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 Beta test for TWGS v2.00/TW v3.14 
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Immortal Op

Joined: Thu May 29, 2008 9:04 am
Posts: 143
Location: Kitchener, Ontario, Canada
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Would it be possible to have the game config settings export the text file to the same directory as the scores are exported to? (same dir as in config)
Also the "registered to: _________ " does not list the bbs name and must be manually edited.

This would make the export to a webpage much easier by haveing the files all in the same directory as the game scores output.
ie \scores\gameA
\scores\gameB
the stored directory is outside of the main twgs directory so the web server can make use of them.

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Sun Nov 14, 2010 10:42 am
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Gameop

Joined: Wed Aug 20, 2008 1:42 pm
Posts: 77
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Wow okay, I'm running a second truce game on the beta server this weekend. The synchronized fig hit disco problem is so bad that i had guys on one team messaging me that the other team was running the tag script, i spy on everyone, no one running tag just one guy on the team complaining was running a scout such as ls scout and all the rest was either cashing or pimping or running maps. Anyway they got mad, didn't believe no one was running a tag script that was causing them to disconnect. and two cby'd. I have already told JP this week that the problem still exists real bad on the beta, but twice now i looked at the game and error logs within in the twgs and closed that window and when i did it killed the whole server. Dumping everyone. Once during the game last week, and then again tonight. I just wanted to note that is a problem now. Trader Vic

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Sat Dec 18, 2010 3:37 am
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Gameop
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Joined: Fri Sep 03, 2004 2:00 am
Posts: 2041
Location: Acworth, Georgis USA
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Okay now I am back to the forums and getting ready to set up my TWGS again, as soon as JP sends me my reg codes again.

I have a question: Who do I talke to to send a request to JP to opt in for beta testing the new setup. I think it is good that JP is working on a newer version and making the game better for all.

I am now skimming at the posts for Ideas, so far I like what I am seeing in here. I will post later on what bugs and such I think needs working on, when I get my TWGS back up and running again. I hope it doesn't take too long to get the reg codes back, I want to see how the old system reacts to Windows 7.

I hope that I can be a productive contributor to this thread and to beta testing if he accepts me for doing that.

Vulcan

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my Email is vulcan219@comcast.net now


Wed Feb 23, 2011 8:23 pm
Profile ICQ YIM
Chief Warrant Officer

Joined: Tue Jan 01, 2008 8:08 pm
Posts: 193
Unread post Re: Beta test for TWGS v2.00/TW v3.14
vulcan, i have missed playing on your server... your return is welcome news.
way cool, bro!

cc bee... out


Thu Mar 10, 2011 12:36 pm
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Immortal Op

Joined: Thu May 29, 2008 9:04 am
Posts: 143
Location: Kitchener, Ontario, Canada
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Vulcan wrote:
Okay now I am back to the forums and getting ready to set up my TWGS again, as soon as JP sends me my reg codes again
Vulcan



:mrgreen:

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Mon Jul 18, 2011 11:02 pm
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Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1837
Location: Guam USA
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Something that has been asked and reported as a bug or broken option ...

Most SysOps have set USE PASSWORD as one of the server options

This option does not work right.
eg. a player makes an account , then when asked password .. he/she types ENTER .. the TWGS accepts it and puts NONE in the player record.

eq. When you make an account with http://classictw.com
a user puts in a user name and when asked for a password .. MUST USE PASSWORD
Keeps repeating till he/she does.

If this option does not work , why is it here ?
In game , I know a ship that has no use is called a RED HERRING

So does TWGS also use RED HERRING in its design ? or need one ?

Better yet .. if this option is set , why not fix it to not except ENTER until
at least one other character (alpha numeric) has been entered.

Just my take on things.

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Thu Sep 29, 2011 2:01 am
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Unread post Re: Beta test for TWGS v2.00/TW v3.14
Better yet, why not make an option to specify minimum password length?
Another nice option would be to require complex passwords.

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Thu Sep 29, 2011 4:34 am
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Joined: Wed Apr 14, 2004 2:00 am
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Location: USA
Unread post Re: Beta test for TWGS v2.00/TW v3.14
If you made them use more complex passwords, then you might want to add functionality on recovering forgotten passwords.

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Thu Sep 29, 2011 9:12 am
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Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1837
Location: Guam USA
Unread post Re: Beta test for TWGS v2.00/TW v3.14
Micro wrote:
Better yet, why not make an option to specify minimum password length?
Another nice option would be to require complex passwords.


This is what I'm saying , minimum 1 character password.

Oso wrote:
If you made them use more complex passwords, then you might want to add functionality on recovering forgotten passwords.


Not necessary ....

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Thu Sep 29, 2011 11:57 am
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Joined: Sun Dec 24, 2000 3:00 am
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Unread post Re: Beta test for TWGS v2.00/TW v3.14
The password function, by request, allows a player to press ENTER twice to skip it. I don't know why this is desirable, but it was requested, so I left the choice up to the player. I see the point, though, and will change it to REQUIRE a password, but it would only take effect for new players. Existing players without a password will still be allowed in.

I definitely implemented the feature to allow empty passwords. However, I didn't change the text of the editor setting to explain this, and in fact the text says that a password will be required. So the confusion is definitely understandable.

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Mon Oct 03, 2011 12:42 am
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