View Full Version : V2 change log / bug report
tim|away
26th September 2007, 11:46 AM
I'll use this post to keep track of things that need to be worked on as well as to list what has been sorted. Feel free to post the problems you experience with the game here. Even if I don't reply to your post, I'll try to read everything and add it to my list as I see fit.
I'll put the issues in 4 separate categories to have an easier time to assign priorities.
the order of the entries in the following list does not represent their priority; the list is to be updated for the sake of completeness.
legend:
██ done
██ temporarily done (might need adjustment)
██ to be done
██ to be done at a later point (low priority)
1. game play & balance
██ vest & gun values to be altered/balanced.
██ gun weight to be reduced and rebalanced. (needs to be tested; maths appear to be fine)
██ stamina effect to be checked.
██ cartel defence/offence strength to be checked.
██ machine output to be reduced.
██ limit of the dealer visits to be added.
██ trading limit at the local dealer to be reduced.
██ thug limits to be implemented.
██ credit amount per worth ratio to be checked. i think there's a problem with theft credits (15k as opposed to 10k per $1m)
██ team benefits are assumed to be too high.
██ credits that are being put for sale on the blackmarket need to be listed after a random time between 3-5 hours rather than being available instantly.
██ market maturation to be added for the prices at the local dealer.
██ training junkies to be in a position to be stolen by gunners.
██ junkie payout to be set to meth by default.
██ accounts to start with 300 vests, 100 guns & 2 books.
██ stamina to be at 100% at the beginning of the round.
██ lab to cost 2 tokens not 1 (bug).
██ graduated Training of junkies when out of drugs to be added.
██ thug range to be added/fixed.
██ Trafficking to be rebalanced.
██ Jumping and thugging limit to be checked and fixed if necessary.
2. malfunctions or missing features
██ settings page to change one's password has to be added (optional with an invisible mode feature)
██ in addition to the sub menus of "operations", there needs to be an operation page instead of a link to "#"
██ enemy/friends/neutral list - to be debated.
██ API support - to be debated.
██ Premium Account for V2.
██ donations appear to be not working properly; v1 codes to work with v2 and vice versa.
██ donations to be displayed properly on the status page.
3. usability & comfort
██ Compatibility issues with Safari to be sorted.
██ Compatibility issues with Netscape to be sorted.
██ CSS issues with Firefox to be sorted out.
██ Separators/lines to be added on the scores page every 5 or 10 entries for an improved readability.
██ Records page to be cleaned up. (added dividers and to separate it into logical sections)
██ Most WORKING junkies as opposed to most junkies to be displayed on the records page.
██ ignore feature for game talk/PM/cartel discussion.
██ statistics. (can be postponed)
██ country flags to be added.
██ cartel leaders to be removed from the top cartels page.
██ handles & ids of victims to be displayed on the gunner's end as he/she performs an attack. (format to be pasted on the cartel discussion)
██ holders of gunning records to be listed without their ID (handle only).
██ transaction limits left to be displayed on the home page.
██ DW logo to link to c=home.
██ Lab Production line to be displayed red if producedDrugs > emptyPockets.
██ Junkie Payout line to be displayed red if actualDrugs<totalJunkies.
██ Global cartel scores page to be added.
4. security issues
██ XSS injections possible via the HTML feature on the cartel news. (critical)
██ several security concerns with the HTML feature on the game talk.
Rexel
26th September 2007, 11:59 AM
thanks here are just two little things:
You say 'Records need to be displayed in the old order', hopefully this also includes a look at returning to MWJ and not MJ (edit and taking of gunners player numbers from their gunning records)
also putting back in the name of who you have just jumped would make gunning more fun again (cartel discuss is ugly and confusing without it)
Blindj
26th September 2007, 04:11 PM
thanks here are just two little things:
You say 'Records need to be displayed in the old order', hopefully this also includes a look at returning to MWJ and not MJ (edit and taking of gunners player numbers from their gunning records)
also putting back in the name of who you have just jumped would make gunning more fun again (cartel discuss is ugly and confusing without it)
i take his list as yes to all you have asked above
~~~~~~~~~~~~~~
you say bennies to much for cartel , , check to see if getting cartel protecton and attack bounuses and if stamina is doing anything
swiss miss
26th September 2007, 04:33 PM
Hi Tim
it just took me 36 tokens to get back to 200% stamina after jumping someone in a7 V2. I dropped from 200% to 98% after my jump and then had to spend the said 36 tokens to get back to 200 again - i liked it better when it was 10 tokens...... although im sure the rest of a7 prefer this new system :hehe:
is this normal?? and is it the way its going to stay??
