Tele-Arena I coming soon...

Tele-Arena GOLD, Tele-Arena II, and new Tele-Arena games.

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Questman
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Tele-Arena I coming soon...

Post by Questman »

Thanks to Dan, we are nearing a re-release of Tele-Arena I. It will be the original world from 5.6, but on the new optimized Tele-Arena II codebase. The best of both worlds, so to speak.

Tele-Arena II will still be available, as will the upcoming Tele-Arena game.

frcorey
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Re: Tele-Arena I coming soon...

Post by frcorey »

Questman wrote:Thanks to Dan, we are nearing a re-release of Tele-Arena I. It will be the original world from 5.6, but on the new optimized Tele-Arena II codebase. The best of both worlds, so to speak.

Tele-Arena II will still be available, as will the upcoming Tele-Arena game.
how much will it be for 3.2?

Junior1544
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Tele-Arena

Post by Junior1544 »

I know I'm planning on buying it the moment it becomes available...

I've been playing with TA II a bit, but can't wait for the New TA to come out...

Have a great day guys!

You all do great work!

Thank you all!
--James

Drex
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Re: Tele-Arena I coming soon...

Post by Drex »

frcorey wrote:
how much will it be for 3.2?
Also for WG2.0 and will it have the online editing?

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Post by Questman »

It'll be priced similarly to TA2. TA2 may come down in price once TA1 is out. I have to figure that out - there is a wrinkle or two that we're working out right now. The thing is that the TA1 engine is lost to time (actually, I know one person who has a pristine copy, but he isn't sharing it, as is his right) so I'm trying to fit World One on the TA2 engine which is a better codebase, to be honest.

It will support WG2.0 DOS and WG3.2/3.3NT only.

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dspain
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Re: Tele-Arena I coming soon...

Post by dspain »

Drex wrote:
frcorey wrote:
how much will it be for 3.2?
Also for WG2.0 and will it have the online editing?
the online editing is the new engine, this fresh coming TA1 will be fully compatible with TAEDIT.

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Re: Tele-Arena

Post by dspain »

Junior1544 wrote:I know I'm planning on buying it the moment it becomes available...

I've been playing with TA II a bit, but can't wait for the New TA to come out...

Have a great day guys!

You all do great work!

Thank you all!
--James
i have been unable to duplicate that crash with editing only from the sysop account.
are they typing maybe the teleport wrong? im diting from both my sysop and Ice accounts.

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Post by Questman »

Yep. It'll have online editing through the sysop commands, but also support TAEDIT.

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Post by Drex »

Questman wrote:Yep. It'll have online editing through the sysop commands, but also support TAEDIT.
Sounds great, will this module also run alongside with the original TA-Gold?

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Post by dspain »

Drex wrote:
Questman wrote:Yep. It'll have online editing through the sysop commands, but also support TAEDIT.
Sounds great, will this module also run alongside with the original TA-Gold?
yes since it has different file names.

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Post by Questman »

... but why would you want to? It'll be the same as the original TA-Gold, except with a better engine under the covers.

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Post by dspain »

Drex wrote:
Questman wrote:Yep. It'll have online editing through the sysop commands, but also support TAEDIT.
Sounds great, will this module also run alongside with the original TA-Gold?
keep in mind it will run your old MCV files.

only major change is the ability to control which monsters spawn in the arenas so all you would have to do is modify your arenas.
GOLD editor will also be available.

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TAEDIT

Post by Junior1544 »

You mentioned TAEDIT and that it will work with the new TA that will be released soon.

Is TAEDIT going to become available again with this release, or is it a separate program. If it's separate, does anyone know where I can get a copy of that when the new TA becomes available??

