Topic: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!  (Read 6388 times)

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CptCastrin

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SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« on: March 20, 2003, 02:33:35 pm »
Grab it now at:
http://www.sfcx.org/modules.php?name=Downloads&d_op=viewdownload&cid=2

See the Taldren Announcement forum for more details!

OOOORAHHHH!  

Dizzy

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #1 on: March 20, 2003, 03:23:22 pm »
What does the change from 64 ships per class to 128 have to do with the shiplist? Does that mean you could previously only have 64 CA's and now you can have 128 per race?

And someone tell me why OP D2 still sucks ass? What are the major differences between the OP D2 and that of EAW?

Maxillius

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #2 on: March 20, 2003, 03:25:41 pm »
WOOHOO OP servers, here we come!!!! YAY

EDIT: BTW... is FireSoul's shiplist included with the patch?
« Last Edit: March 20, 2003, 03:26:35 pm by Commander Maxillius »

Maxillius

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #3 on: March 20, 2003, 03:28:49 pm »
Quote:

What does the change from 64 ships per class to 128 have to do with the shiplist? Does that mean you could previously only have 64 CA's and now you can have 128 per race?

And someone tell me why OP D2 still sucks ass? What are the major differences between the OP D2 and that of EAW?  




The only difference is the addition of the 8 pirate cartels.  Everything else should work the same as EAW.

Scipio_66

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #4 on: March 20, 2003, 03:41:46 pm »
Quote:


And someone tell me why OP D2 still sucks ass? What are the major differences between the OP D2 and that of EAW?  




The cartel/imperial map interaction is still hosed.  At least, the release notes don't say that it has been fixed.

*Imperial players still can't boost the DV of their own hexes unless an allied pirate cartel owns the same hex on the pirate map.
*Imperial players still can't boost the DV of conquered hexes, unless a cooperating and allied pirate cartel conquers the same hex on the pirate map.
*Pirates still can't see the DV of hexes on the pirate map, and thus have no idea if they are "winning" or "losing" the fight for a key hex.

I think that's all; which is still pretty fatal for any aspiring OP dyna.  Thus OP will continue to collect dust on my shelf for a while, but I don't want to minimize the results of this patch.  It's a big step.    The fact that they FINALLY FIXED THE PATROL BUG!!!! alone is worthy of praise.  (Now they need to put that fix into an OP dyna that works.   )

There is also the neutral coop bug (you can't flip a neutral hex to your color if you fly with a wingman)  but that one exists in EAW as well.

-S'Cipio  
« Last Edit: December 31, 1969, 06:00:00 pm by Scipio_66 »

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #5 on: March 20, 2003, 04:33:14 pm »
Castrin (SFCx.org) is currently running a unreleased test server..  .. work on D2 issues has already begun.

.. These things take time.. a lot of man-hours. .. and as far as I can tell, DavidF hasn't mentioned any one else working on SFC:OP.

-- Luc

CptCastrin

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #6 on: March 20, 2003, 04:38:47 pm »
Quote:

What does the change from 64 ships per class to 128 have to do with the shiplist? Does that mean you could previously only have 64 CA's and now you can have 128 per race?




Yes.

Quote:

And someone tell me why OP D2 still sucks ass? What are the major differences between the OP D2 and that of EAW?  




Other than the pirate cartels not much. Of course that has been the sticking point for OP D2 all this time. The implimentation of the cartel "layer" has fubared the DV / control system since it was released.

We are working on a new D2 server kit that  is  supposed  to deal with this (and destroyable bases) but the testing is still on going at this time.

I invite any and all that are interested in giving feed back on D2 issues to visit the SFCx Test Server and have a little fun beating on each other as we test issues that are remaining in the kit. Some are well known but some have been partially addressed. We need a bit of help to find out what remains.    
« Last Edit: December 31, 1969, 06:00:00 pm by CptCastrin »

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #7 on: March 20, 2003, 05:35:09 pm »
Quote:

I invite any and all that are interested in giving feed back on D2 issues to visit the SFCx Test Server and have a little fun beating on each other as we test issues that are remaining in the kit. Some are well known but some have been partially addressed. We need a bit of help to find out what remains.      




.. lack of information is the issue. Help the testers.

-- Luc

Dizzy

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #8 on: March 20, 2003, 06:30:23 pm »
Not being able to reinforce your own DV is the killer.