Sir Mankalot
26th September 2007, 06:05 PM
i hope this doesnt take too long...
Spork!!!
26th September 2007, 10:44 PM
Is the dealer limit 192K? I thought the V2 limit WAS 100k, however it was more than that today.
Will there be a limit on # of times we can visit the dealer? If so, I hope I can get used to the dealer submenu, although with stable lab output I shouldn't have to keep emptying my coat...
Perhaps the limit could be 3 actual transactions, rather than 3 dealer visits, for perman00bs like me?
Overw0rkd
27th September 2007, 03:53 AM
Could you look into the issue that allows someone with no thugs to thug someone...
It's kind of lame to have people thug you and get results like this:
Wed Sep 26, 4:11 PM
• Some thugs from fag5 (#463) came by, but got scared away after being roughed up by your thugs. When the police came 8 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 12 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 16 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 14 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 15 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 23 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 12 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 16 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 12 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 13 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 14 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 29 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 15 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 17 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 15 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 35 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 19 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 38 of your thugs were arrested and 0 of your opponents thugs were arrested.
Mon Sep 24, 4:31 PM
• Some thugs from top10kill (#231) came by, but got scared away after being roughed up by your thugs. When the police came 40 of your thugs were arrested and 0 of your opponents thugs were arrested.
Spork!!!
27th September 2007, 08:38 PM
His 36 tokens m8, he can waste them however he likes. That's not a "new bug", it was (is) in V1 too. It's like jumping with all vests and no guns, you can try it, but won't get far, lol.
Overw0rkd
28th September 2007, 02:46 AM
I might be mistaken here...
But as far as I know, in version 1 the person being thugged doesn't actually lose any thugs.
Drey_Cartel
28th September 2007, 04:22 PM
What The Fuck?????????
$123Million down to
Worth: $66,135,617
Not using multis
Didn't get jumped
Didn't have machines tampered with
Nothing!!! Nada!!!!.. What the hell is going on???? 2 days from reset.. we are the top cartel.. and I have gone from being n the top 10 almost all round to this....
Please someone enlighten me.
808hustler
28th September 2007, 05:16 PM
10 Hustler_808 (#24) $117,981,550 was at this
then went down to half of that
no jumps no thuggin no events
Spent tokens and lost my worth WTF?!?!?!?! THIS FUCKING SUCKS!!!
Jacx
28th September 2007, 06:09 PM
its been changed to be more like V1...wait on tim to comment!
Pleb
28th September 2007, 06:15 PM
at a guess the vest/gun values have been reset...haven't looked to check but that's what it sounds like
sucks for the people who've been getting credits, but fuck it, its only a test round in the end of the day....
THE LAST DRAGON!!!
28th September 2007, 06:29 PM
thats pretty funny that all i keep hearing is that its been changed to more like v1 then why the fuk are there still people with over 150 mil ???? sounds like a crock of shit like this load of jizz v2 version..
Jacx
28th September 2007, 06:43 PM
thats pretty funny that all i keep hearing is that its been changed to more like v1 then why the fuk are there still people with over 150 mil ???? sounds like a crock of shit like this load of jizz v2 version..
No its "BEING" not been
tim|away
28th September 2007, 06:44 PM
I've adjusted the worth formula and certain other parameters to be as close to V1 as possible. One's worth will be updated once one spends a token. Consequently, there are still a few big scores of players that haven't spent a token yet.
Sorry for the inconvenience, but we are working on the game - changes are inevitable.
