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 @ screen 
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Commander

Joined: Sun Feb 25, 2001 3:00 am
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Unread post @ screen
Is there any reason the @ screen has to be so long or changed from
the way it looks in 1.03 since the beta testing is done ?

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Mon Jun 06, 2011 9:45 pm
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Joined: Sun Dec 24, 2000 3:00 am
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Location: USA
Unread post Re: @ screen
I could pull the first three lines off. They can be found elsewhere. The next three lines are there to let players know if the server is overloaded. I could also pull the last line. That was for beta purposes. So I can get it down to 5 total lines.

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Mon Jun 06, 2011 11:31 pm
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Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1837
Location: Guam USA
Unread post Re: @ screen
Its nice that your willing to make more changes .. but the thing I was concerned
about was concistancy , there has been many changes to this screen.

once a trigger was set to : Average Interval Lag:
or it was set to : hundredths

and yet later it had to be : Server v
to determine which version it was now that the script has to tend with.

We scripters can deal with it , its those with the .cts that will probably have
the most problems.

I was only asking because I recall someone say that the screen will
return to whatever state it was in before beta testing , after its finally released.

So if you want to leave the @ screen long , it wont bother me ..
I've moved on to another way of sync controlling of scripts.

I just feel bad for those who have older scripts and now have to
look at 8 to 10 lines of text because someone used '@'
to keep thinks in check (timing).

That's the only reason I asked.

_________________
TWGS V2 Vids World on Guam Port 2002
Telnet://vkworld.ddns.net:2002
Discord @ DiverDave#8374
Vid's World Discord

Founding Member -=[Team Kraaken]=- Ka Pla

Image
Winners of Gridwars 2010
MBN Fall Tournament 2011 winners Team Kraaken
Undisputed Champions of 2019 HHT Just for showing up!

The Oldist , Longist Running , Orginal Registered Owner of a TWGS server :
Vids World On Guam


Tue Jun 07, 2011 12:51 am
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Joined: Sun Dec 24, 2000 3:00 am
Posts: 3150
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Unread post Re: @ screen
The state of the screen reflects internal changes to the game. The screen showed a measure of how much time was spent in background processing. That mechanism is gone and the new values represent new mechanisms. These were major internal changes and they won't be changing again any time soon if at all. So there will be consistency. But it should change as part of this major new version.

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John Pritchett
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Tue Jun 07, 2011 12:57 am
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