Ambrosia Garden Archive
    • Quote

      Originally posted by UncleTwitchy:
      **Dude, it's not a contest.

      (Though to be fair, I kinda hope SS comes out after, because I anticipate playing it a lot and I don't want it distracting me from working on SFA...)**

      Dude, don't take my comments so seriously. 🙂

      EDIT: Fixed quote.

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      The programmer's code of entomology: there's always another bug.
      Windows users: stop asking for plugins. (url="http://"http://www.aznt.com/EVN/EVNEW/")Make one yourself.(/url)
      (url="http://"http://www.cwssoftware.com")Sephil Saga Website(/url)

      (This message has been edited by orcaloverbri9 (edited 12-25-2003).)

    • Quote

      Originally posted by Masamune:
      **No, I'm not... I don't think so at least. I can't find the topic where I asked about the problem, but it's very obscure and very specific. I have an outfit that does nothing, X. There is another outfit, a WEAPON ( <-important), Y, whose availability is oX, onPurchase dX, onSell gX. Now, when you buy Y, X is deleted, but SO IS Y! (and before you ask, no, Y is not set to be removed on purchase, or any rookie mistakes like that!) You end up with nothing! Now, this ONLY happens when Y is a weapon. Don't ask me why that is. I don't know. Somebody else independantly verified it once- man, I wish I could find that topic again- it is a bug, I did report it, but Gage said it was determined to be an implementation bug. B. S. I've done the same arrangement countless times in SS- it's almost my trademark!
      **

      Aaah! I remember that topic from before i was too adept with that stuff, so i kinda ignored it.
      Now that i know the workings of NCBs, i can say: "Hmm, That's not good."
      -Az

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      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)

    • Quote

      Originally posted by Masamune:
      **No, I'm not... I don't think so at least. I can't find the topic where I asked about the problem, but it's very obscure and very specific. I have an outfit that does nothing, X. There is another outfit, a WEAPON ( <-important), Y, whose availability is oX, onPurchase dX, onSell gX. Now, when you buy Y, X is deleted, but SO IS Y! (and before you ask, no, Y is not set to be removed on purchase, or any rookie mistakes like that!) You end up with nothing! Now, this ONLY happens when Y is a weapon. Don't ask me why that is. I don't know. Somebody else independantly verified it once- man, I wish I could find that topic again- it is a bug, I did report it, but Gage said it was determined to be an implementation bug. B. S. I've done the same arrangement countless times in SS- it's almost my trademark!

      Oh well. It has nothing to do with crons, which are all behaving properly, and we need not go off-topic.

      **

      Well, before we get on topic, a few more questions. 😉 Did you by any chance have the "Remove outfits of this type after purchase" flag? Did you have it set as a map? Did you try setting the modType to anything aside from "Ignored"?

      Anyways, just to keep this slightly on topic, did those cröns in the stock scenario (mentioned earlier) have a starting date or ending date of 0 or -1? They may have been set to evaluate themselves every day.

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      Eat blazing electric death!

    • Quote

      Originally posted by SpacePirate:
      **Well, before we get on topic, a few more questions.;) Did you by any chance have the "Remove outfits of this type after purchase" flag? Did you have it set as a map? Did you try setting the modType to anything aside from "Ignored"?

      Anyways, just to keep this slightly on topic, did those cröns in the stock scenario (mentioned earlier) have a starting date or ending date of 0 or -1? They may have been set to evaluate themselves every day.

      **

      Off Topic: No, neither of those conditions are true (I did mention "rookie" mistakes! :)). It's very strange, because it's doing it AGAIN! I just set up a new system for the hand-held weapons that Exosuits use, and it is not working correctly. Exactly the same setup. If I change the weapon outfit to ANYTHING else, it works correctly! If anybody wants, I'll set up a demo plug- I figure we have one more chance AT BEST to get bugs fixed.