As far as next round is concerned, the round will last 14 days and you'll receive 1 token every 6 minutes whilst the token limit will be raised to 340. I think it'll be more effective to test the game with these settings. Feel free to have 2 accounts per room for testing purposes.
Have a nice weekend.
-Tim
Spork!!!
29th September 2007, 01:45 AM
I might be mistaken here...
But as far as I know, in version 1 the person being thugged doesn't actually lose any thugs.
My apologies m8, when I first saw your post I didn't/couldn't scroll across the screen to see where you were loosing thugs. :$ I don't believe that did occur in V1, and if he had no thugs at all (to attract police attention) then you shouldn't be loosing any, although if both players DO have thugs I can't see why the defender shouldn't also loose some too.
Keep up the good work Tim and ignore the ppl. who are doing nothing but complain. An accelerated round with double tokens and token limits, with 2 accounts and a porpoise testing each, sounds like fun to me. :P
0siris
1st October 2007, 09:20 PM
ok Tim, the premmie you made is great! I hope you replace the old one with it!
the stamina starting at 0 is ok, it doesnt really effect anything. selecting the junkie payout isnt all that bad, but the lab has a default so should the junkies have one too?? so far so good, im only a few hundred tokens into the game however.
Id like to see the drugs do different things like c games do... maybe they could OD or you can prevent them from ODing that would be neat:hidey: junkies dont always work for drugs,if they could be given a choice of a % of profit instead of drugs that would be interesting too, but nows not the time for radical changes so ill leave it at this- good work so far! cheers!
0siris
3rd October 2007, 07:00 PM
uh oh now the premmie wont work for me lol
Spork!!!
3rd October 2007, 10:50 PM
The premie works in new skool but not old skool.
A small "bug" I notice in the revised V2 A. games is that while lab has reverted to 2 tokens per foot, when you make lab it only shows each foot produced, not each token spent. I checked lab output and I was only getting drugs every 2nd token. I think junkie and factory output was only paid for 1/2 the tokens too. No biggie for most strats though...
Overw0rkd
4th October 2007, 01:50 AM
I was wondering if it would be possible to have a feature that would keep track of when the people in your cartel last logged on.
Kind of like how this forum does when you look at a persons profile...
For example, mine shows:
Last Activity: 10-03-2007 09:47 PM
This would help determine without a doubt if there is dead weight in your cartel.
Pleb
4th October 2007, 07:21 AM
It would be nice to have a graduated Training of junkies when you don't have drugs to pay them. Currently all my junkies go into training with 1 token spent when I can't pay them.
Lawbrkrsgirl
9th October 2007, 05:01 PM
In V2 A2 I have noticed several times when I add Lab it will say for example I increased my Lab by 11 which is what I did but it takes tokens for 22 lab and builds 22 lab... Its not that I am loosing tokens but it would be nice to increase only as much as you wanted to rather than double what you asked for.
curlybogtrotter
9th October 2007, 05:23 PM
I was wondering if it would be possible to have a feature that would keep track of when the people in your cartel last logged on.
Kind of like how this forum does when you look at a persons profile...
For example, mine shows:
Last Activity: 10-03-2007 09:47 PM
This would help determine without a doubt if there is dead weight in your cartel.
Great idea
Cushion
9th October 2007, 05:26 PM
Great idea
its been suggested loads of times for V1, it mite get added to V2 thou :eh:
CHAPEL/CHARGER
9th October 2007, 07:14 PM
• Alienboom (#41) jumped you, but you were able to fight him off. In the shoot-out you lost 0 guns and 70,204 vests. Your opponent lost 2,372 guns and 17,451 vests.
************************************************** ********
now im sure others are wondering to but how the hell do i lose that many vests and he loses fug all really , how is this fixed ???
Dymond
10th October 2007, 06:19 PM
Has anybody seen 400 junkies running around w/o a home?? Because suddenly in B7 5 days from reset I have lost all my junkies.. every... single.... one.... No jumps.. just gone..
swiss miss
10th October 2007, 06:25 PM
they got bored and came to work for me in a2 v2, apparently they like their bondage and they can get that from me in large doses.......which reminds me - ALL GIRLS JOIN BONDAGE NEXT ROUND A4 V1, or come this round - its never too late :angel:
Overw0rkd
11th October 2007, 04:22 AM
Has anybody seen 400 junkies running around w/o a home?? Because suddenly in B7 5 days from reset I have lost all my junkies.. every... single.... one.... No jumps.. just gone..
