct a base on The Forge: Met_NWBasePlacement.scr and it should be billed as such. I usually get right to base placement if I am in possesion of a base. All other script types should ignore the base.

Did you happen to purchase a ship on the OCI while in possesion of the base? If not, we'll just have to be aware of this happening in the TG patrols. I don't think it merits pulling the missions. Though strangely DieHard reported to me the other day that the TG missions are known to warp people off the map regularly, though I have heard no reports of it in the seven months The Forge has been running.
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on July 30, 2006, 06:50:58 pm
Very interesting.  :skeptic:

There is only one mission that will construct a base on The Forge: Met_NWBasePlacement.scr and it should be billed as such. I usually get right to base placement if I am in possesion of a base. All other script types should ignore the base.

Did you happen to purchase a ship on the OCI while in possesion of the base? If not, we'll just have to be aware of this happening in the TG patrols. I don't think it merits pulling the missions. Though strangely DieHard reported to me the other day that the TG missions are known to warp people off the map regularly, though I have heard no reports of it in the seven months The Forge has been running.

Well, now that you brought it up...I did forget to post about that...
had it happen to me a few times, before the mission updates. Not always just TG missions, either.
Have a base, get a patrol and the base was in mission with me, going sp 12 and under my control.
This occurred a few times...
I did test having other players draft me, with a base, in a patrol, but, they would never draft me, nor would I draft them in a patrol with a base.
In a TG mission, it will warp all the way to the other side, dropping it's fighters before warping off the map.

But, since the missions were updated with NW newer missions, it hasn't happened again.
Sorry, I forgot to post earlier about it.
Title: Re: The Forge II - Info and feedback
Post by: NuclearWessels on July 30, 2006, 06:55:00 pm
I've seen bases do this when the script sets an initial movement speed for ships (actually I've seen planets do it as well whilst debugging scripts).  It seems a script-allocated initial speed can actually move otherwise stationary objects, but since the base/planet isn't allocating any power to movement the displayed movement speed is 0!

Ideally one should never get offered anything but a base placement/construction mission while packing a base, but that doesn't seem 100% reliable.

dave
Title: Re: The Forge II - Info and feedback
Post by: Romulan Disinformation Bureau on July 30, 2006, 07:01:09 pm
i think it one of dave's missions actually not tracey's patrol.
Title: Re: The Forge II - Info and feedback
Post by: Bonk on July 30, 2006, 07:02:41 pm
i think it one of dave's missions actually not tracey's patrol.

Did you purchase a ship from the OCI webpage while in possesion of the base?
Title: Re: The Forge II - Info and feedback
Post by: Dfly on July 30, 2006, 07:28:33 pm
I have noticed such behaviour in the past and it came down to taking a mission in a neutral space or an enemy space.  Where you actually in the same race space, or one of your allie space or neutral or enemy?  This can change the availability of receiving the proper script.
Title: Re: The Forge II - Info and feedback
Post by: Age on July 31, 2006, 12:18:39 am
It requires Firesoul's OP+4 ([url]http://www.dynaverse.net/downloads/sfc2_op/Mods/opplus_40_models.exe[/url]) and The Forge scripts pack ([url]http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe[/url]).

Online Campaign Interface (OCI) ([url]http://www.dynaverse.net/oci/index.php/cfg,theforge.html[/url]).
(Firefox extension to aid in viewing map info here ([url]https://addons.mozilla.org/firefox/1715/[/url]).)

Dave's test missions are still in and we'll update/add/remove them as necessary.

The premise of the server is still the same, a simple persistent server on OP+4 for new players to train on and for old players to get their daily fix. The map for this run is a bit smaller, but still is supposed to be a new resource rich sector of space to be exploited by the empires and cartels who have found themselves transported there. Again, victory will be assigned to the side with the most economic points at the end of this four month run. (2273-2303, 4 days per game year, 5 minute turns)

The webmap and associated pages still work the same and assume that your Dynaverse gamespy login e-mail address is identical to your Dynaverse.net forums account e-mail address. The transfers page is still up to faciliate playing multiple races on one account.

The webmap will continue to evolve and additional features will be added. The Forge is also intended as a testbed for new Dynaverse technolgies. I have another project on the go at the moment, to be announced soon, at which point I will resume work on improvements and additions to the webmap.
Campaign Interface looks neat nice jop Bonk.
Title: Re: The Forge II - Info and feedback
Post by: Bonk on August 01, 2006, 08:41:59 pm
Thanks Age.


The Forge will be coming down tonight and will remain down for the duration of Slave Girls VI.  It will be back up immediately after Slave Girls VI is complete.
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on August 01, 2006, 08:51:00 pm
Ah...TY, sir.  ;D
Title: Re: The Forge II - Info and feedback
Post by: KAT Chuut-Ritt on August 01, 2006, 10:47:25 pm
Thanks Age.


The Forge will be coming down tonight and will remain down for the duration of Slave Girls VI.  It will be back up immediately after Slave Girls VI is complete.

Ummm what time will it go down?
Title: Re: The Forge II - Info and feedback
Post by: Bonk on August 01, 2006, 10:56:18 pm
Ummm what time will it go down?

About 2 hours ago...

SG6 test will be up shortly...
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on August 02, 2006, 07:03:49 am
Ummm what time will it go down?

About 2 hours ago...

SG6 test will be up shortly...