That one thing will keep SG3 EAWside.

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #9 on: March 20, 2003, 06:42:16 pm »
Quote:

Not being able to reinforce your own DV is the killer.

That one thing will keep SG3 EAWside.  




Well.. Let me list what I know. This may cheer you up.

1- The test server .EXE (available to testers)
  - does eliminate bases
  - DV *CAN* be reinforced.
  - It looks like the neutral coop bug is definitely still present, but some scripting should be able to solve the issue. The EvilDave missions probably already have that issue solved.
(I just played a couple of missions)

2- the patch prevents Pirate AIs from attacking Empire Hexess and vice-versa. This prevents unwanted pirate plagues.

3- the patch fixed the pirate hex interaction problems when taking sectors.



It looks like Castrin's current "SFCx Test Server" is actually PLAYABLE.
The test EXE is not open to the public for downloading, but maybe we can ask DavidF to help out on that. (using testers as proxy to the public).

NOTE: I need more info about the neutral coop bug! I need to know which missions have this problem.
help please



-- Luc
« Last Edit: December 31, 1969, 06:00:00 pm by FireSoul »

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #10 on: March 20, 2003, 06:48:09 pm »
Quote:



NOTE: I need more info about the neutral coop bug! I need to know which missions have this problem.
help please



-- Luc  




All of them. There is also a problem in Neutral hexes where you just run off the map and it lowers the DV anyway, even though you get a loss for the mission. This allows people to run down planet and base hexes with only a loss of GLICKO (big deal) and take Neutral hexes with no trouble.  Another mission that needs looking at (if it hasn't been dealt with already) is the Convoy Escort Mission. Most of the time it will generate an ally as the enemy ship, resulting in a drop in the DV instead of a raise.
« Last Edit: December 31, 1969, 06:00:00 pm by Corbomite »

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #11 on: March 20, 2003, 06:57:43 pm »
Quote:


All of them. There is also a problem in Neutral hexes where you just run off the map and it lowers the DV anyway, even though you get a loss for the mission. This allows people to run down planet and base hexes with only a loss of GLICKO (big deal) and take Neutral hexes with no trouble.  Another mission that needs looking at (if it hasn't been dealt with already) is the Convoy Escort Mission. Most of the time it will generate an ally as the enemy ship, resulting in a drop in the DV instead of a raise.





THAT should have been fixed for the Patrol missions.. but only in the patrol missions. I need to know what other missions are vulnerable to THAT bug too. (Called the Patrol Bug.)
This bug is EASY to fix, scripting-wise.

-- Luc
FireSoul

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #12 on: March 20, 2003, 07:01:33 pm »
Id like to add that there is a need for accurate information. I don't have a D2 server set up, nor the ressources to maintain one... so I have to rely on info from other players.

ie:
Convoy Escort mission, Patrol bug not present. Neutral Coop bug *present*.
(faked example.. just to show you what I want)

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #13 on: March 20, 2003, 07:08:10 pm »
The DV goes down in any Neutral hex that you run out of. Some missions don't penalize PP for it and some do. The Patrol Bug only happens in PvP matches and in any color hex. The DV going down in Neutral hexes for any mission is a product of the Neutral hex, not the mission. I think the problem is that the server doesn't have a clear "owner" of the hex so it gives a DV shift in favor of the only identifiable party in the mission, i.e. the player and shifts towards that players empire, even though they "lost" by running off the map.

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #14 on: March 20, 2003, 07:10:17 pm »
Quote:

The DV goes down in any Neutral hex that you run out of. Some missions don't penalize PP for it and some do. The Patrol Bug only happens in PvP matches and in any color hex. The DV going down in Neutral hexes for any mission is a product of the Neutral hex, not the mission. I think the problem is that the server doesn't have a clear "owner" of the hex so it gives a DV shift in favor of the only identifiable party in the mission, i.e. the player and shifts towards that players empire, even though they "lost" by running off the map.  




Interesting. Can you confirm on the current test server?
-- Luc

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #15 on: March 20, 2003, 07:20:59 pm »
Well if you mean the test sever that Castrin is running, I thought I coudn't get on that on as a non-tester. You can try it yourself on any regular server with Neutral hexes on it.

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #16 on: March 20, 2003, 07:23:03 pm »
Quote:

Well if you mean the test sever that Castrin is running, I thought I coudn't get on that on as a non-tester. You can try it yourself on any regular server with Neutral hexes on it.  




