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Project-Throwback Revival. Classic Based CO server
Discussion on Project-Throwback Revival. Classic Based CO server within the CO2 PServer Archive forum part of the CO2 PServer Advertising category.
05/26/2013, 07:37
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#46
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Release first, test later. You're almost ready to work for TQ.
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05/26/2013, 09:04
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#47
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Quote:
Originally Posted by InfamousNoone
Release first, test later. You're almost ready to work for TQ.
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Or Microsoft.
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05/30/2013, 21:17
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#48
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Quote:
Originally Posted by InfamousNoone
Release first, test later. You're almost ready to work for TQ.
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Name a single source that hasn't had a bug and actually has 90%+ done? Yeah. K, thx, stfu. Cuz u cant. Not even a binaries.
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05/30/2013, 21:55
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#49
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A bug and a blatant lack of doing simple run through of something you've added are two very different case scenarios...
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05/30/2013, 23:01
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#50
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Everything I have implemented works.
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05/31/2013, 02:27
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#51
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Quote:
Originally Posted by InfamousNoone
A bug and a blatant lack of doing simple run through of something you've added are two very different case scenarios...
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You can run through something, and it will work, but do it several different ways, and it may not. Was a bug due to people trying to abuse the unstick tool that we have in place. Its not that the quest had never worked, it just broke due to something else that had been implemented. Was tested, just not from every possible angle. Bug didnt occur all the time. Do some research before you judge. Now stfu? K thx.
@Super_Aids "You have implemented" Can almost garuntee you dont have near the amount implemented that I do.
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05/31/2013, 03:04
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#52
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someone sounds mad they dun goof'd coding
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05/31/2013, 03:33
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#53
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Since your server is classic then I can guarantee I have more core features coded, but not when it comes to NPC's since I haven't made that yet, but I probably will have more in the end anyways.
Also I haven't even been working on my source half as much as you have. I started on it in February, but had a break for like 2 months.
Also.
And even if I don't have as much, all mine works and when I get as much as you got then they will still work.
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05/31/2013, 14:22
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#54
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Quote:
Originally Posted by Super Aids
Since your server is classic then I can guarantee I have more core features coded, but not when it comes to NPC's since I haven't made that yet, but I probably will have more in the end anyways.
Also I haven't even been working on my source half as much as you have. I started on it in February, but had a break for like 2 months.
Also.
And even if I don't have as much, all mine works and when I get as much as you got then they will still work.
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Your making excuses. My point was, you don't have as much implemented, meaning not as much can go wrong. Time is irrelevant in regards to my point. And get a 5017 client, and login to my server. Bet you I have more features coded. Everything but the dash skill and furniture in houses are done. Also have many custom events that I have coded. Along with some that AcidCo came up with.
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05/31/2013, 15:16
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#55
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It was not really about having more features, but the fact that I actually make sure mine works, rather than doing something, then releasing it without testing it completely, but give me a month or so then all my features will still work regardless of how much I have made and congratulations you implemented one of the easiest thing, a tournament AI.
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05/31/2013, 23:24
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#56
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Quote:
Originally Posted by 12k
Name a single source that hasn't had a bug and actually has 90%+ done? Yeah. K, thx, stfu. Cuz u cant. Not even a binaries.
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Take this as you will but here's my opinion. Hopefully it comes across as impartial and non-confrontational as possible.
I've hosted servers before during the development phase so I can somewhat sympathize with you but that being said... If you are going to host a public server and you want to release something for testing you NEED to make sure it is at the very least functional.
Bugs in a server under development can be understood (although they should be as few and far between as possible obviously) but when the core feature you are advertising simply does not work then that means you did not even run a preliminary test of the event before releasing it for your players.
This is NOT acceptable in a live server environment. If you are running a closed beta where people are specifically there to test for you and have to have their accounts approved then sure, we can understand that but you NEED to make sure things are working properly before you release them. Will they be 100 percent bug free every time? No, but they will at least work.
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05/31/2013, 23:55
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#57
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The person tried to abuse a bug then got stuck....
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06/01/2013, 01:46
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#58
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Quote:
Originally Posted by pro4never
Take this as you will but here's my opinion. Hopefully it comes across as impartial and non-confrontational as possible.
I've hosted servers before during the development phase so I can somewhat sympathize with you but that being said... If you are going to host a public server and you want to release something for testing you NEED to make sure it is at the very least functional.
Bugs in a server under development can be understood (although they should be as few and far between as possible obviously) but when the core feature you are advertising simply does not work then that means you did not even run a preliminary test of the event before releasing it for your players.
This is NOT acceptable in a live server environment. If you are running a closed beta where people are specifically there to test for you and have to have their accounts approved then sure, we can understand that but you NEED to make sure things are working properly before you release them. Will they be 100 percent bug free every time? No, but they will at least work.
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I agree with you. But the bug their talking about is something that occurred only to a single player due to them trying to abuse something. Not something that was "standard" play in the game, therefore wasnt tested. Dont exactly have a huge test team or anything. My point is just their trying to blow up a small bug (which is already fixed) into something like it makes my entire server trash.
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06/01/2013, 01:55
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#59
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Quote:
Originally Posted by 12k
I agree with you. But the bug their talking about is something that occurred only to a single player due to them trying to abuse something. Not something that was "standard" play in the game, therefore wasnt tested. Dont exactly have a huge test team or anything. My point is just their trying to blow up a small bug (which is already fixed) into something like it makes my entire server trash.
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I'm talking in general terms. That's why I stated it was my opinion that should be viewed in an abstract fashion.
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06/01/2013, 04:05
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#60
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Quote:
Originally Posted by 12k
Your making excuses. My point was, you don't have as much implemented, meaning not as much can go wrong. Time is irrelevant in regards to my point. And get a 5017 client, and login to my server. Bet you I have more features coded. Everything but the dash skill and furniture in houses are done. Also have many custom events that I have coded. Along with some that AcidCo came up with.
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Quote:
Originally Posted by Super Aids
It was not really about having more features, but the fact that I actually make sure mine works, rather than doing something, then releasing it without testing it completely, but give me a month or so then all my features will still work regardless of how much I have made and congratulations you implemented one of the easiest thing, a tournament AI.
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API*
Also, I bet you ultimation's tournamentAPI whoops all of yours.
Also pro4never, did you ever notice AcidCOV3 implemented man vs machine? (The idea you were on about where you literally fight bots.  )
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