Interesting...the Webmap shows a player on....is it up or down?
Title: Re: The Forge II - Info and feedback
Post by: Riskyllama on August 02, 2006, 08:21:03 am
i think its a ghost krueg, he's been like that since 4 AM
Title: Re: The Forge II - Info and feedback
Post by: Bonk on August 02, 2006, 08:49:41 am
Yes, there was somebody on when I shut it down. I might take its OCI offline for now...
Title: Re: The Forge II - Info and feedback
Post by: KHH_Mrogue on August 04, 2006, 01:53:23 am
bump
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on August 04, 2006, 02:13:21 am
The Forge is down and will come back up when the Slave Girls of Orion 6 Server concludes. Please D/L the SGO6 installer and join the fun! See posted Stickies.
Title: Re: The Forge II - Info and feedback
Post by: Bonk on August 28, 2006, 12:40:57 am
The Forge is back up.

Missions updated: http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
OCI up: http://www.dynaverse.net/oci/index.php/cfg,theforge.html

There's about a month left to run before its due for a reset.

GL and have fun guys, I'll catch ya on the flipside!
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on August 28, 2006, 12:58:16 am
Thx Bonk!
Title: Re: The Forge II - Info and feedback
Post by: KBF-Crim on August 28, 2006, 09:20:18 pm
Thank you SIR!

<S>
Title: Re: The Forge II - Info and feedback
Post by: TopMoxie on September 01, 2006, 10:28:18 am
OK I cant get any script pack downloads, none of the links work, could someone fix this
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on September 01, 2006, 02:48:24 pm
I just tried them, all the links work for me... :huh:
Maybe Dnet was experiancing IP issues, try again, sir.  ;)
Title: Re: The Forge II - Info and feedback
Post by: TopMoxie on September 02, 2006, 07:05:29 pm
Hello Could some one please send me these files as the links do not work for me. I need  this one http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe and this one http://www.dynaverse.net/downloads/sfc2_op/Scripts/UAWDynaScripts.exe, you can send them to COLEMAN9753@MSN.COM
Title: Re: The Forge II - Info and feedback
Post by: TopMoxie on September 02, 2006, 07:11:33 pm
Hey never mind I got them, had to use Netscape
Title: Re: The Forge II - Info and feedback
Post by: TraumaTech on September 02, 2006, 09:01:32 pm
ok  i have rebooted several times  and the server still has me ghosting       could  some one please do whatever is  needed,so i can log on  :)   ty in advance
Title: Re: The Forge II - Info and feedback
Post by: TraumaTech on September 03, 2006, 04:32:16 pm
ok   24 hours later,and i am still being shown as on the server.....could the wizards of the server,please do whatever is needed to stop me from ghosting???? pleeeeeeeaaaaaaaaassssssssssseeeeeeeeeeeeeee  :)
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on September 04, 2006, 12:48:46 pm
I think Dave can reboot it now that Bonk's gone, I've PM'd about it.
If not him, probably Frey can.
Title: Re: The Forge II - Info and feedback
Post by: NuclearWessels on September 04, 2006, 01:20:31 pm
I think Dave can reboot it now that Bonk's gone, I've PM'd about it.
If not him, probably Frey can.


Sorry, he didn't leave any of that stuff with me <thankfully>  ;)

I think he passed the info on to Diz though:

I found it and started iut back up using the process sentinel, but thought better of it as I found more forge folders bonk has spread all over the place.  ::) I cant even find my SGO6 folder... which should still be setup so all i have to do is hit the process sentinel and it picks right up where we ended it at the end of round three. But I cant find that. Mb bonk needs to put a shortcut for me on the desktop to these two folders...  ::)
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on September 04, 2006, 01:39:08 pm
I dont follow this thread. If the server needs to be rebooted you need to make a new thread for each time it goes down or I wont see it. Ill reboot it now.

Edit, rebooted. You shouldnt be ghosted now.
Title: Re: The Forge II - Info and feedback
Post by: TraumaTech on September 04, 2006, 05:10:33 pm
I dont follow this thread. If the server needs to be rebooted you need to make a new thread for each time it goes down or I wont see it. Ill reboot it now.

Edit, rebooted. You shouldnt be ghosted now.


 ty dizzi   have checked and i am no longer ghosted  :)
Title: Re: The Forge II - Info and feedback
Post by: Icehawk on September 04, 2006, 08:16:34 pm
i tried loggin on tonight and just got a slow countdown and no connect
Title: Re: The Forge II - Info and feedback
Post by: Bosn on September 04, 2006, 09:52:13 pm
I got the slow countdown and no connect several times as well
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on September 04, 2006, 11:13:42 pm
I dont follow this thread. If the server needs to be rebooted you need to make a new thread for each time it goes down or I wont see it. Ill reboot it now.

Edit, rebooted. You shouldnt be ghosted now.

Ah, actually just wasn't sure who had the keys, np...  ;D
But, since you do have "the keys" so to speak, perhaps you should follow this thread, eh?  ;)
Title: Re: The Forge II - Info and feedback
Post by: Icehawk on September 05, 2006, 08:45:18 am
well i figured it out it was i just needed to change to the accounts i was using
Title: Re: The Forge II - Info and feedback
Post by: KBF Soth on September 11, 2006, 12:16:58 pm
Don't know if this has been noted ; MET_NW7 ConvoyRaid ,shows as a patrol mission says complete then at debreif it says mission failed and won't give DV shift but does give you 25 prestige
Title: Re: The Forge II - Info and feedback
Post by: Bartok on September 11, 2006, 12:24:18 pm
Had been meaning to post this, not really an issue but an interesting anomoly.  It's happened a few times and I always forget to check what the mission is, but it's a partol variant that's actually a shipyard/defense in a black hole terrain.

