Quote:
Originally Posted by Spark910
I wouldn't be happy with it being hosted on a normal playerworld, the potential for cheating and bais for the home-server staff/players would be high.
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See, I knew if I waited long enough someone would get it. That's why the first Graalympics sucked - security was so high. The entire team - and I mean the ENTIRE team - was Angel and I. We did all the levels, the graphics, the scripting, the compiling, the engine, everything - Stefan was kind enough to lend us an NPCServ world, and Angel taught me a bit of serverside scripting - I think she wound up either finding or scripting the "mirror this PC as an NPC in the public arena" script, I dunno which. The guestbook I coded in a day, the faulty textscreen - well, what, it was faulty. I was new to the whole "making it serverside = several seconds lag between input and output" theory.
Point is, it was a seperate server on which nobody already had godly powers. It was also unfortunately a server on which the only thing that worked the way I wanted it to was 1) the guestbook and 2) PMs, which was how I wound up resolving most of the contests (while people yelled at me for banning people for yelling at me.)
What have we learned from this? Use only the people you can trust, use only people who will work, give yourself more than a month if you want your levels to look better than JustLevelGenned and expect to have any sort of script, and for chrissakes test it out first, on an actual world if all else fails.
Oh. And expect the contenders to either show up two hours late or drop the connection halfway through. It's important, so it's inevitable.