Topic: The Forge - Info and Feedback  (Read 116131 times)

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Offline KBF-Soth

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Re: The Forge - Info and Feedback
« Reply #320 on: December 10, 2005, 12:47:50 pm »
Here is my problem......Map still takes a long time to loadand when I select a mission it takes 4ever to load up.Once I finally get into mission everything works fine.When mission complets I get the "please wait" ALL the time and occasionally get the "It appears someone has lost connection this could take awhile"...any ideas?

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #321 on: December 10, 2005, 02:14:38 pm »
Here is my problem......Map still takes a long time to loadand when I select a mission it takes 4ever to load up.Once I finally get into mission everything works fine.When mission complets I get the "please wait" ALL the time and occasionally get the "It appears someone has lost connection this could take awhile"...any ideas?

Hmm thats weird. The map will always take a bit longer to load on The Forge as it is using the dynaverse.net irc server for stability instead of gamepy's, but that delay only affects the map load on login. Other than that everything should be fine. (was OK for me for the last while)

You running any virus scanners? Norton and McAfee now include firewalls and privacy filters that will interfere with the D2, which must be disabled.

You behind a router or connecting directly?

Your OP+4 installed clean or restored by the mod swapper?

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #322 on: December 10, 2005, 02:15:26 pm »
I got it working! :) I had to reinstall everything. I still don't know what was wrong but it works now!  ;D

Glad to hear it!  :thumbsup:

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #323 on: December 10, 2005, 02:17:52 pm »
YAHOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!1111


Thanks

Yup, all races now have six bases in thier yards last I looked, I might have overdone it, I could probably back off the prodcution probablilties a bit now that the "racial flavour" modifier has been equalised so that all races have an equal chance of building larger ships and bases.

EDIT: in the process I think I figured out how to flag bases properly for purchase from the webyards, I'll give that a try later... (so starbases will be an option again!)
« Last Edit: December 10, 2005, 02:35:18 pm by Bonk »

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #324 on: December 10, 2005, 02:46:23 pm »
I saw starbases in the webyards this morning.. Didn't buy any, thought it would break something!

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #325 on: December 10, 2005, 03:08:45 pm »
I saw starbases in the webyards this morning.. Didn't buy any, thought it would break something!

Interesting, I thought I had that disabled... they will appear in the server shipyards displayed on the webyards in the column on the right if they are in the native shipyards, and bidding on those from the webyards will work ok,  but should not show up in the shiplist purchasing column at the left (for now).

Offline KBFLordKrueg

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Re: The Forge - Info and Feedback
« Reply #326 on: December 10, 2005, 08:04:07 pm »
This isn't a big deal, but...was noticing the reports under "destroyed ships" on the webmap, and see it still is showing a great number of erroneous reports.
It shows me and/or Malak as being destroyed during several missions when we were winging together tonight.  :huh:
None of those are accurate.  ;D
No mission bugs, other than one host left mission.
Just as an FYI... ;)
Lord Krueg
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Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #327 on: December 11, 2005, 07:09:56 am »
Yes, the battle logging of the kit leaves a little to be desired. I was aware that host left missions would erroneously report destroyed ships, it would be nice to correct this somehow, thanks for the report!

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #328 on: December 11, 2005, 10:41:50 pm »
Bonk,

I suspect the Database need a clean.  Server going up and down again.

Also, you may have no way to do anything about it but, a LOT of people are getting CTD on mission starts lately.


And third, something happened again today where the server, TS, and d.net were unacccessible to many (note many not all) poeple.  Right at 11:30 PM EST

Sanfeng sems to keep a solid connection while this happend to everyone else.  Everyong else lot connetion to TS, and I could not get D.net.  Sanfeng was fine the whole tme.  I know ssmiers and Jack also lost connections durng this time.

Offline Sanfeng

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Re: The Forge - Info and Feedback
« Reply #329 on: December 11, 2005, 10:49:38 pm »
Just backing up Strats post... I did stay connected to TS with a couple others when ts went down for most. Heard the overlaying <member left triple fold> ... as with the server dropping.

Offline KBF-Crim

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Re: The Forge - Info and Feedback
« Reply #330 on: December 12, 2005, 12:43:42 am »
Yeah..I got booted after every mission for quite a while...D.net and SFC2.net were both unaccessible also... :'(

Offline KBF MalaK

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Re: The Forge - Info and Feedback
« Reply #331 on: December 12, 2005, 09:12:48 am »
I updated the scripts from this link:
http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
..and 99% of my dropping problems went away.

Thanks Bonk
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Offline Strat

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Re: The Forge - Info and Feedback
« Reply #332 on: December 12, 2005, 10:04:57 am »
About Bases,

I notice that sometimes after attacking (and destroying) a base, the base will die in the hex also, but sometimes not.  It will stay for a few rounds before dying.

What are the rules for how long a base lives?

Also:

Could there be a way, (Hey, I'd do mission scripting, but I don't have a compiler...) to have the AI defenders in base or planet defence NOT leave the Planet or base farther than 15 or 20 range?

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #333 on: December 12, 2005, 10:15:36 am »
About Bases,

I notice that sometimes after attacking (and destroying) a base, the base will die in the hex also, but sometimes not.  It will stay for a few rounds before dying.

What are the rules for how long a base lives?