Sorry man... I needed them to work the sweat shop I am running in my basement. Aparently it's illegal to use children in the US... so I switched to junkies. All I gotta do is supply the crack and they work 24 hour shifts 7 days a week at no additional cost.
It's the new corporate strategy to keep employees motivated.
tim|away
11th October 2007, 06:08 AM
there was an issue with negative junkies being stolen as well as training junkies disappearing temporarily. both issues should have been fixed. further, the loss of weapons on the defender's end should factor the weapons of the attacker in now.
CHAPEL/CHARGER
13th October 2007, 07:47 PM
I Dont Care How Many Times You Guys Say Its Being Fixed Or Will Be Fixed , V2 Is Fucked , No Access , Page Not Found Missing Junkies , Junkies That Are There ,not In Training Just Making Frig All , What The Hell ??? Why ??"? V1 Wasn't Broke So Why V2 ??? Nothing But Complaints And Now 2 Fugged Up Rounds , You Shoulda Left D.w.'s Alone
Jacx
13th October 2007, 09:43 PM
I Dont Care How Many Times You Guys Say Its Being Fixed Or Will Be Fixed , V2 Is Fucked , No Access , Page Not Found Missing Junkies , Junkies That Are There ,not In Training Just Making Frig All , What The Hell ??? Why ??"? V1 Wasn't Broke So Why V2 ??? Nothing But Complaints And Now 2 Fugged Up Rounds , You Shoulda Left D.w.'s Alone
what are u talking about?
V1 is running with medals.
V2 is beta...of course ur gonna see stuff suddenly change..becuase they are working on it.
If u got 2 fucked rounds..it means ur in the wrong game because v1 is running a medal game as normal...the only reason u should be playing v2 right now is to help test and contribute!
and yes v1 is fucked, its old, the code has had stuff dumped on over and over and its becoming unstable, so v2 HAS to be made, and soon enough it will match the settings of V1..ok...ok!
tca
14th October 2007, 02:18 AM
Can we get a V2 skin to make it look like V1? :P
tim|away
14th October 2007, 05:42 PM
quick update:
i've adjusted the value of money which might result in a slight drop of worth once you spend a token (depending on how much money you are holding). further, keep in mind that reset is in a few hours. the final scores should be compared with scores of a 28 day round.
Overw0rkd
15th October 2007, 03:16 PM
I've adjusted the worth formula and certain other parameters to be as close to V1 as possible. One's worth will be updated once one spends a token. Consequently, there are still a few big scores of players that haven't spent a token yet.
Sorry for the inconvenience, but we are working on the game - changes are inevitable.
As far as next round is concerned, the round will last 14 days and you'll receive 1 token every 6 minutes whilst the token limit will be raised to 340. I think it'll be more effective to test the game with these settings. Feel free to have 2 accounts per room for testing purposes.
Have a nice weekend.
-Tim
Is the 2 accounts rule still in affect or are we back to one account per player?
Pleb
22nd October 2007, 06:46 AM
My thugs have been too tired to do anything for well over 24 hours now.
B2.
HellRaiser
22nd October 2007, 11:45 PM
I am finding that is happening in more rooms, can be 2 full days and thugs are too tired lol.
I even had that problem with some suicides, waited well over 24-48 hours and still can't make a jump.
Pleb
23rd October 2007, 09:11 AM
I am finding that is happening in more rooms, can be 2 full days and thugs are too tired lol.
I even had that problem with some suicides, waited well over 24-48 hours and still can't make a jump.
its been at least 48 hours for me now.
HellRaiser
24th October 2007, 08:51 AM
Gives game admins 'evil looks', they must play for the cartels I hitting lol.