You can currently get on it.

NuclearWessels

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #17 on: March 20, 2003, 07:37:15 pm »
Just to confirm this Firesoul, the neutral-space DV drops are different than the patrol bug.

Even with the patrol bug fix, practically every mission undertaken in neutral space reduces the hex DV - regardless of mission result.

I've yet to see a working fix for this one, in EAW or OP.  In fact, even getting the mission scripts to return a result of draw still forces a DV drop in neutral space.

I spent a lot of time hacking at this one back when we were first working on the patrol bug, and it seems that if the script reports a result - any result at all - in neutral space then the hex DV is lowered.

That led to some of the EAW campaign experiments on replacing neutral space with pirate space, because as long as the space is owned by SOMEONE you can get mission results working.

dave

 

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #18 on: March 20, 2003, 07:40:22 pm »
Quote:

Just to confirm this Firesoul, the neutral-space DV drops are different than the patrol bug.

Even with the patrol bug fix, practically every mission undertaken in neutral space reduces the hex DV - regardless of mission result.

I've yet to see a working fix for this one, in EAW or OP.  In fact, even getting the mission scripts to return a result of draw still forces a DV drop in neutral space.

I spent a lot of time hacking at this one back when we were first working on the patrol bug, and it seems that if the script reports a result - any result at all - in neutral space then the hex DV is lowered.

That led to some of the EAW campaign experiments on replacing neutral space with pirate space, because as long as the space is owned by SOMEONE you can get mission results working.

dave

   





Possible work-around for DavidF to consider:
Make "Neutral" someone?

-- Luc

Cleaven

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #19 on: March 20, 2003, 07:42:17 pm »
Can we now see the Cartel DV's?  

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #20 on: March 20, 2003, 07:49:06 pm »
Quote:

Can we now see the Cartel DV's?  




that hasn't been fixed yet.

FPF_TraceyG

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #21 on: March 20, 2003, 07:49:54 pm »
Quote:

Just to confirm this Firesoul, the neutral-space DV drops are different than the patrol bug.

Even with the patrol bug fix, practically every mission undertaken in neutral space reduces the hex DV - regardless of mission result.

I've yet to see a working fix for this one, in EAW or OP.  In fact, even getting the mission scripts to return a result of draw still forces a DV drop in neutral space.

I spent a lot of time hacking at this one back when we were first working on the patrol bug, and it seems that if the script reports a result - any result at all - in neutral space then the hex DV is lowered.

That led to some of the EAW campaign experiments on replacing neutral space with pirate space, because as long as the space is owned by SOMEONE you can get mission results working.

dave

   




This could also be linked to why it seems to be very difficult, desoite changing gf settings, to get a mission scripted to trigger in neutral space alone, to actually just appear in neutral space. Neutral space missions still pop up in allied hexes.
Also, in the political tensions matrix in the gf settings, 'neutral' space is the only 'race' which can't be adjusted.
« Last Edit: December 31, 1969, 06:00:00 pm by Tracey Greenough »

Cleaven

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #22 on: March 20, 2003, 07:56:43 pm »
Quote:

Quote:

Can we now see the Cartel DV's?  




that hasn't been fixed yet.  




Does that mean it's a server side problem and will be addressed in due time, or is it a client side problem that (sadly) will not been able to be included in the final version. It's just that it would be handy to know which direction we will be heading in for server design, ie will playing a cartel be viable? If you can't see the DV's then we should concentrate on just getting the Empire only servers working, with blanket friendly cartels or some such.    

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #23 on: March 20, 2003, 08:01:07 pm »
Quote:

Quote:

Quote:

Can we now see the Cartel DV's?  




that hasn't been fixed yet.  




Does that mean it's a server side problem and will be addressed in due time, or is it a client side problem that (sadly) will not been able to be included in the final version. It's just that it would be handy to know which direction we will be heading in for server design, ie will playing a cartel be viable? If you can't see the DV's then we should concentrate on just getting the Empire only servers working, with blanket friendly cartels or some such.    




I really don't know for sure.

BUT..
I think it's both: a server side fix would do the trick for the D2 games. A single-player fix requires a change in the local .EXE ..

