SSForum.net is back!
-
Posts
2311 -
Joined
-
Last visited
Content Type
Profiles
Forums
Downloads
Events
Gallery
Articles
Everything posted by L.C.
-
I think you would have to do some module coding, although I may be wrong. One of the things about ASSS that still kind of bother me is how in some form of technicality you would have to know what all the modules are in modules.conf (including the ones that aren't even written in that file), all the stuff in the group definition files (including the ones that aren't written in any of them -- just like modules.conf), and all the command equivalences to Subgame2 for insight having a somewhat "basic" overall control over ASSS. There are also, apparently, some things that are not written in files like arena.conf, global.conf, and stuff that can be written into arena settings (ie. server.cfg) -- and I have no idea what any of these are (except for [Net] from my massive AI experiment thread). Though of course, there is Dr Brain's thread about the necessity for ASSS documents to be maintained, which might partly or fully resolve these few concerns of mine. But it would be very handy of these concerns I mentioned were informatically available straight-out like the Commands.hlp from minegoboom.com/server or http://www.hlrse.net/subspace/Commands.hlp (which has ASSS commands section but is not complete due to lack of documentation or insight). It might help newbies like me to have a more readily available basic control over ASSS.
-
An idea I had in meeting with an old-time Warzone CTF player Fishibar was launching a zone where anyone could publish their maps and be able to modify their subarena settings. So I came up with the following: !register -ns -s Registers to with parameter -ns to not give the ability to modify settings (-s gives ability to modify settings). Ability for to be able to modify arena settings or not defined in main configuration file. Ability for to register #private arenas or not defined in main configuration file. Bot operator command. !register Registers to player. Player command. !unregister -d Unregisters . Whether bot makes sure to delete arena CFG and LVL completely or not upon unregistering an arena (by default) defined in main configuration file. Whether players can use the force delete -d parameter or not defined in main configuration file. Players can only unregister their own, but bot operators can unregister any. !unregisterall -d Unregisters all arenas of . Bot operator command. !banregister Bans from being able to register arenas. Bot operator command. !arenas Shows arenas owned by self. Player command. !arenas Shows arenas owned by . Player command. !arenalimit Allows to only be able to register arenas. If player has more arenas registered than they are allowed, they cannot register any more until they go below their limit. Default limit defined in main configuration file. Bot operator command. !lastarenas Shows last 10 arenas registered by on and . Player command. !lastarenas Shows last arenas registered by on and . Maximum is defined in main configuration file. Player command. !arenafix Grabs .cfg and makes sure the correct UserID and Owner are in place, then re-uploads. Player command. Bot operators can do this to any arena (it will not use the bot operator's credentials though). In my intentions, by default I would allow players to modify their registered subarena settings and register up to 16 subarenas. Upon registration, the bot would lookup the player's UserID, modify a template of CFG settings, and upload the CFG based on the arena name. I would be using ArenaMode=5 (spawn.cfg is used for uncreated subarenas) to prevent a CFG mess. Plugin keeps a database of UserIDs, their playername, their IP and MachineID, list of arenas they have registered, and how many arenas they are allowed to register. Sort of has a built in alias database, although it's mainly for making sure players that are banned from registering arenas are truly banned. It also keeps track of when arenas were registered, unregistered, and by who. I do also plan on using alias.dll (some alias plugin for MERVBot). Would anyone be willing to make this MERVBot plugin?
-
You guys are going to be using your newfound knowledge for Subspace, right?
-
I don't know. When I began hosting Trench Wars (DEV), RiiStar and I inquired about its SSC access and Prii had relayed a message saying it doesn't need SSC because it is a DEV zone.
-
Then I suppose all luck is out? What is the best way to contact Priit?
-
Heh, heh, what if you are the host? You asking how to get SSC Access for a Host? I am unable to get SSC access to the following zones for unknown reasons: * SSCI Cold Fusion (previously SSCA Fusion) * BlueT Dragonball Z * BlueT Jackpot SVS
-
Heh, heh, what if you are the host?
-
I don't think this matters either, in all technicality.
-
https://forums.minegoboom.com/viewtopic.php?p=81171#81171 Doing this via chat would be convenient. I really need some help.