The planet sometimes "slips" into the blackhole, which is kinda wierd/cool.  It doesn't actually explode, but you hear that thunderous sound of damage being taken by it and the damage is "incredible"

attached is screencap of volleyinfo.  The damage does kill off marines on the planet surface, but it's a shipyard def type mission so no undue advantage per se...  interesting too cuz the blackhole is inside the planet and the gravity pull on ships approaching the planet is neat to watch.....
Title: Re: The Forge II - Info and feedback
Post by: NuclearWessels on September 11, 2006, 01:01:53 pm
Don't know if this has been noted ; MET_NW7 ConvoyRaid ,shows as a patrol mission says complete then at debreif it says mission failed and won't give DV shift but does give you 25 prestige

Whoops, thanks - will look into it

I'll look into the moon/blackhole issue as well, thx

dave
Title: Re: The Forge II - Info and feedback
Post by: Riskyllama on September 11, 2006, 05:40:50 pm
Don't know if this has been noted ; MET_NW7 ConvoyRaid ,shows as a patrol mission says complete then at debreif it says mission failed and won't give DV shift but does give you 25 prestige

Whoops, thanks - will look into it

I'll look into the moon/blackhole issue as well, thx

dave


I saw that before a few times on one of Karnak's random terrain missions, back on SGO5. Before the planet hit, I used the black hole to drag a disabled ship into the planet.
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on September 12, 2006, 06:16:25 pm
Hey, almost sounds like a feature!  ;D
Title: Re: The Forge II - Info and feedback
Post by: el-Karnak on September 12, 2006, 07:16:16 pm
Hey, almost sounds like a feature!  ;D

*throws another planet in the black hole* :flame:
Title: Re: The Forge II - Info and feedback
Post by: NuclearWessels on September 12, 2006, 07:18:29 pm
Don't know if this has been noted ; MET_NW7 ConvoyRaid ,shows as a patrol mission says complete then at debreif it says mission failed and won't give DV shift but does give you 25 prestige

Ah, that's right - Bonk got one of the early versions of this, a couple of iterations back.  This (and a few other mission quirks) should disappear the next time the mission pack is updated.

dave
Title: Re: The Forge II - Info and feedback
Post by: Bartok on September 15, 2006, 12:35:50 am
BTW - the Forge seems to be down methinks,

was gonna logon for my "nitecap" and noticed.... I imagine it's coming down real soon for reset anyways, perhaps that's what's happend

Cheers
Title: Re: The Forge II - Info and feedback
Post by: Max Torps on September 18, 2006, 11:12:49 am
After being away for so long I was a bit wary of playing on a server until I got some practise in so you lot wouldn't laugh at the silly Rom...  ;)

Anyway I just started on it last night and I'd just like to say to all who worked on this what a great job! The missions are great and the server is so responsive. Lovely shiplists and nice starting vessels. Just thought I'd say thanks.  :)

Please, if you see a Rom in a starter ship don't kill him straight away. Let him think he's playing well then kill him. Or he could be a ringer... you never know with pesky Roms.
Title: Re: The Forge II - Info and feedback
Post by: Novax on September 18, 2006, 06:58:16 pm
Yeah I only recently got orion pirates so this is a treat to play the game with all the new enhancements on a stable server.  Can't wait till the server resets in a couple of days so I can start it out fresh with everyone else.
Title: Bad Ftrlist and shiplist
Post by: Pojo92 on September 29, 2006, 11:08:29 pm
Help please!  When I try to log on to the Forge I get the following error:  "One or more necessary files required is missing or incompatible.  List of Offending files:  ftrlist.txt/Found Bad CRC/shiplist.txt/Found Bad CRC"  I have OP+4 and have downloaded the Forge script pack.

I don't see anyone else in this thread having that problem.  Am I going to have to download everything again or is there a quick fix.  (and it will have to be step by step because I am, alas, an idiot.) ::)
Title: Re: The Forge II - Info and feedback
Post by: Max Torps on September 30, 2006, 05:07:45 am
I'm not getting it...sounds like the files aren't installed in the correct folder. It installed no problem on mine. Perhaps giving it another try will help you?
Title: Re: Bad Ftrlist and shiplist
Post by: Riskyllama on September 30, 2006, 05:11:21 am
List of Offending files:  ftrlist.txt/Found Bad CRC/shiplist.txt/Found Bad CRC"  I have OP+4 and have downloaded the Forge script pack.
it looks like just your shiplist is wrong
did you forget to switch back to OP 4.0 after another campaign?
Title: Re: The Forge II - Info and feedback
Post by: Mythrender on September 30, 2006, 05:15:32 pm
Help Please,

after the end of the Slave girls of orion campaign I can no longer get online for multi player games, I have done a clean install reapplied all files and I still cannot get online. There is no error message, I can see the forge or Stavveys Tavern...ect but when I click to join the game just stops and boots me to my desktop. can anyone help???

Regards,

Blackthorn,
Fed CVS Templar
Title: Re: The Forge II - Info and feedback
Post by: Max Torps on September 30, 2006, 05:57:42 pm
Some of the people who frequent the boards and play the game more often than I have may recognise the symptom, I'm unsure if it is a known issue of some sort. From my perspective the problem would seem to be local to your pc though.

When you say clean install, did you manually delete the Taldren folder after uninstalling? I understand that it can be left behind and there may have been a file left in there that conflicts with an install over the top.

Try uninstalling again, deleting the Taldren folder if it exists, follow some of the advice in this link (http://www.dynaverse.net/forum/index.php/topic,163349163.0.html) first, get fresh downloads of OP plus and the Forge pack and give it another shot.
Title: Re: The Forge II - Info and feedback
Post by: Mythrender on September 30, 2006, 08:07:03 pm
Thanks for the advice, I did all that you recommend. I completly removed all my taldren materials, and folders, and re-downloaded and installed...but it still crashes. The game runs fine otherwise, and all my other online games are not affected.
Title: Re: The Forge II - Info and feedback
Post by: CaptJosh on October 01, 2006, 05:28:57 am
Ok, tell me this. Did you use the OP Enhancement Pack v4.0? If so, you need to download a new scripts.exe and run it. The scripts installer in the OP Enhancement Pack 4.0 is borked.
Title: Re: The Forge II - Info and feedback
Post by: Capt Jeff on October 01, 2006, 05:59:28 am
The Forge has ran past 2303 and needs to be restarted.   This is a persistant server which is supposed to end at that time and then restart back to 2263 for another run.   Could the powers that be please re-set it?