Thanks!

frcorey
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Post by frcorey »

dspain wrote:
Drex wrote:
Questman wrote:Yep. It'll have online editing through the sysop commands, but also support TAEDIT.
Sounds great, will this module also run alongside with the original TA-Gold?
keep in mind it will run your old MCV files.

only major change is the ability to control which monsters spawn in the arenas so all you would have to do is modify your arenas.
GOLD editor will also be available.
wow, and the uncompiled world I found. it has no notes in the msg files so I didn't know what it all meant.
and with the new engine there is no more low limits like were in the old code.

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Re: TAEDIT

Post by dspain »

Junior1544 wrote:You mentioned TAEDIT and that it will work with the new TA that will be released soon.

Is TAEDIT going to become available again with this release, or is it a separate program. If it's separate, does anyone know where I can get a copy of that when the new TA becomes available??

Thanks!
yes Elwynor will have TAEDIT avilable again and i will closely work with them to offer one with alot of the bugs resolved i have a copy i bug fixed myself i will send them when they are ready to distro complete with the GOLD world extension.

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Post by dspain »

frcorey wrote:
dspain wrote:
Drex wrote: Sounds great, will this module also run alongside with the original TA-Gold?
keep in mind it will run your old MCV files.

only major change is the ability to control which monsters spawn in the arenas so all you would have to do is modify your arenas.
GOLD editor will also be available.
wow, and the uncompiled world I found. it has no notes in the msg files so I didn't know what it all meant.
and with the new engine there is no more low limits like were in the old code.
corrent in the new engine you no longer need to worry about MSG editing, its btrieve database driven no notes needed use my built in editors to do your world and b/c its a database its more easily plugged into frm 3rd party programs as i am gonna be open to 3rd party active-html editors, SQL utilities, etc.....
once the new engine is done and released i will begin working on another one that uses GALSQL solely as the DB engine.

i will select a few systems to act as beta testers at some point with a special version thats got hardcoded limits just so i can see the API in action once me and Rick finalize the beta release stuff i will have a beta page off the TA server's web side that explains everything.

also the server will be seeking GameOPs

and i am gonna collaberate with Rick to write a utility that will initialize all the old versions MCV files then open up the new databases and write the entire 5.6d data into my new database format, so if you purchase the new engine and want to run classic data ... no problem.

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Post by Drex »

With the online editting will it have some of the cap's changed, like most importantly Exp cap and Lair cap.

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Post by dspain »

Drex wrote:With the online editting will it have some of the cap's changed, like most importantly Exp cap and Lair cap.
lair limits have been changed from 500 to 5000

exp still caps at 2bil, but double promotion at level 55p
resets it then level caps at level 30dp.
i also slowed the rate of EXP gaining which is optional in level4 config you can change whether to use the old exp method or the new.

the new method is just meant to slow the game pace down mainly if you have a system with a majority of scripting players.

theres also a key where you can gain double EXP to speed up testing purposes, default to "NOTSET" and haskey was reworked to ignore MASTER flag.

havent found too many alternatives aorund the 2bil cap w/o consequence.
changing from LONG to UNSIGNED_LONG i get 4bil but will break if it ever falls negative so i left it as a signed LONG and just put checks in there to make sure if it ever exceeds 2000000000 to remain the same.

this eliminated the heartstone bug, which i had put on a global cooldown of 5minutes and with the above noted code change i could remove the global cooldown and just have it cost X% of EXP every time its used, the exp cost is what caused the heartstone bug to give levels if negative.

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Post by Drex »

dspain wrote:
and i am gonna collaberate with Rick to write a utility that will initialize all the old versions MCV files then open up the new databases and write the entire 5.6d data into my new database format, so if you purchase the new engine and want to run classic data ... no problem.
That would be perfect!

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Coming Soon?

Post by Junior1544 »

I was just wondering if anyone knows anything about the time frame of when TA might be released??

I'm just really looking forward to this:)

Thanks!

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Re: Coming Soon?

Post by dspain »

Junior1544 wrote:I was just wondering if anyone knows anything about the time frame of when TA might be released??

I'm just really looking forward to this:)

Thanks!
very soon, had to take a medical break got sunburnt extremely bad.