-
True point. If another smoker buys a smokers car, I do not see any problem (as they are used to odors and so forth). But how would the smoker or you know if even the most subtle smells still exist despite cleaning? Though extreme, Mythbusters did an experiment where they put a dead pig or cow or skunk in a perfectly good classic car for a couple days, and then attempts to clean the car to get rid of the odor. They never could. Point being is that some odors may still stick no matter how strong of chemicals a person might use in the cleaning process. (EDIT: Some sensitive non-smokers may or may not detect? I guess it just depends on the ventilation inside your car and how often a person smokes in their car.) I might understand though that if a smoker rarely smoked in their car and cleaned their vehicle really well that it would be possible that there would not be any odors. I don't know, I would really have to experiment and look into this more. (In other words, in all honesty, I do not have a reply to your point because I have no experience in this business of cleaning and reselling cars.) EDIT: Perhaps if a smoker lives in just the right conditions, they would not have any of these "buildup of grime and tar" in their computers and such.
-
Last night I decided to disassemble my laptop for the sake of arguing. I've never done this before, but I followed the guide specifically for my model, on a webpage using my iPhone. This computer is from 2005, and I use it just about every day. I smoke probably 10 cigarettes a day in front of it, while it's on my lap. When I looked inside, the only thing that had the TINIEST bit of a problem was the fan. It had a LITTLE dust on it, and i've NEVER had this thing serviced or cleaned out before. I was actually quite surprised. But I decided to clean the little bit of dust out with my can of air (such silly things we produce) and expected dust to blow out from underneath the fan.. nope! it was just on the fan blades. Needless to say, I've easily smoked over 1,000 cigarettes directly in front of my laptop, and it had no effect from the smoke on it. Just normal dust. Also note that this laptop has a Geforce Go 7300, Pentium dual-core T2080(1MB Cache/1.73GHz/533MHz FSB) Re assembling my laptop was a challenge in itself though, I literally had to take everything apart in order to get to the fan. http://support.dell.com/support/edocs/systems/ins6400/en/sm/fans.htm#wp1000550 Well I do not know what to say -- other than that others, from their own testimony, have reported grime and tar forming layers on their hardware. Perhaps for some people, depending on certain environmental conditions and factors, have more dust and air problems than others. I do know that in my room my machine gets filled with dust within like 4 to 6 months of time where I have to take it out to the air compressor and blow it all out. With the my air purifier running 24/7 in the same room, my computer is barely getting any dust. My mom's computer, a low-end Dell with 2 fans (one in the PSU and one in the upper back sucking air through the CPU heatsink and pushing it out), within less than a month of time gets loaded with an unbelievable amount of dust (and there isn't really anything sucking air in and through). Unlike my computer, my computer has more air holes and fans (8 to be exact) than my mom's Dell, but takes much longer for it to get dusted enough to where I need to clean it. I am thinking it has something to do with the shape and size of the room, the floor material used (hardwood/laminate vs carpet), and air flow through the room. For laptops, I think it is less likely to get problems than desktops or other, unless room conditions and factors are just extremely that bad. Reason being is because laptops generally suck air in from the bottom and push it out through the sides. Smoke is usually lighter than air (or perhaps is light enough to be pushed upward by the slightest movement of air), so if you have your laptop on a desk all day or down below, probably not as open to potential. Also, I ask myself, what is smoke? What is in it? Where does it settle? It certainly has to settle somewhere in someway. If you smoke outside, it goes out into the atmosphere (which doesn't really affect anything). EDIT: http://images.topix.com/gallery/up-VHKI3QS6FFI3LKNC.jpg
-
http://web.archive.org/web/20061015235454/www.allinjuan.com/subspacetwo3.htm
-
The reason I say it is stupid and all is because it is a question with a built-in assumption. For example: Have you stopped beating your wife yet?