Thanks.
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on October 01, 2006, 06:10:03 am
Hrmmm, it uses an sql DB. I wouldnt know how to reset that. I could change the date... the admin kit allows for that, but it could open a can of worms too. I'd rather not test, hehe.
Title: Re: The Forge II - Info and feedback
Post by: Maverick on October 02, 2006, 12:29:45 am
Fix it Dizzy... Doowit...
Title: Re: The Forge II - Info and feedback
Post by: Capt Jeff on October 02, 2006, 05:56:05 am
Shut down the server, open the DB folder.  Delete all DB files and back-ups.  Reboot server  ;)
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on October 02, 2006, 06:11:45 am
There is nothing in the server kit DB folder where you usually find the flatfile DB. Where is the SQL DB?
Title: Re: The Forge II - Info and feedback
Post by: C-Los on October 02, 2006, 07:11:14 am
Please ....  Do It, I hate extended Late Era after 3 - 4 Days I've had enuff of those ships !     :o
Title: Re: The Forge II - Info and feedback
Post by: RFA-Wraith on October 02, 2006, 07:18:51 am
Can I just say WOW to deadmansix! He has over 734,000 PP!!

 :notworthy: :notworthy: :notworthy: :notworthy:
Title: Re: The Forge II - Info and feedback
Post by: FPF-DieHard on October 02, 2006, 07:31:48 am
Shut down the server, open the DB folder.  Delete all DB files and back-ups.  Reboot server  ;)

Not for SQL, it is much more complicated than that.   I used to know how to do this but I haven't run an SQL DB in over a Year.   ;D

Tracey might remember this, or Frey.   
Title: Re: The Forge II - Info and feedback
Post by: Maverick on October 02, 2006, 12:06:53 pm
Doowit...
Title: Re: The Forge II - Info and feedback
Post by: Max Torps on October 02, 2006, 12:29:10 pm
Diz, Bonk will likely be using the MYSQL admin control panel in Start>All Programs>MYSQL>MYSQL Administrator

To access that you'll need the username and password. Once in a new window will open with various options.
One option will be catalogs. Click on that and you will see the database he's using for the server although he may have more than one db in there so you'll need to know what he named it. If you see it in there and know the name all is good so far. The default name or name in the FAQ is "dynaverse" but he could have named it something else like forge. If you don't know the username and password or he doesn't use the admin control panel then you're kind of stuck.

Bring the server down.

Select the option above catalog called Backup. Click New Project to open up the fields so you can give the backup db a name. Click on the db that you want to backup and click the arrow key >. The field on the right will populate with all the tables. Click the Execute Backup now and save the file somewhere handy and memorable. Note, this will default to where he last saved files to so it's handy to remember this location.

Next you will need to create a clean db. If he's using an unmodded standard OP mysql db I can send you a file. He may already have one anyway and you can check by doing the following:

Between Catalogs and Backup there is the restore option, click on it. Then click on Open Backup File. That should default to where they are saved to. I don't know the naming culture he would use but maybe there is one there created at the date the server started it will be about 18kb in size. Once you select the right one, click Start Restore.

Now that db is the Live one. Close the Admin window and restart the server. Cross your fingers and pray to whatever deity you worship and take cover.  :D

If there is no database saved from previous then you could use the one I have sent you via email but if he has added custom tables some elements may not work - perhaps he added some for OCI I really don't know so it's likely that the webpage may error though the server itself will work fine.

edit: If it all goes Pete Tong, shut the server down then use the restore option and select the file you backed up earlier.




Title: Re: The Forge II - Info and feedback
Post by: Maverick on October 02, 2006, 01:31:56 pm
Yeah what he said... Doowit!
Title: Re: The Forge II - Info and feedback
Post by: Bartok on October 02, 2006, 09:24:50 pm
Very Nice walk-through MaxTorps -

I've not used MySql much and that gave me a nice feel for it.  I used to work in ColdFusion and Microsofts SQL7 and to be sure - it's not as easy as deleting the flatfiles folder.  I'd be happy to help if i had access - if I can see it, i can usually fix it.....  but...

I'm quite enjoying that the Forge  is stiill up - I was thinking someone was consciously letting it run to 2306 if not beyond - so that ALL the X variants come out.  It's nice to fly a bit of cheese :) + it sounds like SG07 is coming soon? -- would be nice to have the Forge available during that campaign as well...

I guess I think of the Forge not just as Bonk's testbed per se, but the steady state server offered centrally by our community here....

rambling.... Cheers;)
Title: Re: The Forge II - Info and feedback
Post by: Bonk on October 07, 2006, 11:25:14 am
Hi folks!

I had the chance to make a quick check-in on a trip into town. No time to collect and post stats from the last run or to answer any PMs but I'll reset the forge while I have the chance. No time for a new map for The Forge either.

I do all my DBA stuff from the windows and mysql command lines (and the MySQL Query Browser when needed). I manage the MySQL server with manual my.ini edits and restarting the service (though don't touch that stuff, I have it tweaked just so).

All the details are in the following file on Thor (I save frequently used commands in a file there):
D:\mysql_backup\backup.txt

I backup the db at the windows command prompt with a command stored in that file:
"mysqldump -u theforge theforge > D:\mysql_backup\theforge.sql -p**password-omitted-from-post**"
then zip it and date it in the file name. (e.g.: theforge_2006_10_07.zip)

The db creation/reset script is there as well:
D:\mysql_backup\Dyna2OP2552_theforge.sql
(basically stock but with some fixes not made in the current server releases and a custom database name)
I reset the db with a "\. D:\mysql_backup\Dyna2OP2552_theforge.sql" at the mysql command line.

