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 New Swath Version 
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Unread post New Swath Version
I am not sure if anyone posted about it yet, but I just learned that there is a new update to Swath (as of about a week ago). So if you use that helper, go grab it and post some thanks in their forums :)

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Mon Aug 18, 2008 10:48 am
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Unread post Re: New Swath Version
Anyone else have problems w/ the way it handles scripts? Half of mine don't show up in the list, hence can't be loaded as a macro.

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Mon Aug 18, 2008 10:51 am
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Unread post Re: New Swath Version
swath sends an update available message when you start up..
there have been 3 recent updates.. latest is 1.9.2
I had all my cfg stuff screwed up til I moved the old cfg to the right dir...

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Mon Aug 18, 2008 12:21 pm
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Unread post Re: New Swath Version
Does it still have to connect to his website for verification? If so, I won't buy it. If he ever changes that feature, I'll consider it.


Mon Aug 18, 2008 12:28 pm
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Unread post Re: New Swath Version
yeah, it still phones home to momma for verification on startup. I guess that is kind of scary, but I've only had troubles getting verification like twice in the, what, five years or so that I've used it? Not too bad really, I've been on game servers that I wished had that kind of connectivity.

I'm curious about the new WSSM.. Anyone tried it out yet? Anything else new in it?
For what you get, I really think Swath is quite a bargain. That being said, only a total newb would rely on only Swath for gameplay in any kind of competative game.

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Mon Aug 18, 2008 3:30 pm
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Unread post Re: New Swath Version
Big D wrote:
Does it still have to connect to his website for verification? If so, I won't buy it. If he ever changes that feature, I'll consider it.


If their Server goes down the new swath will still work. I know this because I've been using a beta for the past several months.

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Mon Aug 18, 2008 5:58 pm
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Unread post Re: New Swath Version
1.9.2 is still buggy. It won't recognize half my scripts, __ck_surround.cts ... not a chance. It looks like it just randomly selects from my scripts directory whatever it feels like picking, and won't let me use the rest. Until that's fixed it's 1.8 all the way. I guess if 1.8 stops working I'll have to switch to zoc... ick.

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Mon Aug 18, 2008 6:13 pm
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Unread post Re: New Swath Version
If you upgrade to the new swath ..
Do read the Revisions file on the new directory structure.
It has been moved to
C:\Documents and Settings\All Users\Application Data\Swath

You will have to copy your .cfg file to that too.
Then in swath you will have to re-aim your trigger
because Cherokee scripts are now being grouped
unlike the loose structure that previous versions did.

Not really a problem , but it may make a non programmer panic.
Don't fear , with a little understanding you can be back up and running.

As always , don't switch helpers in mid tournament.
Tournaments are not the time to relearn things.

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Mon Aug 18, 2008 7:48 pm
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Unread post Re: New Swath Version
k, seen the issues talked about here, but what is in the new version that would make a user want to upgrade? If it works w/o the online verification, then that might be enough to make me want to switch, but if it is just some upgraded scripts in SWATH, then there isn't any reason as I don't use them anyway. If ZOC had the graphics map and the near fig option then I would use it. Ship stats I already have a script that will display if using ZOC and a pseudo map that works in TWX.

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Mon Aug 18, 2008 8:11 pm
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Unread post Re: New Swath Version
Quote:
You will have to copy your .cfg file to that too.
Then in swath you will have to re-aim your trigger
because Cherokee scripts are now being grouped
unlike the loose structure that previous versions did.


Did all that, I've tried it both with the grouping and without. Not only are my CK files gone, but hundreds of others too. It's a list size issue, I had the same problem w/ 1.8, but only when I had a lot more files in the tree. Before I had approx 5000 files, and it'd do it, now I can't get over 1k.

In a perfect world swath wouldn't argue about what scripts I want to load, it'd just ask what the file name is and load it. As it is now, it only loads them if swath can see it... which causes problems.