-- Luc

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #24 on: March 20, 2003, 08:05:49 pm »
OK FS I just ran some missions on the OP server and couldn't get the DV to drop when I ran off the map. I would assume this is because the hex does have a clear owner, i.e. the Pirate Cartel underneath the Empire maps Neutral. It might be an EAW only problem.; I will try some more.  

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #25 on: March 20, 2003, 08:06:35 pm »
Quote:

OK FS I just ran some missions on the OP server and couldn't get the DV to drop when I ran off the map. I would assume this is because the hex does have a clear owner, i.e. the Pirate Cartel underneath the Empire maps Neutral. It might be an EAW only problem.; I will try some more.  




Please do
.. aww screw it. See you there.

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #26 on: March 20, 2003, 08:43:04 pm »
OK it's worse than we thought. Absolutely NOTHING affects a Neutral hex. Not winning, not losing and not running off the map. I fought in a pre-established Neutral hex - nothing. I turned one Neutral and after that - nothing. It would make for a pretty funny camapign to be able to strip your enemies of territory, but not be able to take it for yourself.  

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #27 on: March 20, 2003, 09:29:53 pm »
I have taken a neutral hex successfully.

CptCastrin

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #28 on: March 20, 2003, 11:51:56 pm »
Quote:

Well if you mean the test sever that Castrin is running, I thought I coudn't get on that on as a non-tester. You can try it yourself on any regular server with Neutral hexes on it.  




As some may know now, yes,  the SFCx test server is open to all so please visit and check things out and help out testing (or help the testers by being a target ). Starting ships and pp are high only to help add some flexability and fun to the testing.

Please note that the true mission titles are being shown instead of the "team" missions titles. This is to aid in determining just what mission is doing what. As soon as NW has recompiled and approved his mission scripts for use we will be testing those as well.    

Maxillius

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #29 on: March 20, 2003, 11:58:03 pm »
If the Pirate/Empire maps absolutely can't be worked out to work together, perheps they could be unlayered, as in have all 16 races on the same map.  Then the pirate cartels would work the same as the empires as far as hex-grabbing and allied hex-boosting is concerned.  I'm not sure how that would affect D2 stability, having 16 races, but if the need arose to replace some or all of the pirates with other empires, it would be that much easier to do so.

Corbomite

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #30 on: March 21, 2003, 12:16:25 am »
Ok, I don't know what was wrong before, but I now can affect Neutrals. I did run out of a Neutral hex and it changed to ISC. The only thing that was different was I had bought a different ship from the starting ship. At least this confirms that leaving Neutral hexes does change the DV downward in OP as well as EAW.

jdmckinney

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #31 on: March 21, 2003, 08:25:31 am »
When looking at DV and ownership results, CHECK YOUR MISSIONS AND NEWS.

I can't stress this enough.

There are a LOAD of variables that come into play, like whether you're fighting an empire player/AI, a cartel player/AI, or the non-cartel "neutral" Orions. The latter (especially Met17_Patrol, which is generally offered in friendly space) may return a non-result. The indicator of whether the server considered the mission a win/loss is if the action is reported in news after the mission. If you see no mention of your hex immediately afterward, then it had no bearing on hex ownership/DV change. In addition, there are some missions (or have been in the past) that WILL NOT cause a change in hex DV no matter what. Rather than offer up old results, I'd like testing to reveal if that is still the case, and with which missions.

If possible, I'd like to get someone to create a web-based reporting tool for gathering mission DV result data, on both the stock and NW missions. Off the top of my head, we would need to include fields to enter data for the following variables, not necessarily in this order (feel free to add more if you can think of them):

1. Mission (real title)
2. Empire hex owner (incl. neutral)
3. Cartel hex owner (incl. neutral)
4. PvAI or PvP mission (PvP may include AIs)
5. Ships/races present (incl. all players and AIs, need multiple fields?)
6. Political tensions among each of the ships/races present (again need multiple fields?)
7. Empire hex DV at start of mission
8. Cartel hex DV at start of mission (this will be hard -- only time this could be reliable is if a new map were used, and AI-only missions were given a 0 DV change, and players tracked the progression of the hex results and found the cartel DV changing when it "should" -- essentially this is a valuable field, but one we can't trust results from)
9. Empire hex DV at end of mission
10. Cartel hex DV at end of mission (see 8)
11. Mission result (i.e., which AI killed/captured or which player or players are killed or disengage)

It would also be valuable to have the test server's full range of political settings listed on the website so people reporting data would not have to guess. Also, no bugged missions would be valid for reporting purposes, since they would have unknown effects on the outcome reports to the server (i.e., host left messages, failed drafts, etc.).

