Re: Public Test Server
Posted: 19 Oct 2013, 21:04
is that the fastest you can run em off? or do you have a plan for the future where you do everything yourself.
Feel the mana power growing inside you!
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First, I think there are different kinds of testing that are useful. I described this in my post about 2 or 3 testing servers. I don't see how a single testing server can do in-development testing (devs throw stuff in and see how to break it), pre-release testing (after freeze, test until all bugs are gone), and main-server testing (if new content or code changes behavior of the game, players cannot play with representative setups on the testing server and bugs cannot be reproduced as easily.)Freeyorp101 wrote:I must admit I'm confused here. In the past, I've set up a [testing server] off the same login-server for testing. Accounts were periodically copied across, and people seemed happy with that at the time.
GM levels are handled by the login-server. If we run a testing server off the same login-server as production, then any account with GM levels on the testing server will inherently have the same GM levels on the production server. However, as it is the map-server that interprets what levels are required to perform commands, we can make the testing map-server no longer require GM levels to use certain commands. This means that everyone gets to use the same commands without needing any explicit setup, and without needing to be given GM levels on production.
What exactly are the objections that people have here?
There is just one problem with this setup - the fact that it *is* useful for official testers to use @spawn. Things have changed somewhat since the old days - it's no longer just developers (who already have @40) doing testing.Freeyorp101 wrote:However, as it is the map-server that interprets what levels are required to perform commands, we can make the testing map-server no longer require GM levels to use certain commands. This means that everyone gets to use the same commands without needing any explicit setup, and without needing to be given GM levels on production.
I agree with Frosty.Frost wrote:Why not just use the accounts from the previous testing server?
People (including me) had specific builds and item sets for testing. I had different accounts for different purposes too.
My regular game accounts have no value for me on the testing server. I already know how those characters work, and I don't need collections of items. My character levels are clustered around 80-95, which is not useful for testing. Besides that, I don't want to have the same character names on the testing server. I'm not role-playing on there; I'm testing.
I also don't want my real game logins and passwords to be migrated to future testing servers. We already see how casually one person can make this decision, and that's a warning to me for the future.
The intent is to set this server up the same way, except that the actual character database is different and the numerical level of GM commands is different. This latter change should be completely invisible to testers, but since I've had to recreate it from scratch still might need some tweaking.Cassy wrote:I'm afraid I don't really understand.
The previous test server on caliban was totally fine for me.
Is it not possible to just set it up the same way again?
Hope I didn't miss a point in the discussion.
Wow, I didn't realize it was that big a deal. But, that was why I left this discussion open after all ...Cassy wrote:About changing stats etc. several times:
Definitely.Cassy wrote:Hope this helps you
He had the power over game development but it was not enough. That was the point of that whole take over.cinderweb wrote:Just gotta exert your supreme authority over everyone don't you? You are a Duck child o11c a spoiled rotten little child. How many groups have you put yourself in charge of now? All of them?