Quote:
Not really a problem , but it may make a non programmer panic.
Don't fear , with a little understanding you can be back up and running.


Yea, except it's not up and running the way it should be. It still doesn't see half my files. It's a problem with swath. I've gone thru the entire list of files in the pulldown and these scripts just aren't there... anywhere.

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May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
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3. Open IRC chat @ irc.freenode.net:6667 #twchan
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Mon Aug 18, 2008 8:43 pm
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Unread post Re: New Swath Version
Ok Sing. maybe check your prefs and see where swath is looking for your scripts.
Point swath to the right path , then under Scripts tab/script tools load scripts

Stien has increased the script count limit from 999 to 2k
also he has increased the Class 0 window in the tool bar of swath to show large (5 digit numbers)
As well as macros buffer size from 999 1000 as default , making a macro loop count correctly.

He said he has made the resource mover faster , but I have not seen much in that area.

I have had to move my old swath.cfg file to that new directory structure to see all my macros and keys I had set before.
But then again everything is still on my c: drive set in default.
I know some players put/ install to D: drive , could this might be your problem ?

Hope I can help you nail down the problem and get you back to 100%
Let us know the results.

ttyl

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Tue Aug 19, 2008 3:23 am
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Unread post Re: New Swath Version
Quote:
Ok Sing. maybe check your prefs and see where swath is looking for your scripts.
Point swath to the right path , then under Scripts tab/script tools load scripts


Nod, it's in the correct spot. It loads some of the scripts, just not all of them.

Quote:
Stien has increased the script count limit from 999 to 2k


So what's that mean for really large counts like 5k? =) I've got a lot of scripts, most are in the directory tree as subdirectories, and a lot of them are includes or alternate versions, or whatever.

But you know how it is, new game comes up and there's old problem w/ a slightly different twist. So you take an old script and make a few tweaks to it, save as a new name, voila. I move those to a subdirectory so as not to crowd the main script dir, but all of that's parsed into the script list. Be nice if I could either instruct swath not to read in those subdirectories, or a way to bypass the file check before the script is loaded.

Quote:
also he has increased the Class 0 window in the tool bar of swath to show large (5 digit numbers)


Hrm, never noticed that problem before.

Quote:
As well as macros buffer size from 999 1000 as default , making a macro loop count correctly.


Nice.

Quote:
He said he has made the resource mover faster , but I have not seen much in that area.


Yeh, I just use macros or one of a half-dozen scripts.

Quote:
I have had to move my old swath.cfg file to that new directory structure to see all my macros and keys I had set before.


Yea, it moved to app data instead of the swath program files dir. Not sure why that change was made, both worked fine, and the app data dir is marginally harder for some to backup... but doesn't really matter much.

Quote:
I know some players put/ install to D: drive , could this might be your problem ?


Nah, only 1 partition that's of consequence, C:.

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May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

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Tue Aug 19, 2008 4:17 am
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Unread post Re: New Swath Version
One thing I have noticed is that when using mombot, the up arrow macro is not working correctly for using the command line. Anyone else having the same problem?


T0y

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Tue Aug 19, 2008 11:11 am
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Unread post Re: New Swath Version
T0yman wrote:
One thing I have noticed is that when using mombot, the up arrow macro is not working correctly for using the command line. Anyone else having the same problem?

T0y


Snipped from Grimy:
Code:
If you want to use the history feature and edit the command line in SWATH you must:

Create 4 macro's in SWATH called uparrow, downarrow, rightarrow, leftarrow
-----------------------------------
uparrow ^(1c)
down arrow ^(1d)
right arrow ^(1e)
left arrow ^(1f)

Create 4 triggers in SWATH to call these macros and it will now treat the arrow keys the same as in ZOC or any other terminal for the bot.


Tue Aug 19, 2008 12:32 pm
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Unread post Re: New Swath Version
Yea I got those the right left and down work fine but I used to use the up arrow to scroll through the last several items, it doesn't work now.


T0y

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Tue Aug 19, 2008 12:36 pm
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