      On Topic: The cron (well, one of them, in this case #184), for mass reference, is set up like this: First Day/Month/Year: 0. Last Day/Month/Year: 0. Random: 12. Duration: 14. Pre-Holdoff: 0. Post-Holdoff: 550. EnableOn: !b6031 & !b333. OnStart: b6021. OnEnd: !b6021. (The News info is unimportant for the issue at hand). Refer back to Azratax's post for the observed behavior. Now, for those who understand crons, the cron's settings and it's observed behavior are quite off. What SHOULD happen, as I understand it, and starting from day 1, is this:

      Step 1: every day, cron is checked to see if it activates, which it has a 12% chance of doing (assuming ActiveOn is true). Because all the First and Last info is 0, the wildcard, this will happen regardless of the date.
      Step 2. Cron activates. Bit 6021 is set immediately, because Pre-Holdoff is 0.
      Step 3. Cron is active for 14 days. Nothing happens during this time (except the relevant news is shown)
      Step 4. Cron deactivates. Bit 6021 is cleared. Cron is "terminated".
      Step 5. Holdoff counter starts. Cron is not checked for activation again for 550 days.
      Step6. 550 days pass. Return to step 1.

      It should not be trying to terminate itself every day, because it should not be being activated every day (some crons can and should do this. Not this one!)

      Very, very strange. I'm looking at 1.0.7's data, though- so it MAY be different from what Azratax has.

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      ~Charlie
      Sephil Saga Homepage: (url="http://"http://www.cwssoftware.com")www.cwssoftware.com(/url)

    • Those rare crons were part of the beta testing, but the crons was to be not activiated as it was confusing enough with six storylines, and systems changes.

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    • Quote

      Originally posted by Masamune:
      **

      Quote

      Originally posted by SpacePirate:
      **Well, before we get on topic, a few more questions.;) Did you by any chance have the "Remove outfits of this type after purchase" flag? Did you have it set as a map? Did you try setting the modType to anything aside from "Ignored"?

      Anyways, just to keep this slightly on topic, did those cröns in the stock scenario (mentioned earlier) have a starting date or ending date of 0 or -1? They may have been set to evaluate themselves every day.

      **

      Off Topic: No, neither of those conditions are true (I did mention "rookie" mistakes! :)). It's very strange, because it's doing it AGAIN! I just set up a new system for the hand-held weapons that Exosuits use, and it is not working correctly. Exactly the same setup. If I change the weapon outfit to ANYTHING else, it works correctly! If anybody wants, I'll set up a demo plug- I figure we have one more chance AT BEST to get bugs fixed.

      On Topic: The cron (well, one of them, in this case #184), for mass reference, is set up like this: First Day/Month/Year: 0. Last Day/Month/Year: 0. Random: 12. Duration: 14. Pre-Holdoff: 0. Post-Holdoff: 550. EnableOn: !b6031 & !b333. OnStart: b6021. OnEnd: !b6021. (The News info is unimportant for the issue at hand). Refer back to Azratax's post for the observed behavior. Now, for those who understand crons, the cron's settings and it's observed behavior are quite off. What SHOULD happen, as I understand it, and starting from day 1, is this:

      Step 1: every day, cron is checked to see if it activates, which it has a 12% chance of doing (assuming ActiveOn is true). Because all the First and Last info is 0, the wildcard, this will happen regardless of the date.
      Step 2. Cron activates. Bit 6021 is set immediately, because Pre-Holdoff is 0.
      Step 3. Cron is active for 14 days. Nothing happens during this time (except the relevant news is shown)
      Step 4. Cron deactivates. Bit 6021 is cleared. Cron is "terminated".
      Step 5. Holdoff counter starts. Cron is not checked for activation again for 550 days.
      Step6. 550 days pass. Return to step 1.

      It should not be trying to terminate itself every day, because it should not be being activated every day (some crons can and should do this. Not this one!)

      Very, very strange. I'm looking at 1.0.7's data, though- so it MAY be different from what Azratax has.

      **

      Same data as i have.

      mrxak said he can forward bug reports to the beta list. Wanna report these two issues (the weapon dissapearance one, and the rampant cron one since I think pipeline has vanished again - never answered email, may be on vacation)?
      There will definately be a 1.0.8. But there may well not be a 1.0.9. Lets try to get everything fixed!
      -Az

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      It is here. EVNEW Public Beta (url="http://"http://www.aznt.com/EVN/EVNEW")www.aznt.com/EVN/EVNEW(/url)