The currently running copy of The Forge is in:
D:\Program Files\XenoCorp\The Forge
Running with the ProcessSentinel (do not move the server location).

After a reset I start the server directly, wait for a turn (a few minutes) then shut it down and run these two queries to increase the max DVs:
UPDATE MapHex SET EmpireBaseVictoryPoints=EmpireBaseVictoryPoints*2 WHERE EmpireBaseVictoryPoints < 50;
UPDATE MapHex SET CartelBaseVictoryPoints=CartelBaseVictoryPoints*2 WHERE CartelBaseVictoryPoints < 50;

My general strategy for mysql servers is posted here:
http://www.dynaverse.net/forum/index.php/topic,163361953.0.html
though it is outdated and I do things a little differently since I last updated that post.

To clean the db:
- Shut down the server (processsentinel first, then the server)
- Backup the db as described above.
- I use the following query to identify the last initially created BaseAI:
SELECT ID,WONLogon FROM servcharacter ORDER BY ID;
(The first hundred or so characters are the initially created Base AI that should not be cleaned - the first character with a WONLogon generally marks the end of the initally created AI.)
- Then I run a Query like this to gather the IDs of all the other AIs:
SELECT ID FROM servcharacter WHERE ID > XXXX AND WONLogon = '' ORDER BY ID;
(WHERE XXXX is the ID of the last initially created AI)
- I then construct a query using excel that will delete the ships for these AIs:
DELETE FROM ship WHERE Owner IN (XXX1, XXX2,...);
where XXX1, XXX2,... are all the IDs for the non-initally created AIS
Run that query on the db.
- Then I delete these AIs:
DELETE FROM servcharacter WHERE ID > XXXX AND WONLogon = '';
- Presto, db is clean! Start the server back up.
(One could probably create a single query to acheive this task but I never put the effort into it, though it shouldn;t be that hard, it would be nice to do a lean in one query. - Do not use the cleaning query in the build 37 docs: useful_scripts.sql - it does not account for initally created BaseAIs.)

I use the MySQL Query Browser for some of these tasks when it is not practical to use the commandline. (though only my own mysql user has remote access).

After the serverkit has started under the process sentinel, I usually place the kit window in such a way that I can tell if it has crashed and restarted when I login again on the remote session.

I am using a custom build of the serverkit with a few adjustments to how the database IDs are handled in consideration of he OCI as well as nullifying the "racial flavour" code in the serverkit to equalise base production probablitles for all races). So do not use a different build that does not make these allowances.

I think that about covers it! I'll try and make a quick check-in next time I get to town (can't really say when). It should be good for another four months if someone can figure out how to clean it properly. (perhaps test cleaning on a downloaded copy of the db first)

The server is back up now on the same map, back to 2273 mid start. Try not to bork it!  ;D

Have fun and stay cool guys!
Bonk

P.S. Frey has the login info for the remote desktop account The Forge is running on.
Title: Re: The Forge II - Info and feedback
Post by: FPF-Tobin Dax on October 07, 2006, 11:32:09 am
empire level looked like feds 1st, hydrans 2nd klinks 3rd and roms 4th, last I looked with the alliance having a 3,000 econ lead. 5th and 6th went to mirak and gorn, then 7th to isc and 8th to lyrans.  Good to see you post Bonk!
Title: Re: The Forge II - Info and feedback
Post by: Dfly on October 07, 2006, 04:21:37 pm
Hey Bonk, WB man.  How is the new job?  Getting any sleep at all after those 16+hour shifts?
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on October 08, 2006, 01:28:48 am
I also have access... I'll ck it out and see about the DB cleans.
Title: Re: The Forge II - Info and feedback
Post by: KAT Chuut-Ritt on October 09, 2006, 03:07:53 am
empire level looked like feds 1st, hydrans 2nd klinks 3rd and roms 4th, last I looked with the alliance having a 3,000 econ lead. 5th and 6th went to mirak and gorn, then 7th to isc and 8th to lyrans.  Good to see you post Bonk!

Last I looked it was Prime Industries first then the Federation at about 4900, Hydrans at about 4100, Klingons at about 2600, Mirak at about 2300, Romulansat about 1900, Gornabout 1800, ISC at about 1500, Lyrans at about 1300
Title: Re: The Forge II - Info and feedback
Post by: Dizzy on October 09, 2006, 03:41:23 am
With the OCI, economy doesnt matter diddly as long as each race has just a bit... er wait. Do Bases show up on the Forge's OCI shipyard?
Title: Re: The Forge II - Info and feedback
Post by: Raztax on October 15, 2006, 03:56:10 pm
Just wondering if there is a mirror where I can download the Forge scripts? Just coming back to the game after quite a long break :)

I tried the download links at the first of this thread, but I havent been able to download any files that are hosted here, only from the mirrors. The download starts no problem, but seems to just hang in random spots and then quit (IE tosses an unexpected error message..as opposed to an expected error I guess), Firefox and Opera just hang, no error message.

So if someone would be kind enough to post a mirror link, or hey even email it to me if you would (raztax@gmail.com)

P.S. - I can't believe the communtiy for this game, no matter how long I stay away, it is still running thanks to you guys..kudos

Edit: I finaly managed to get the file after trying for most of the day..though I am getting the Firewall and unable to contact directory server error..any word on if the server is actually up or down?




Title: Re: The Forge II - Info and feedback
Post by: Bartok on November 10, 2006, 08:37:08 am
Thought I'd post a message here

Server needs a reset.  Lot of folks have been "ghosted" and can't get on - cept with a new account, which sounds like some may have gotten ghosted again.

