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 How does Abort Display Improve the game? 
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Unread post How does Abort Display Improve the game?
(Pulled tangent thought from another thread)

Still what I see as a big problem in messaging is the abort display function. I still don't understand why this is here at all, really. I've run macros in both Swath & Zoc extremely fast with displays on. So it does not seem to be a function of speeding up scripts, at least none that the human eye can comprehend. Does aborting display help lessen the load on the CPU? Why is it here?

I'm still not exactly clear as to why we have this at all. I've been getting "bug reports" from one of my teammates on the beta, but when I look at his cap file the cause of his difficulties go back to his grid script screwed up because displays were being aborted.

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Sat Sep 03, 2011 10:51 am
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Unread post Re: How does Abort Display Improve the game?
Speed. Tell your corpie to rewrite his script to not abort displays

H

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Sat Sep 03, 2011 11:56 am
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Unread post Re: How does Abort Display Improve the game?
Cruncher wrote:
(Pulled tangent thought from another thread)

Still what I see as a big problem in messaging is the abort display function. I still don't understand why this is here at all, really. I've run macros in both Swath & Zoc extremely fast with displays on. So it does not seem to be a function of speeding up scripts, at least none that the human eye can comprehend. Does aborting display help lessen the load on the CPU? Why is it here?

I'm still not exactly clear as to why we have this at all. I've been getting "bug reports" from one of my teammates on the beta, but when I look at his cap file the cause of his difficulties go back to his grid script screwed up because displays were being aborted.

Well, back at 2400 baud you would save a few seconds by aborting displays. With today's internet speeds, you are probably only saving a few millisconds. I'm sure this could still add up to $$$ though when running a cashing script for a few thousand loops. These guys have optimized these scripts so they can get the most cash in a given time period. It could also make the difference of life or death in an AFK killing script.

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Sat Sep 03, 2011 11:59 am
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Unread post Re: How does Abort Display Improve the game?
Cruncher wrote:
(Pulled tangent thought from another thread)

Still what I see as a big problem in messaging is the abort display function. I still don't understand why this is here at all, really. I've run macros in both Swath & Zoc extremely fast with displays on. So it does not seem to be a function of speeding up scripts, at least none that the human eye can comprehend. Does aborting display help lessen the load on the CPU? Why is it here?

I'm still not exactly clear as to why we have this at all. I've been getting "bug reports" from one of my teammates on the beta, but when I look at his cap file the cause of his difficulties go back to his grid script screwed up because displays were being aborted.


A lot of it is because the display really doesn't tell you anything new, and you just want the facts as you see them.

The grid script is aborting text he evidently needs - maybe the "All Keys" setting or the script isn't written properly.

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Sat Sep 03, 2011 12:08 pm
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Unread post Re: How does Abort Display Improve the game?
Micro wrote:
Well, back at 2400 baud you would save a few seconds by aborting displays. With today's internet speeds, you are probably only saving a few millisconds. I'm sure this could still add up to $$$ though when running a cashing script for a few thousand loops. These guys have optimized these scripts so they can get the most cash in a given time period. It could also make the difference of life or death in an AFK killing script.


Seems like abort display is only necessary in high turn or unlimited turn games when heavy script play is the norm.

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Sat Sep 03, 2011 12:16 pm
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Unread post Re: How does Abort Display Improve the game?
Promethius wrote:
A lot of it is because the display really doesn't tell you anything new, and you just want the facts as you see them.


I guess I'm not that bored with the game yet, I want to see everything. It's when I don't see what I expect to see is when this all feels weird, and too fast.

Promethius wrote:
The grid script is aborting text he evidently needs - maybe the "All Keys" setting or the script isn't written properly.


I'll let him know. However I still think gridding the whole flippin' universe is a waste of turns in a turn limit game.

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Sat Sep 03, 2011 12:21 pm
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Unread post Re: How does Abort Display Improve the game?
There's no reason event messages have to be included in the standard abort displays output. It would be possible to abort a menu display, but still receive any messages received while the menu was displaying or whatever. If the problem is missing event messages. If the problem is just in accidentally missing displays, I think that's a matter of getting the scripts right.

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Sat Sep 03, 2011 12:23 pm
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Unread post Re: How does Abort Display Improve the game?
John Pritchett wrote:
There's no reason event messages have to be included in the standard abort displays output. It would be possible to abort a menu display, but still receive any messages received while the menu was displaying or whatever. If the problem is missing event messages. If the problem is just in accidentally missing displays, I think that's a matter of getting the scripts right.


Singularity wrote:
Oddly, I agree with Cruncher on the "xxx warps into the sector" as not being abortable. I do believe a lot of text should be abortable, but some messages should not be. Limpet hits, fig hits, warping into and out of the sector, powering up, and the actual damage messages (figs, mines, and haz would be nice), should not be abortable.


And I agree with Singularity - we need to see these messages, and if they are added to the messge log that JP was talking about in anther thread, that would be great too.

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Sat Sep 03, 2011 12:31 pm
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Unread post Re: How does Abort Display Improve the game?
Cruncher wrote:
Promethius wrote:
A lot of it is because the display really doesn't tell you anything new, and you just want the facts as you see them.


I guess I'm not that bored with the game yet, I want to see everything. It's when I don't see what I expect to see is when this all feels weird, and too fast.

Promethius wrote:
The grid script is aborting text he evidently needs - maybe the "All Keys" setting or the script isn't written properly.


I'll let him know. However I still think gridding the whole flippin' universe is a waste of turns in a turn limit game.


If people who want to see the normal messages they should not set abort to "all keys" or put spaces in macros/scripts. I use TWX windows to display what I feel is important - say a planet or trader was in an adjacent sector when I scanned and I don't want to lose it scrolling off the screen.

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Sat Sep 03, 2011 12:36 pm
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Unread post Re: How does Abort Display Improve the game?
Cruncher wrote:
Seems like abort display is only necessary in high turn or unlimited turn games when heavy script play is the norm.

Since you are not saving any turns by aborting a display, you are correct.

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Sat Sep 03, 2011 12:49 pm
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