Topic: Hardcore Server NEW SCRIPTS testing  (Read 91711 times)

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Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #260 on: July 31, 2008, 02:48:52 pm »
1.  AI-stripping does not work.   :banghead:  Only the Defender's AI's get stripped.

2.  The Enemy Missions end as soon as the players load.


Beauty info - thanks DH.

The AI stripping turned out to be a stupid mistake on my part -- just looking into the premature closing on the Enemy missions now.

dave
« Last Edit: July 31, 2008, 03:01:09 pm by NuclearWessels »

Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #261 on: July 31, 2008, 03:18:22 pm »
1.  AI-stripping does not work.   :banghead:  Only the Defender's AI's get stripped.

2.  The Enemy Missions end as soon as the players load.


Beauty info - thanks DH.

The AI stripping turned out to be a stupid mistake on my part -- just looking into the premature closing on the Enemy missions now.

dave


I find bugs better than an aardvark.  :D

Cool, let me know when you're ready for more proper testing and we'll see what breaks.   While you're poking around in the code, can you either make you AI allies bigger, your opponents fewer, or both? 
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #262 on: July 31, 2008, 03:21:50 pm »

Will do - on both counts

dave

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #263 on: July 31, 2008, 03:23:52 pm »
maps r too big too. I think ur using warp maps? Shouldnt take but mb 20 turns to go from red to red at speed 31... 620,000,000km from end to end or whatever... Ur lkike 4x that. tooo big.

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #264 on: July 31, 2008, 03:24:49 pm »
or even a size of 500. That's take 16 turns to go from end to end. And if u want to make rectangular maps... that's be cool too. 500x620.

Offline FCM_SFHQ_XC

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #265 on: July 31, 2008, 03:36:30 pm »
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..
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Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #266 on: July 31, 2008, 03:44:14 pm »
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..

Bad depends on your perspective :)  I remember being able to get LOTS of kills on AOTK2 with those Tracey G missions with gigantic maps because you actually could run down your opponent.  Once X-ships came out SOMEBODY was going to die in every engagement. 

The GSA Large size map is about right IMHO.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Corbomite

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #267 on: July 31, 2008, 04:51:08 pm »
I find bugs better than an aardvark.  :D

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


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

Offline Dizzy

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #268 on: July 31, 2008, 05:02:59 pm »
Yea, I do think the maps might just a little toooo big, it will take forever to retreat on them if you needed to.. especially bad if you can't go speed 31 trying to outrun overwhelming forces..

Bad depends on your perspective :)  I remember being able to get LOTS of kills on AOTK2 with those Tracey G missions with gigantic maps because you actually could run down your opponent.  Once X-ships came out SOMEBODY was going to die in every engagement. 

The GSA Large size map is about right IMHO.

I like big maps too... but when ur probe runs out before it even gets to the other side of the map and doesnt reveal anything within it's 100km scanning range the map is too large. I too think the GSA Large map is about the right size... but needs further testing. Im gonna see just how far a probe's range is... I'm thinking traveling at speed 31 for 16 turns to go from one side to the other is decent. That means you'll see a 4 minute run to the edge from the center... And rectangular maps that are slightly larger on one side is good too.

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #269 on: July 31, 2008, 05:17:01 pm »


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

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

dave

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #270 on: July 31, 2008, 05:19:54 pm »
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones
XC ones

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave
« Last Edit: July 31, 2008, 05:58:21 pm by NuclearWessels »

Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #271 on: July 31, 2008, 05:24:19 pm »
...
Bug in the Combat mission.  Only one ship in the enemy fleet uses EW.   Interesting . . .

Interesting indeed... I suspect it's related to the same game feature that causes all internally-generated AI to get the latest and greatest in drones, but will have to experiment a bit to find out.

dave

Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #272 on: July 31, 2008, 05:54:34 pm »
I find bugs better than an aardvark.  :D

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


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

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


Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #273 on: July 31, 2008, 06:36:39 pm »
New bug:  I've been drawing carriers and they launch 4 individual fighters instead of their respective squads.   Saw this with a D7VK and an E4VK.

EDIT:  Confirmed.  Enemy Combat.   Drew a D7V and D6VK.  Each one dropped 4 individual fighters.   It's not the list as this is stock OP+4

Do the missions read the Difficulty level in the MCT files or any other server settings?
« Last Edit: July 31, 2008, 06:51:48 pm by FPF-DieHard »
Who'd thunk that Star-castling was the root of all evil . . .


Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #274 on: July 31, 2008, 07:06:30 pm »
BUGS FIXED!:  The Enemy missions now load properly and AI-stripping appears to work.   We only tested with 2 people, we can test with 6 some time next week.
Who'd thunk that Star-castling was the root of all evil . . .


Offline Leto Atreides

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #275 on: July 31, 2008, 07:16:33 pm »
I find bugs better than an aardvark.  :D

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


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

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


I was about to start testing pvp today.  It was only yesterday we got los to the enemy.  On the hardcore minimap server anyways. 

btw I did find a bug in the  colonization mission.  The ai fighters do not die when the mothership is destroyed. Not sure if that one's been noted yet.
« Last Edit: July 31, 2008, 07:30:37 pm by Leto Atreides »

Offline KBF-Crim

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #276 on: July 31, 2008, 07:32:36 pm »
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones
XC ones

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave



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Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #277 on: July 31, 2008, 07:40:54 pm »
OK, hopefully this fixes the PvP part (missions that end immediately and failure to strip AI properly)

ED ones
XC ones

I think it also fixes the premature end to the contraband-dealer scenario, and (as always) plays a bunch with balance.

EDIT:  I just re-issued the pack again ... would it surprise anyone to learn you were actually getting half the AI support expected based on the opposition?

Anyway, as a result of that fix, the difficulty level might currently turn out to be pitched too low (!) so have another go at 'em and see how things look.

dave



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Actually, on the ED missions I think the difficulty could go up a notch.  Dave, does it read any server settings regarding mission difficulty?

EDIT:  if anyone wants to check them out I'll leave my server up tonight.   I don't know if Pesty had a chance to updat Hardcore yet.
Who'd thunk that Star-castling was the root of all evil . . .


Offline NuclearWessels

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #278 on: August 01, 2008, 08:19:23 am »

Crim - with the assorted bugs fixed you'll find the difficulty level dropped dramatically, I'd say below the "standard" missions at the moment (for the ED versions that is).  Hence it needs to go up  ;D

DH - no, it doesn't read difficulty settings.  (The Taldren routine to read difficulty level doesn't work for servers in OP - only single player.)

Thanks for the update on the PvP testing, definitely a relief!

I'll get the ftr bug fixed today.  I realized what that one was as soon as I saw the report, just have to find a few minutes to go in and fix it.

dave



Offline FPF-DieHard

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Re: Hardcore Server NEW SCRIPTS testing
« Reply #279 on: August 01, 2008, 08:42:08 am »


DH - no, it doesn't read difficulty settings.  (The Taldren routine to read difficulty level doesn't work for servers in OP - only single player.)



I didn't think it did, I jacked the Difficulty up to 3 and it didn't make a difference.  Thanks for your fast action on the bugs!
Who'd thunk that Star-castling was the root of all evil . . .