Pleb
24th October 2007, 09:05 AM
Cannot Send Thugs
Your thugs have performed 15 thuggings in the last 24 hours, and are too tired to run an operation now. Please wait some time and try again.
coming up on day 4 now :(
Jacx
24th October 2007, 03:30 PM
reminding tim to check this
edit tim is aware, and waiting on some info himself!
HellRaiser
25th October 2007, 04:01 AM
coming up on day 4 now :(
Maybe they took off, left town and got high with some hookers and just calling in sick. :hehe:
tim|away
26th October 2007, 11:17 AM
thug limits should be fixed now. let me know if you experience any problems.
XXX
28th October 2007, 03:58 PM
:angel: We are still waiting to be the Cops.
:cops: How much longer dowe gota wait?
:karate: make us wait any longer and we will be forced to tell everyone the truth that you are really a retiered German school teacher named Helga Lobstar.
:lies: We are still waiting.
tim|away
28th October 2007, 06:50 PM
just to keep you up-to-date
- preferences page added that lets you change your password and gives you the option to enable invisible mode.
- dealer price maturation added.
- unpaid junkie retrain rate altered.
we are slowly getting to a point where the game starts to become properly playable. is anyone still having serious issues with v2?
Pleb
29th October 2007, 08:47 AM
thug limits should be fixed now. let me know if you experience any problems.
Thanks :)
Only other comment I'd have about that is the losses on failed thuggings - if I've got 10k thugs and I thug someone with the result that I lose the thugging and I lose 400+ thugs and he loses 0 it seems a bit unfair :P
Haven't a clue how the win is determined though so that may be a normal result.
The game is looking good imo http://www.aimoo.com/forum/images/messageicon/thumbup.gif
XXX
30th October 2007, 12:20 AM
:angel: Jacx is a Muppet!
Pleb
1st November 2007, 09:00 AM
My coat never fills up when I have more lab than is necessary to feed my junkies - I'm always left with the coat lacking one token's worth of necessary drugs.
Coat Type Toga
Total Pockets 12,000
Used Pockets 10,202
Empty Pockets 1,798
Total Junkies 1,798
Drug Lab Size 133
spend 1 token:
* Lab Production: 2,261 (1,798)
* Junkie Payout: 1,798
* Junkie Revenue: $1,013,556
* Guns Produced: 2,275
* Vests Produced: 0
then:
Coat Type Toga
Total Pockets 12,000
Used Pockets 10,202
Empty Pockets 1,798
It offends my sense of neatness :P
tim|away
1st November 2007, 09:22 AM
My coat never fills up when I have more lab than is necessary to feed my junkies - I'm always left with the coat lacking one token's worth of necessary drugs.
Coat Type Toga
Total Pockets 12,000
Used Pockets 10,202
Empty Pockets 1,798
Total Junkies 1,798
Drug Lab Size 133
spend 1 token:
* Lab Production: 2,261 (1,798)
* Junkie Payout: 1,798
* Junkie Revenue: $1,013,556
* Guns Produced: 2,275
* Vests Produced: 0
then:
Coat Type Toga
Total Pockets 12,000
Used Pockets 10,202
Empty Pockets 1,798
It offends my sense of neatness :P
The procedure of supplying your junkies with drugs differs slightly from V1. While in the old version your drugs went from the lab straight to the junkies, they are temporarily stored in your coat in V2.
Let me explain that with the figures you've provided above.
Total Junkies 1,798
Drug Lab Size 133 - produces 17*133=2,261 units of drugs per token at 100% botany
Lab Production: 2,261 producedDrugs (1,798 receivedDrugs)
your lab has produced the 2,261 units we expected, but your coat had only room for 1,798 units of drugs. Your coat is full now. In V1 you would have received a message along the lines of "Your coat doesn't have enough room to hold the drugs you produced, some units were tossed."
Junkie Payout: 1,798
Junkies are being supplied by your coat - not by your lab. Therefore, your coat isn't full after this step any longer. To be specific, you'll have (totalPockets-totalJunkies) used pockets in this case.
Shall we see if that's correct?
