www.ClassicTW.com
https://classictw.com/

Fedcom Monitor...
https://classictw.com/viewtopic.php?f=14&t=34074
Page 1 of 2

Author:  Micro [ Sat Jul 06, 2013 2:59 pm ]
Post subject:  Fedcom Monitor...

Helix wrote:
Cruncher wrote:
Just a text file for sysops to look over when there's been an "altercation" between players and discussions over fed com.

This way we don't have to listen to "he/she said"... "he/she said"

We would have an unaltered log of fed com conversations.

Write a script to do it, use an existing script, or just keep an observer in each game using just a TWX connection. This way you could keep track of liars and those of low moral character without waiting for an update from JP.

No need for a new feature when there are already multiple existing ways to accomplish the same thing.

Moved to the correct forum for debate.

I agree with Cruncher, this would be a nice feature to have, without having to run an additional process for twx, and a script. This could easily be implemented in TWGS, without all the overhead and much easier to turn on an option than to write a script.

Author:  Helix [ Sat Jul 06, 2013 3:07 pm ]
Post subject:  Re: Fedcom Monitor...

Micro wrote:
Helix wrote:
Cruncher wrote:
Just a text file for sysops to look over when there's been an "altercation" between players and discussions over fed com.

This way we don't have to listen to "he/she said"... "he/she said"

We would have an unaltered log of fed com conversations.

Write a script to do it, use an existing script, or just keep an observer in each game using just a TWX connection. This way you could keep track of liars and those of low moral character without waiting for an update from JP.

No need for a new feature when there are already multiple existing ways to accomplish the same thing.

Moved to the correct forum for debate.

I agree with Cruncher, this would be a nice feature to have, without having to run an additional process for twx, and a script. This could easily be implemented in TWGS, without all the overhead and much easier to turn on an option than to write a script.

Sure lets just wait for it to be added. OR use a script or an observer to do it right now. I am not debating, I am offering solutions.

Author:  Cruncher [ Sat Jul 06, 2013 3:34 pm ]
Post subject:  Re: Fedcom Monitor...

Helix wrote:
Sure lets just wait for it to be added. OR use a script or an observer to do it right now. I am not debating, I am offering solutions.


I understand that, and since I'm not a scriptwriter, and I understand that having the sysop hanging around all the time can make players uncomfortable, it was just an idea.

Author:  Kewlbreeze [ Sun Jul 07, 2013 12:22 am ]
Post subject:  Re: Fedcom Monitor...

Why do you need this again?

Author:  Cruncher [ Sun Jul 07, 2013 12:28 am ]
Post subject:  Re: Fedcom Monitor...

Kewlbreeze wrote:
Why do you need this again?


I have a rule against pdropping, one of my noobs pdropped Karl.

Too funny actually, Karl sent me the fed logs.

Author:  Micro [ Sun Jul 07, 2013 7:03 am ]
Post subject:  Re: Fedcom Monitor...

Wrong Forum Mongoose...

Mongoose wrote:
One more reason to look forward to the release of Botlink.


I don't really see how Botlink would help with this, as you would still have to have an active connection to each game, and you would still have to write a script.

Author:  Helix [ Sun Jul 07, 2013 9:44 am ]
Post subject:  Re: Fedcom Monitor...

Micro wrote:
Wrong Forum Mongoose...

Mongoose wrote:
One more reason to look forward to the release of Botlink.


I don't really see how Botlink would help with this, as you would still have to have an active connection to each game, and you would still have to write a script.

I think Botlink is a server side script not needing a client to run.

Author:  Micro [ Sun Jul 07, 2013 10:47 am ]
Post subject:  Re: Fedcom Monitor...

Helix wrote:
I think Botlink is a server side script not needing a client to run.
Nope...

Author:  T0yman [ Sun Jul 07, 2013 11:33 am ]
Post subject:  Re: Fedcom Monitor...

Cruncher wrote:
Helix wrote:
Sure lets just wait for it to be added. OR use a script or an observer to do it right now. I am not debating, I am offering solutions.


I understand that, and since I'm not a scriptwriter, and I understand that having the sysop hanging around all the time can make players uncomfortable, it was just an idea.

Uhh well ask Karl, he could write this simple script in about 30 lines of code or less.

All you need to do is trigger off the Ansi Color and letter for Fedcomm and write to a text file. With a few other minor items but this would be a super easy first script for someone to write that is wanting to learn.

Author:  Cruncher [ Sun Jul 07, 2013 11:55 am ]
Post subject:  Re: Fedcom Monitor...

T0yman wrote:
Cruncher wrote:
Helix wrote:
Sure lets just wait for it to be added. OR use a script or an observer to do it right now. I am not debating, I am offering solutions.


I understand that, and since I'm not a scriptwriter, and I understand that having the sysop hanging around all the time can make players uncomfortable, it was just an idea.

Uhh well ask Karl, he could write this simple script in about 30 lines of code or less.

All you need to do is trigger off the Ansi Color and letter for Fedcomm and write to a text file. With a few other minor items but this would be a super easy first script for someone to write that is wanting to learn.


I've been learning C#, JAVA, Java Script, JQuery Mobile, along with HTML 5 and CCS3.

I may not be able to write much, but I can usually read code and tell you what it may be doing.

TWX hurts my head, I'm sorry... it's going to be a while before I code anything in TWX.

Author:  Mongoose [ Sun Jul 07, 2013 6:05 pm ]
Post subject:  Re: Fedcom Monitor...

Micro wrote:
I don't really see how Botlink would help with this, as you would still have to have an active connection to each game, and you would still have to write a script.


If I understand its capabilities correctly, Botlink would let you log Fedcomm without needing to log an observer into the game. Actually, it would let you log ALL in-game communications, not just Fedcomm.

Author:  Micro [ Mon Jul 08, 2013 12:38 am ]
Post subject:  Re: Fedcom Monitor...

http://blog.classictw.com/ is the only Botlink information available that I am aware of. Botlink was being tested on the beta server, but is currently disabled. Phase 1 deals mainly with access to the TW database. You would have to wait for Phase 2 for any event driven activity.

Wouldn't it just be nice to have a little checkbox that says log fedcomm to file?

Author:  Micro [ Mon Jul 08, 2013 1:01 am ]
Post subject:  Re: Fedcom Monitor...

Cruncher wrote:
Kewlbreeze wrote:
Why do you need this again?


I have a rule against pdropping, one of my noobs pdropped Karl.

Too funny actually, Karl sent me the fed logs.

The fed logs would only have their argument about it happening, not actual proof that it happened unless one of the players made a confession. You need the actual player logs, a feature I previously requested and was denied.

Author:  Kewlbreeze [ Mon Jul 08, 2013 1:03 am ]
Post subject:  Re: Fedcom Monitor...

Micro wrote:
Cruncher wrote:
Kewlbreeze wrote:
Why do you need this again?


I have a rule against pdropping, one of my noobs pdropped Karl.

Too funny actually, Karl sent me the fed logs.

The fed logs would only have their argument about it happening, not actual proof that it happened unless one of the players made a confession. You need the actual player logs, a feature I previously requested and was denied.


They all cheated.

Author:  Micro [ Mon Jul 08, 2013 2:05 am ]
Post subject:  Re: Fedcom Monitor...

Kewlbreeze wrote:
They all cheated.
Yes, but how exactly?

Page 1 of 2 All times are UTC - 5 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/