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Post by Questman »

Sorry - got distracted by a huge release at work which is going in this weekend. There was a wrinkle that we discovered - one minor issue of incompatibility between the two versions' MCV files. Therefore, I may have to make changes to the MCV of TA1 to work on TA2 engine. Not a huge deal - one small spot - but it unfortunately makes a big difference in the arena operation.

We will determine the scope of changes. It may be relatively simple to offer a conversion utility for folks who customized their world in TAEDIT.

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Post by Junior1544 »

Hey!

Since this is a problem with people that plan on updating from custom TA's in the past, is there a chance that you'll release it to those of us that didn't run TA befor and those that didn't customize their TA?

Just wondering, I can't wait to get to play that again, and start working on customizing my own world:)

Thank you for all you're very hard work!
--James

telnet: dragonskeep.isasecret.com

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Post by dspain »

Junior1544 wrote:Hey!

Since this is a problem with people that plan on updating from custom TA's in the past, is there a chance that you'll release it to those of us that didn't run TA befor and those that didn't customize their TA?

Just wondering, I can't wait to get to play that again, and start working on customizing my own world:)

Thank you for all you're very hard work!
--James

telnet: dragonskeep.isasecret.com
the vanilla will run both ways it will load data rather it be modded or stock.

Junior1544
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Post by Junior1544 »

Yea, I understand that part... I'm just asking about when we'll be able to get this new version:)

Sorry, I'm just getting a bit impatient:) I've saved some of my day job money and am looking forward to getting the game so me and a few friends can start playing and moding it...

alright, I'll fade into the background again now...

On a side note, befor I head off to work in a minute, if you're looking for a live system to experiment on, I'd be happy to run it and play with it to report any info back that might be able to help you guys in working with it...

I'd be running stock to begin with, and start modifing things pretty quick...

Thank you all!
--James

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Post by Drex »

Junior1544 wrote: On a side note, befor I head off to work in a minute, if you're looking for a live system to experiment on, I'd be happy to run it and play with it to report any info back that might be able to help you guys in working with it...
I would be shocked if Dan is not running the game and testing it on one of his servers.

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Post by dspain »

Junior1544 wrote:Yea, I understand that part... I'm just asking about when we'll be able to get this new version:)

Sorry, I'm just getting a bit impatient:) I've saved some of my day job money and am looking forward to getting the game so me and a few friends can start playing and moding it...

alright, I'll fade into the background again now...

On a side note, befor I head off to work in a minute, if you're looking for a live system to experiment on, I'd be happy to run it and play with it to report any info back that might be able to help you guys in working with it...

I'd be running stock to begin with, and start modifing things pretty quick...

Thank you all!
--James
i dont do live betas til its finished, i did this game in phases.

1: the initial core
2: the databases
3: the editors
4: the game commands

im tweaking the last of the editors now then will add the ability to enbter and move around and add each game command from stock TA which should take not long at all.

i realize you're impatient and to that im sorry but i refuse to release anything i am not totally comfortable with in regards to stability.

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Post by dspain »

Drex wrote:
Junior1544 wrote: On a side note, befor I head off to work in a minute, if you're looking for a live system to experiment on, I'd be happy to run it and play with it to report any info back that might be able to help you guys in working with it...
I would be shocked if Dan is not running the game and testing it on one of his servers.
actually 4 different builds now, one of the builds i had a gaming staff go through and load the databases with content they had up to 7100 rooms which is more than double stock but had like 12 people scripting in it so i could monitor heavy usage and the only crash ever was due to relairing a room and it got the btrieve block pointers crosses so the engine itself is very stable as far as crashing, my main thing now is things set inactive such as treasures runes, etc... when activated in game revert back to inactive automatically.

ill be testing this more and if all goes well i can have this game done this summer.

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Post by Junior1544 »

Wow, Sounds great!

Thank you so much for all your work!

--James

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