Another thing to consider is that political tensions are determined by percentages. So, a tension of 500 may seem neutral, but actually show up as enemy or ally depending on the percentage calculation. Also, slight allies or enemies may not work the same as more intense friends/enemimes do for mission drafting and results. I must ONCE AGAIN point out that a stable points system method for determining tensions would be far superior to what we have now for the purpose of being able to control/determine politics. So, a 500 setting would ALWAYS be considered fully neutral, and values to either side of that approaching 0 and 1000 would be gradually more friendly or hated. This way, there would be no need to try to finesse the percentage setting to return, say, 9 enemies, 7 allies, and 1 neutral (or however it would work to the full total of factions in the game).

Anyway, if someone could do a web-based tool for mission result reports, we could take tester signups and start gathering more data than just a few testers with limited time could.

NuclearWessels

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #32 on: March 21, 2003, 09:06:27 am »
Yup, that information would help TREMENDOUSLY in figuring out what's going on.

As pointed out, it would also be helpful if you check the news after each mission and include the report that describes the mission (e.g. hex x,y was attacked by the gorn or whatever).  If a mission report doesn't appear in the news that is also extremely valuable information from a debugging standpoint.

dave
 

Mog

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #33 on: March 21, 2003, 09:19:02 am »
Well, my thoughts on this are that it would be a good idea if Taldren allowed other people to help out with going through the actual server code itself, rather than just relying on one person (Articfire) to do this. With the talents available and willing to help with this, I'm positive that the necessary fixes would be expedited much more quickly and efficiently by doing it this way. Therefore how about a petition to david ferrell to enact this?

FPF_TraceyG

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #34 on: March 21, 2003, 09:33:17 am »
Does the new server kit run on SQL? (required for on the fly web-based mission reporting)

jdmckinney

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #35 on: March 21, 2003, 09:40:09 am »
I've heard no mention of SQL support existing in any form for OP. Please someone correct me if I'm wrong, but I don't think anything has been done with it.

Can-able

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #36 on: March 21, 2003, 09:54:49 am »
Quote:

Does the new server kit run on SQL? (required for on the fly web-based mission reporting)  




Tracy

I think what Doug means is a way for people to manulley added there reports to a web site, Not have the DB report the mission results back to a web site.

All that is needed is some one with a little Jave/HTMl that can throw together a quick input page and storage DB for the info, I recon this could be done with a SQL database or a access one, Just need to add a HTML front end

Other that that the only thing i can come up with is what we used for SG2 , where we filled in a Spead sheet and some one complied them all  

jdmckinney

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #37 on: March 21, 2003, 10:46:49 am »
Yep, I'm looking for something independent of the server itself, so that players/testers could input their results. This would give us a database on the general behavior of the server regarding DV/ownership changes, which in turn would help us identify problem scripts, cartel/empire map interactions, etc.

CptCastrin

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #38 on: March 21, 2003, 10:51:10 am »
Quote:

Does the new server kit run on SQL? (required for on the fly web-based mission reporting)  




As of right now no, the server kit (official or the test one I'm running) doesn't support SQL as a backend. I'm softly pestering Dave to work that in (where is that 2x4) but as of right now we are still using a flatfile DB for OP.    

FireSoul

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #39 on: March 21, 2003, 11:56:19 am »
Quote:

Well, my thoughts on this are that it would be a good idea if Taldren allowed other people to help out with going through the actual server code itself, rather than just relying on one person (Articfire) to do this. With the talents available and willing to help with this, I'm positive that the necessary fixes would be expedited much more quickly and efficiently by doing it this way. Therefore how about a petition to david ferrell to enact this?  




DavidF already told some of us Testers 'no'.

-- Luc

Mog

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #40 on: March 21, 2003, 12:54:53 pm »
Well I find that decision questionable to say the least, but unsurprising.  

KOTH-Steel Claw

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Re: SFC:OP 2.5.3.8 Patch now available and at SFCx.org!!
« Reply #41 on: March 21, 2003, 02:16:59 pm »
 
Quote:

Well I find that decision questionable to say the least, but unsurprising.  




Agreed.