ThanX in Advance to whomever has the "keys"

Title: Re: The Forge II - Info and feedback
Post by: [KBF]MuadDib on November 10, 2006, 08:00:48 pm
Thought I'd post a message here

Server needs a reset.  Lot of folks have been "ghosted" and can't get on - cept with a new account, which sounds like some may have gotten ghosted again.

ThanX in Advance to whomever has the "keys"



please
Title: Re: The Forge II - Info and feedback
Post by: Braxton_RIP on November 13, 2006, 02:16:05 pm
Thought I'd post a message here

Server needs a reset.  Lot of folks have been "ghosted" and can't get on - cept with a new account, which sounds like some may have gotten ghosted again.

ThanX in Advance to whomever has the "keys"



please

Bumping this one again too.  20 ghosts and counting.
Title: Re: The Forge II - Info and feedback
Post by: [KBF]MuadDib on November 14, 2006, 08:17:05 pm
Thought I'd post a message here

Server needs a reset.  Lot of folks have been "ghosted" and can't get on - cept with a new account, which sounds like some may have gotten ghosted again.

ThanX in Advance to whomever has the "keys"



please

Bumping this one again too.  20 ghosts and counting.

geesh, you'd think we were asking for teeth to be yanked out of a mouth for as long as these posts have gone unanswered to a simple request...  8-/
Title: Re: The Forge II - Info and feedback
Post by: Bartok on November 14, 2006, 10:35:19 pm
I am a bit surprised that there hasn't been ANY response from the powers that be.... even if just to say, we've heard but aren't sure of how to fix...  Honestly - a complete restart/reset might be easier than trying to clean up the existing db file(s)...  dunno....  though, i guess it could also be that there is only 1 set of keys to access things and those are.... unavailable?

Still would be nice to hear from someone who's connected to the box(es) either physically or remotely in some capacity...
Title: Re: The Forge II - Info and feedback
Post by: FA Frey XC on November 14, 2006, 10:58:21 pm
Okay, I am a bit surprised no one PM'ed me regarding this.

It's only due to Kehakoul's vigilance and letting me know on D.Net teamspeak - where I happen to usually be, or one of my upper command staff is (all the info for the D.Net teamspeak server is posted) almost every night .

Sooooo, I have restarted the server. I've also reviewed Bonks instructions, and I'm going to contact our own Max Torps to see if he feels comfortable doing some stuff ;)

Server is back up, sorry about the inconvenience, and remember - you CAN PM me. I get an email. I check email several times a day.

Regards.
Title: Re: The Forge II - Info and feedback
Post by: [KBF]MuadDib on November 15, 2006, 01:26:20 am
you CAN PM me. I get an email. I check email several times a day.

good to know...

THANK YOU!!!

would love to see the new missions and/or the beta's if you can swing it...
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on November 15, 2006, 07:30:54 pm
Okay, I am a bit surprised no one PM'ed me regarding this.

It's only due to Kehakoul's vigilance and letting me know on D.Net teamspeak - where I happen to usually be, or one of my upper command staff is (all the info for the D.Net teamspeak server is posted) almost every night .

Sooooo, I have restarted the server. I've also reviewed Bonks instructions, and I'm going to contact our own Max Torps to see if he feels comfortable doing some stuff ;)

Server is back up, sorry about the inconvenience, and remember - you CAN PM me. I get an email. I check email several times a day.

Regards.

Dang...and I should of thought of that, too. I even have your Email... :banghead:
That'll be the last time last time I rely on that other admin who is supposed to be "holding the keys" for such a thing... :P
Now...if I could just get you to figure out why I'm STILL getting that @#!%&* firewall message despite reinstalls, checking every setting a hundred times, etc. I'd be one happy Klingon...
Title: Re: The Forge II - Info and feedback
Post by: Bartok on November 16, 2006, 02:37:50 pm
Krueg - I'm really sorry to hear you're still having problems w/firewall message.  I in fact have just started getting them... though played fine up till getting ghosted yesterday.  Frey restarted the server, but now i'm gettin firewall message... hopefully this will clear of it's own

Title: Re: The Forge II - Info and feedback
Post by: SFCspoonman on November 16, 2006, 02:42:59 pm
I am also getting the firewall message.  Been trying on and off to get on for weeks now it seems.   I have changed nothing with the game or my system, so Im thinking its something on the server end. 

However I have just been switched to comcast...  Does  my IP changing have any effect?



Title: Re: The Forge II - Info and feedback
Post by: FA Frey XC on November 16, 2006, 08:42:25 pm
Shouldn't if your on a comcast IP.

Send me a PM if you are getting the firewall message, and I'll see if I can track down anything on my end.

Regards,
Title: Re: The Forge II - Info and feedback
Post by: FA Frey XC on November 16, 2006, 08:43:52 pm
The Forge is back up after maint of all D.Net servers today.

Let me know if anyone is having any other problems. I'll check DNS tomorrow to make sure all the records are correct, etc. for the Directory services.

Also, the MONITOR page should be working again. I've been having issues with it updating regularly, but I'm going to fix that tomorrow too.

Regards,
Title: Re: The Forge II - Info and feedback
Post by: FA Frey XC on November 16, 2006, 09:27:37 pm
Okay, I've added The Forge to the MONITOR page, it'll now be displayed there if it's down.

You can access the monitor here:

http://monitor.dynaverse.net

OR

Go to the Frontpage of Dynaverse.Net, then click on the Server Information tab, Server Monitor.

If you click on THOR.XENOCORP.NET, you'll see there a listing for The Forge.


Regards,
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on November 17, 2006, 12:26:22 am
Shouldn't if your on a comcast IP.

Send me a PM if you are getting the firewall message, and I'll see if I can track down anything on my end.