Coat Type Toga
Total Pockets 12,000
Used Pockets 10,202
Empty Pockets 1,798
TotalPockets(12,000) - TotalJunkies (1,798) = 10,202 used pockets
While V1 supplies your junkies first and fills your coat with the excess of drugs afterwards, V2 does not. The difference is that your drugs go to your coat first and from there to your junkies. It does make sense as you have to deliver them and can't expect your junkies to wait at the lab all the time.
Pleb
1st November 2007, 10:02 AM
Yeah I understand the procedure Tim, I'm just suggesting having the Lab Production function triggered by the Junkie Payout function and having Junkies paid from the Lab first so that any extra drugs go into the coat (as per V1 I guess). Make those junkies work for their drugs!
Its probably not worth the hassle of changing the code, and there may be good reasons not to do it that way.
Just throwing it out there cos I can't find anything else to complain about ;)
tim|away
1st November 2007, 10:26 AM
Yeah I understand the procedure Tim, I'm just suggesting having the Lab Production function triggered by the Junkie Payout function and having Junkies paid from the Lab first so that any extra drugs go into the coat (as per V1 I guess). Make those junkies work for their drugs!
Its probably not worth the hassle of changing the code, and there may be good reasons not to do it that way.
Just throwing it out there cos I can't find anything else to complain about ;)
Sorry lol
There's been a bit of confusion about the way junkies are paid in V2 which is why I decided to explain it on the forums instead of MSN for a change. Actually, this might be a good reason for us to consider to change the code. Confusing innocent players is not what we're aiming at. Other than that, it doesn't make a significant difference.
Thanks for the input, mate.
Smash Bros
21st November 2007, 04:48 PM
hey tim with the CSS on firefox that your changing. you mgiht want to keep in mind about the change in firefox. they are now upgrading(in beta) for 3.0. said soemthing about the CSS on their details page.
you might want to look into it though, you might not even have to fix anything at all yet.
tim|away
22nd November 2007, 08:43 AM
hey tim with the CSS on firefox that your changing. you mgiht want to keep in mind about the change in firefox. they are now upgrading(in beta) for 3.0. said soemthing about the CSS on their details page.
you might want to look into it though, you might not even have to fix anything at all yet.
They've released the first (!) beta only a few days ago. I've read the page for developers (http://developer.mozilla.org/en/docs/Firefox_3_for_developers#CSS), but at this point I expect a couple of changes to come and some time to pass before Firefox 3 leaves the beta stage. Nonetheless, dopewars needs to work with Firefox 2.x as well.
These issues are minor though and only affect the looks - v2 is fully working under firefox. I'm more concerned about a couple of browsers that are used less often (Safari, Netscape, etc).
Smash Bros
22nd November 2007, 05:29 PM
ahhh k then. i know about beta. im testing it out atm.
Krámse
22nd November 2007, 07:22 PM
"Your coat doesn't have enough room to hold the drugs you produced, some units were tossed."
I miss that message, I keep wasting good drug production I could be selling to help my pish scores. :$
Tim is there any chance at some point that you could add some sort of obvious warning about full coats for dozy players like myself.
tim|away
22nd November 2007, 10:50 PM
I miss that message, I keep wasting good drug production I could be selling to help my pish scores. :$
Tim is there any chance at some point that you could add some sort of obvious warning about full coats for dozy players like myself.
We'll pour some red tint on the production line in case you are wasting drugs, okay? Whilst we're at it, I'll be really generous and throw some more red paint at you if junkies aren't supplied and thus are being sent back to training.
Krámse
27th November 2007, 06:14 AM
We'll pour some red tint on the production line in case you are wasting drugs, okay? Whilst we're at it, I'll be really generous and throw some more red paint at you if junkies aren't supplied and thus are being sent back to training.