Also:

Could there be a way, (Hey, I'd do mission scripting, but I don't have a compiler...) to have the AI defenders in base or planet defence NOT leave the Planet or base farther than 15 or 20 range?

Here are the gf settings for destruction of bases on The Forge:
Code: [Select]
[Base]
PostBattleMinimumRepair =1
PostBattleRepairRatio =0.05 // Maximum percentage of remaining damage to repair on a base after a battle - PostBattleMinimumRepair
PostBattleMinimumResupply =1
PostBattleResupplyRatio =0.05 // Maximum percentage of missing stores to resupply a base after a battle - PostBattleMinimumResupply
RemoveDestroyedBases =1

I have not looked into the exact meaning of these gfs in the serverkit source yet. I seem to recall having tested setting PostBattleMinimumRepair to 0 before and got errors... (thus setting the repair ratio to a very small number instead) I will put this on my todo list... What you might be observing is a delay in map update in your client.

Re: Keeping AI defenders in place, yes, I believe this is possible. I am at this very moment working on compiling a stock script under Visual C++ 2005 Express Edition so that the tools to script missions will be free. The scripting API requires quite a few changes to compile under VC++8, I'm working on it, with luck you'll soon be able to create mission scripts with free compiler tools.

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #334 on: December 12, 2005, 10:17:48 am »
I updated the scripts from this link:
http://www.dynaverse.net/downloads/sfc2_op/Scripts/TheForgeScripts.exe
..and 99% of my dropping problems went away.

Thanks Bonk


Glad to hear it. I think the NW scripts had problems with this server setup for some reason. Its now running Stock, EEK and TG missions only.

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #335 on: December 12, 2005, 10:20:16 am »
Bonk,

I suspect the Database need a clean.  Server going up and down again.

Also, you may have no way to do anything about it but, a LOT of people are getting CTD on mission starts lately.


And third, something happened again today where the server, TS, and d.net were unacccessible to many (note many not all) poeple.  Right at 11:30 PM EST

Sanfeng sems to keep a solid connection while this happend to everyone else.  Everyong else lot connetion to TS, and I could not get D.net.  Sanfeng was fine the whole tme.  I know ssmiers and Jack also lost connections durng this time.

Just backing up Strats post... I did stay connected to TS with a couple others when ts went down for most. Heard the overlaying <member left triple fold> ... as with the server dropping.

Yeah..I got booted after every mission for quite a while...D.net and SFC2.net were both unaccessible also... :'(

Sounds like network issues again, I'll do a database clean later today to clean up the mess the connection losses will have caused.

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #336 on: December 12, 2005, 10:27:27 am »
Taking the server down for a db clean now...

EDIT: seems the server was already down... hmmm... processsentinel was also not running, looks like it may have been shut down for server work again. The network definitely suffered an interruption.
« Last Edit: December 12, 2005, 10:49:34 am by Bonk »

Offline CaptJosh

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Re: The Forge - Info and Feedback
« Reply #337 on: December 12, 2005, 10:35:13 am »
Well, it's not like we didn't know that the NW missions are buggy as hell. It's not like Dave actually tests these things. He just writes a batch and throws them out there.
CaptJosh

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those who understand binary and those who don't.

Offline Strat

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Re: The Forge - Info and Feedback
« Reply #338 on: December 12, 2005, 10:55:40 am »
Here are the gf settings for destruction of bases on The Forge:
Code: [Select]
[Base]
PostBattleMinimumRepair =1
PostBattleRepairRatio =0.05 // Maximum percentage of remaining damage to repair on a base after a battle - PostBattleMinimumRepair
PostBattleMinimumResupply =1
PostBattleResupplyRatio =0.05 // Maximum percentage of missing stores to resupply a base after a battle - PostBattleMinimumResupply
RemoveDestroyedBases =1

I have not looked into the exact meaning of these gfs in the serverkit source yet. I seem to recall having tested setting PostBattleMinimumRepair to 0 before and got errors... (thus setting the repair ratio to a very small number instead) I will put this on my todo list... What you might be observing is a delay in map update in your client.

Re: Keeping AI defenders in place, yes, I believe this is possible. I am at this very moment working on compiling a stock script under Visual C++ 2005 Express Edition so that the tools to script missions will be free. The scripting API requires quite a few changes to compile under VC++8, I'm working on it, with luck you'll soon be able to create mission scripts with free compiler tools.

I was considering getting that new Visual C++ Express Edition (like the prce lol!).  So it would be great if it could compile on that.  I was thinking the same thing as I made the post, "Wonder of the new Express Edition could do that scripting...".

Anyhows, I have to say those GF settings are not really self-explanitory.  Especially since I'v never hosted a Dyna.  Looks like there is a modifier for resupplying the base itself after battles.  I guess it waits for the base to have so much damage before repairing it. Same for its supplies, wait for it to get so low before replenishing.  As for the RemoveDestroyedBases=1 (1=True I'm guessing), if its operation is independent from the other modifiers, then there is an inconsistency.  Becuase not always after battles where bases are destroyed are the bases removed from the hex.  I've pleyed enough battles to know that its not an inaccuracy on the clients part.

Offline Bonk

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Re: The Forge - Info and Feedback
« Reply #339 on: December 12, 2005, 11:08:26 am »
db cleaned, directory server is down, looking into it...