Regards,


Again, why didn't I think of this sooner...I assumed it was something on my end...PM sent, sir... ;D
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on November 17, 2006, 07:27:00 pm
 :rockinband: :tonybanks: :singing: :drink: :popcorn: :woot:

IT WORKS!!

Musta been the Goat sacrifice to Kahless.... :P
Title: Re: The Forge II - Info and feedback
Post by: KBF-Kurok on November 18, 2006, 04:12:40 pm
YAY ;D
Title: Re: The Forge II - Info and feedback
Post by: SFCspoonman on November 22, 2006, 11:27:38 am
Well whatever you did worked!   I am back online, only to find my work destroyed by the horrid ISC.  I a working my way to safe territory as we speak.  Think I'll try a wormhole.....



Thanks again for addressing and repairing the issue!
Title: Re: The Forge II - Info and feedback
Post by: FA Frey XC on November 22, 2006, 06:00:14 pm
:)

I live to serve....

Regards
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on November 22, 2006, 09:21:25 pm
Well, like a bad dream...it's back...
After running a whopping 7 missions Sunday, tried to log on tonight to run a few more and...
THE DAMNED FIREWALL MESSAGE IS BACK!!!  :banghead: :cuss:

The monitor page says the Forge Port was down, but is now responding...*sob*
Title: Re: The Forge II - Info and feedback
Post by: SFCspoonman on December 12, 2006, 07:36:29 pm
My firewall message is also back...
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on December 13, 2006, 06:28:53 pm
Yeah, but it says the directory server can't be found.
Title: Re: The Forge II - Info and feedback
Post by: KBF MalaK on December 13, 2006, 08:06:07 pm
seems the dir server is down, I'm unable to log on as well.
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on January 17, 2007, 02:33:46 pm
i went through the how to guide but cant figure out how to do the port forwarding.  im useing an actiontec dsl router/modem gt-704-wg.

i hope we can get it fixed, id like to play some dynaverse again.
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on January 17, 2007, 03:22:14 pm
i went through the how to guide but cant figure out how to do the port forwarding.  im useing an actiontec dsl router/modem gt-704-wg.

i hope we can get it fixed, id like to play some dynaverse again.

If you have the option, I would recommend simply running your router in DMZ mode and skip all that port forwarding stuff. It's much easier...
Make sure, if it has a one, to turn the router's firewall off as well.  ;)
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on January 18, 2007, 09:23:02 am
i unfortunatly do not have a dmz option that im aware of. I also set up my firewall to to exception my game client. I did this befor when i had cable modem it wasnt to bad, but this dsl junk is being more difficult.

ok ok i found the porting options and my dmz option, attempting to log in. hooray :)
well its still telling me im behind a firewall. I double checked everything and still no joy.  :-[
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on January 21, 2007, 12:29:27 pm
i unfortunatly do not have a dmz option that im aware of. I also set up my firewall to to exception my game client. I did this befor when i had cable modem it wasnt to bad, but this dsl junk is being more difficult.

ok ok i found the porting options and my dmz option, attempting to log in. hooray :)
well its still telling me im behind a firewall. I double checked everything and still no joy.  :-[

Make sure you get the lastest GameSpy update (just log onto thier site, it'll, prompt you if there is one) That problem gave me the firewall message for 2 months until it was pointed out to me.  ;)
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on January 21, 2007, 01:01:52 pm
trying that now... thanks for the help man you rock. cheers.

Anyone try legacy yet?
Title: Re: The Forge II - Info and feedback
Post by: Talon on January 22, 2007, 07:58:38 am
Ok I have recently reinstalled SFC 2 OP was playing on strays server for awhile but wanted to check out the Forge, all went well for a while now when i try and play the forge version of my OP at login to server it keeps telling me I am missing the SFC-Op main EXE file, so tried the stray version it works fine. Then I deleted the main exe file from Forge side and replaced with a back up copy and still giving me same message any ideas??
Title: Re: The Forge II - Info and feedback
Post by: Soreyes on January 22, 2007, 09:57:13 pm
Whats with all the Heavy Metal out there on The Forge ;D

There I was just Hex flipping away in my Z-DWD. When Flywh331 showed up in a I-BBVz :o  I think I scratched his #6 shield before his PPDs drove me off the map...... or was it all those fighters he dropped :rofl: ;D
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on February 05, 2007, 11:48:55 pm
talon my only advice is to keep all the diffrent patches and script/missions/shiplists yadda yadda on disc. then it only takes 10 minutes to com-pletely reinstall and get online.

Whats with all the Heavy Metal out there on The Forge ;D

There I was just Hex flipping away in my Z-DWD. When Flywh331 showed up in a I-BBVz :o I think I scratched his #6 shield before his PPDs drove me off the map...... or was it all those fighters he dropped :rofl: ;D

i like heavy metal, and my flippership CLX wasnt in the shipyard when i decided to try and run you off ;) . but TBH i think the results would have been the same  :P

There is a hex on forge i encountered thats heavily flawed!  >:(  its a planet in a federation hex thats in a nebula. all i get in it is planetary assault. I dont see how this is possible in a nebula as you cant use transporters. please replace the planet with a base or something to remedy this.

and if anyone out there has tryed legacy please tell me about it. im excited to try a new trek game but ive had 2 people tell me it stinks and i so dont want to waste 50 bucks.
Title: Re: The Forge II - Info and feedback
Post by: Talon on February 06, 2007, 11:11:36 am
Ok I tryed a complete and total re install with nothing but cd, then patched to 2552, then I ran OP+40, then I installed the Forge mission's. Started the game got to log in to forge server and bamm says I am Missing the StarfleetOP.exe file. Now I think to myself Hmmm.. that would be interesting cause to start the freaking game I need that file. So I try to play a campaing, Start it everything works fine, run thru a dozen missions no problems. So I try Dyna again, same freaking message Forge server has detected that you are missing critical file specifically StarFleetOP.exe