-
Do you smoke or have you sat in a car that was smoked in? I have never smoked (and never will), and I can tell you that going into smoker's house alone is enough to want me to leave. The smoke odor is the horrendous -- and then I smell like a smoker too because it has absorbed into my clothing! Of course, sending it through the laundry is enough to get rid of it. It might depend on how much an individual smokes in their car. If a person smokes regularly in their car, then vacuuming may or may not fully remove the odor. And because that person is used to the smoke and its odor, they would have no idea if the odor continues to remain in their car after vacuuming it. How is it then a person on the outside who never has smoked (for instance) might tell? I have asked my mom about this (I would consider her a pretty normal person, but I would need to go and ask more people for this to truly have any meaning), and upon bringing up the point or question of how a smoker would affect the resale value of their vehicle, she didn't even hesitate to say that it would drop (compared to one of the same scenario who was not a smoker). In a research of this particularly point, I would need to ask both smoker and non-smoker (as my demographics) and see what both sides say. Hunch tells me smokers might (depending on the honesty of the person) be biased that it does not drop the resale price of their vehicle, whereas non-smokers may be more reluctant to quickly claim that it does; this is a hypothesis. PS. Please do not misunderstand me -- I am not trying to "argue" but rather am in approach of critical thinking than anything else. Can you challenge me with you point of view with the same attitude? :? Not trying to create enemies or foes.
-
Correct. It is just like the analogy of using the old Subspace v1.34 client instead of Continuum v0.40 to play in current servers (that allow old clients anyway). I agree. I cannot fully agree with this. As Dr Brain said, if Subgame2 does everything you need it to do for you, then it's right for you. If you need it to do more, then ASSS is the way to go. Sounds like a good testimony to me. While you do certainly make a point, you also have to be aware of the point Dr Brain makes about making a bad first impression of ASSS to people who, as you say, are "faint at heart." Cannot fully agree with this, since there are beginners and amateurs out there who simply want to make a map and customize some settings, and show it off to some friends. You are correct in that "no one in that audience does it entirely out of personal interest," but for most part most of them are never serious enough (in the technical sense) to carry through with ASSS. Hehe, you didn't read the whole thread. Not sure how to summarize this whole thread, but it is somewhat obvious that you did not read it all. The reason I say this is because (1) you are quoting from the first post, (2) you are completely misunderstanding the attitude of where I am coming from (see the edit of Post #4), and (3) I may be wrong, but it seems as if you are coming from the attitude of that this is all merely an argument to "win or lose" (see first paragraph of Post #23, and see second to last paragraph of Post #38). My objective is not to make enemies of fellow members within this community or game (nor on the Internet in general). I for one did not stress out a bit throughout the discussion of this thread, as my approach and attitude were perfectly acceptable (though some may easily misunderstand it until reading some parts of this thread carefully). EDIT: Ultimate conclusion of thread (of my perspective) as of Post #38/39:
-
This is stupid and immature on the part of the Internet, by the way. But I'm sure most of you know that.
-
What is the difference between Ghosting and Cloak
L.C. replied to L.C.'s topic in General Discussion
Do it trail after you? In front of you? By your side? Is there more than one that appears? Very interesting...I wonder if it would be possible to get ASSS working with Sniper. -
Xog, there is a difference between the buildup of sticky grime and tar in heatsinks, fan blades, etc. Yeah, dust does this too, but dust doesn't go as far as pathogenic tar and grime that coats every millimeter inside the computer. Also, if you are a smoker (hypothetically), you drive your car every day. Then there comes a day when you want to sell your car. Now tell me, what is the resale value of your car compared to the same car without it being used by a smoker?