What's red tint? Something to do with your Yogi tea?
steff
27th November 2007, 08:11 AM
Red tint
Smash Bros
5th December 2007, 09:45 PM
ok i dont know if these matter that much tim but would be good.
in Cartel News get rid of that blue line or atleast make it so that it will move. i use firefox and it is just in the middle of anything.
also animated logos dont always do a continous loop. before you say it is the person who made it. i made some and they loop on teh pc and everything but once uploaded they stop looping :(
highc
27th December 2007, 09:44 AM
Maybe i'm not sure how the networth is calculated when jumping other players but i've tried jumping serveral different peopel and every time i'm getting the message that either i'm worth 3x more than them or viceversa. I'm worth about 10.5 mil and i haven't tried jumping anyone worth less that 7 mil or more than 12 mil. What gives?
Pardon my spelling i suck.
Smash Bros
27th December 2007, 03:38 PM
are you sure you have entered the right players number in??
it may sound stupid but everyone does it.
highc
29th December 2007, 08:18 AM
Yeah...and I've tried several different players also. I haven't tried yet today.
Forphucsake
29th December 2007, 09:31 AM
I've had problems with the cut & paste box. Sometimes when I jump someone it will display jumps I had already done 2-3 hours earlier in a different room or sometimes just display their name or display nothing.
Pleb
2nd January 2008, 04:41 PM
A1 - maximum stamina is starting at 1%
pic of my stamina after spending 1 token
http://la.gg/upl/stam.jpg (http://la.gg)
Tca
5th January 2008, 02:57 AM
Is it nessecary to have the player handle filled out with your premium handle name? Thats annoying, could yous make it so it stops doing that?
Forphucsake
8th January 2008, 08:23 AM
Don't know if it goes here but I just created a room at custom.treadon.us and it came with a bunch of players already in it, which I could access usernames, passwords, IP addresses etc. Thought someone should know. And I know an admin of one of those rooms can probably see this shit, but this thread is because the room I made already had people in it.
EDIT: Do they all come like this. I made another and the same happened.
Pleb
8th January 2008, 09:53 AM
In B games, there is an error in the Theft % shown in the Lecture Hall - its different to the % used when calculating your discount when buying Weapons.
The ratio is still the same as in V1 when you're buying weapons, but if you look at the Lecture Hall it will tell you that your Theft % is lower than it actually is.
Edit: I was getting prices of 862 per weapon at the shop while being told that I was at 85% in the Lecture Hall.
rehovoti
8th January 2008, 11:02 AM
I have a problem with trading drugs.
In a trade there was a bug that brought to me a negative number of marijuana. I can hold only 192 000 and it also brought me 388 429 LSD (certainly the compensation with the negative number of marijuana).
What can I do to get rid of these two problems?
Crystal Meth 3,339 $26
LSD 388,429 $30
Cocaine 0 $32
Heroin 0 $26
Special K 0 $26
Marijuana -199,947 $31
Ecstacy 0 $23
Pleb
8th January 2008, 11:06 AM
I have a problem with trading drugs.
In a trade there was a bug that brought to me a negative number of marijuana. I can hold only 192 000 and it also brought me 388 429 LSD (certainly the compensation with the negative number of marijuana).
What can I do to get rid of these two problems?
Crystal Meth 3,339 $26
LSD 388,429 $30
Cocaine 0 $32
Heroin 0 $26
Special K 0 $26
Marijuana -199,947 $31
Ecstacy 0 $23
how did the bug occur?
what room was it in?
rehovoti
8th January 2008, 11:53 AM
what do you mean by what room?
I was trading drugs in yorkdale mall station and as i made it fast don t know if i typed a bigger number of drugs than i could buy or something else ... and just after the refreshing seen this negative number of marijuana and the high number of LSD :(
Pleb
8th January 2008, 12:02 PM
what do you mean by what room?
Go to Home -> Scores
at the top it will say 'Scores For: DopeWars **' where ** is the room.
rehovoti
8th January 2008, 12:36 PM
in facebook :p
Pleb
8th January 2008, 12:42 PM
in facebook :p
ah
haven't a clue
Tca
19th January 2008, 02:27 PM
isn't so much a bug, but i wanna report this
are the gunning ranges in A games of V2 out? because they sure as hell seem like it, im bouncing off guys 5 mil + below me when im at 200% and they're at 200%, they can be in a not full cartel and i bounce
what the hell?
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