(INSERT LONG SCREAM OF FRUSTRATION)

Ok anyone what the hell am I doing wrong or can anyone mail me just the EXE file or anything at wits end here
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on February 06, 2007, 04:58:56 pm
Ok I tryed a complete and total re install with nothing but cd, then patched to 2552, then I ran OP+40, then I installed the Forge mission's. Started the game got to log in to forge server and bamm says I am Missing the StarfleetOP.exe file. Now I think to myself Hmmm.. that would be interesting cause to start the freaking game I need that file. So I try to play a campaing, Start it everything works fine, run thru a dozen missions no problems. So I try Dyna again, same freaking message Forge server has detected that you are missing critical file specifically StarFleetOP.exe

(INSERT LONG SCREAM OF FRUSTRATION)

Ok anyone what the hell am I doing wrong or can anyone mail me just the EXE file or anything at wits end here

Right click on your SFC icon on your desktop.
In the "target" box type this in: "C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates\StarFleetOP.exe"
In the "start in" box type: "C:\Program Files\Taldren Software Inc\Starfleet Command Orion Pirates"
Click "apply"
*note* if you don't have it installed in the "C" drive, insert correct drive location.
That should fix ya... ;)
Title: Re: The Forge II - Info and feedback
Post by: Talon on February 07, 2007, 08:06:34 am
KBFLordKrueg ty for the suggestion tried it still comming up saying the file is missing when I try and join Forge, can play solo fine, did forge change the exe file or modify it somehow, or am I just stuck with a whacked file????
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on February 07, 2007, 04:29:16 pm
Is the Forge the only server you get that on? It definitly hasn't changed anything.
I donno...
Try a search on thses forums for similiar problems and the fix.
I was sure what I posted would fix ya.
Then again, I'm not all that much of a tekkie with computers.  ::)
But, I'm sure it's a simple thing, not your game or computer.  ;)

And, BTW, do you have the OP D2 directory update?
It's here if you havn't.
http://www.dynaverse.net/downloads/sfc2_op/patches/sfc2_directory_server_updater.exe

Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on February 08, 2007, 07:28:36 pm
Ah, I see you made it to The Forge... ;D
What was the fix?
Title: Re: The Forge II - Info and feedback
Post by: Talon on February 20, 2007, 12:44:04 pm
OK found another thread with same problem try-ed the fix they recommend, so did a total reinstall again. did complete new d/l of the patch op+4 and forge scripts, then d/l the backup exe file from the Dynaverse main website to fix Guess what even the back up exe does not pass the bar, I love this game but it is beginning to be to much, would someone anyone please just e-mail me a cope of their StarFleetOP.exe Email is Tehsen321@yahoo.com this is my last try at this if I get no e-mail I am shelving this game for a good long time. The frustration is just getting to be to much.
Title: Re: The Forge II - Info and feedback
Post by: KBF-Kurok on February 21, 2007, 04:34:38 pm
 I seem to recall someone  having the same problem i think they  had to swith the properties to  run win 98 or something. I think it was compadability or something hope this  helps
Title: Re: The Forge II - Info and feedback
Post by: Talon on February 22, 2007, 09:08:22 am
Strange enough it did, I look at the properties and low and behold it was set to 98, so on a longshot I click off the compatibility and loaded the game up, and to my utter suprise it worked. Was able to login to forge and ran several missions no problem.  :o
Title: Re: The Forge II - Info and feedback
Post by: KBF-Kurok on February 22, 2007, 09:47:55 am
coool
Title: Re: The Forge II - Info and feedback
Post by: Lear on February 25, 2007, 01:25:04 pm
"the Forge" AI need to become smarter.
I drafted a kil DX and a rom CHM on a field with 1 rock between
us and 1Or cl and three Feds (a BB ,DNH,DNL)
first the Klingon flew into the rock then the condor did the same
only rock between us and them.
Title: Re: The Forge II - Info and feedback
Post by: Talon on February 26, 2007, 07:28:39 am
I wish they would run into a few rocks for me, hell I been getting maps with more rocks than open space, spend more time re targeting the enemy than shooting at them. ::)
Title: Re: The Forge II - Info and feedback
Post by: Talon on March 03, 2007, 07:51:01 am
Is the Forge still down not showing on my server list all I see is Strayys tavern for the last 3 days.


Talon
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on March 05, 2007, 03:26:23 am
same here no forge  :'(
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on March 07, 2007, 12:38:24 pm
In the meantime, download Dave's latest missions here:
http://www3.telus.net/NuclearWessels/sfc/downloads/EDWarpPatrols.exe
And jump on the ED hell server.  ;D
They will not affect the missions for the Forge when it comes back up.  ;)
Title: Re: The Forge II - Info and feedback
Post by: KBF-Standarte on March 09, 2007, 03:34:18 pm
I thought that The Forge was developed to be a persistent server.  Period.
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on March 09, 2007, 05:16:13 pm
I believe it's still down in relation to the technical problems Frey was experiancing earlier in the week.  ;)
And it was supposed to end in 2303 anyway. It ran up to 2306 before it went down.
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on March 12, 2007, 02:41:14 am
im gonna give ed hell a try... any idea when forge will return?
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on March 20, 2007, 09:14:27 pm
uh.....BuMp?  ;D
Title: Re: The Forge II - Info and feedback
Post by: KBFLordKrueg on March 21, 2007, 04:57:45 pm
To be honest, I don't know. probably not until after SGO7.
And it really should be reset anyway.
Title: Re: The Forge II - Info and feedback
Post by: Flywh33l on March 30, 2007, 01:24:06 am
 :'(  ok.....