-
Makes sense. Ahh, hmm... I see, makes sense as well. I replaced smallmaps.lvl with a 0-byte or 100% empty/tileless version, and ASSS "did not detect a smallmaps.lvl/maps file" so it loaded in the fail-safe. Reason for suggesting the other tile was so that it would give the impression that the map is empty (for those, anyway, that have OCD or something). Hmm, this sounds reasonable and logical. I see what you are saying, but then how does this explain the people who naturally don't organize their toolbox/shed and automatically like it that way? I can see the argument being pulled out to say that those people could be labeled (in parallel logic and illustration) as Subgame users who like to stick to their traditional and comfortable ways -- but in reality, people have the freedom to decide how they organize their toolshed without being required to physically remodel the insides. We have a toolshed that has a builtin table and everything, but even then there is mostly chaos in the sense of "dump everything into one folder." There is some organization, but for the most part "dump everything into one folder" style. My 3rd youngest brother has his own table in the house. It is a large wooden table with shelves and drawers, and lots of desk space. His interests are in electrical engineering, and for 99% of the time you would see his desk area looking like a junkyard with piles of trash, wires, motors, metal pieces, etc. Yet he is able to find specific items within this pile of "trash" without really even looking for it -- it seems as if he knows where each object in the pile of trash is. I have also observed that when his environment is in a clean and organized state, it requires a tremendous amount of effort on his part to find the tools and materials he needs and wants. It is quite the reverse of what you would normally think. I do know that some people, on the other hand, do function better when they have everything organized. So in summary, my 3rd youngest brother functions better and more efficiently in a "dump everything into one folder" environment than an organized one. Not sure why I just described these observations. Take for example the missle weapon and the key item in icons.bm2. Let us say, hypothetically, that PriitK one day released an unexpected patch for Continuum v0.40 out of nowhere that added only these two items/weapons, but did not touch anything in Subgame2. Subgame2 has to support the key and missle in order for these client-side features to work. From Subgame2 perspective -- what is a missle? How does it function? What are its physics and behavior? And then what about the key? What does it do and how? How is it understood by Subgame2? To a certain extent (not for all features), you have to keep both the client and server updated on new features so that the server would have compatibility and support for new stuff in the client, and the client would be able to successfully execute such functions/features. I think you may be seeing what I mean -- if not, let me know to elaborate. ;o I see it the same. I think Subgame2 should be supported, at least as an alternative/nostalgic support. And of course, some new features would not work with Subgame2, just as most features from Continuum do not work when you use the Subspace v1.34 client. The second sentence seems to be going along something similar to my comments on the previous quote.. (Wondering if there is a misunderstanding somewhere, whether it be on my end or yours :X) Nevermind! See comments to 5th quote in this post. Using symlinks to locate the core binaries? That is a great thing (unfortunately I cannot employ this on BlueT's server because of how TCAdmin works, and that it is not to my knowledge that there are any gamepanels out there that support symlink methods). On one note, TCAdmin does have feature where you could update outdated dedicated server files for specific games. In ASSS this would work for setup profiles, but would not necessarily work for setups of ASSS where a user has rearranged the directory structure or whatever. I think this is something that lacks enough information and would be something I would have to observe personally in order for me to generate a reply or opinion. Unfortunately (from my point of view), in saying this, I do not think it will convince you to do anything to make it easily possible for me to do such observations and study. Hmm, I understand, and it sounds reasonable and logical now. Makes sense, and I agree. Although I remember my early days when I made my first map in SSME back around 1999-2000 and I wanted to just be able to play it and show it to others. Is asking questions to attain answers and a more and better informed opinion necessarily wrong? For some things discussed in this thread, I do not think spending time with ASSS (at least on my end) would necessarily help me to understand certain things that way I do now (as a result of thoughtful and mature discussion). One of the problems I had in my childhood was that I never asked questions, so I never understood anything, so I ended up doing everything wrong (even if I tried to "learn the anwsers through experience" -- this did not really work well for me). So they groomed me to ask questions and that I shouldn't feel wrong in asking questions if I do not understand something. Of course, this goes with the predefined assumption that teachers will be tolerant of teaching and with the understanding that students asking questions are primarily only trying to better understand something. I also think some of the things discussed in this thread relate to philosophy and logic in such a way that simply experiencing ASSS would not be able to answer or fill in the blanks. Compared to when I started this thread, I have a much better and more logical layout and understanding of ASSS, its design and structure, etc. Ever have one of those moments where you completely didn't understand something and seemed totally alien and foreign language to you, but then after spending some time with it (and in discussion) all that gobbledlygook is now understand as if a native language? Every person has a different way of learning, and some people require a combination of different styles of learning and teaching in order to understand them. Discussion, hands on experience, and visuals and illustrations are different ways of learning. In this scenario, I allocated the use of discussion and hands on experience (past and present) to fulfill my questions. I think discussion (in this scenario) helped me more than my hands on experience with ASSS. I think for most people (or most of you developers) ASSS is easy whereas Subgame2 is difficult because the learning styles and perceptions of things is naturally built into you already in such a way where ASSS just simply works for you and Subgame2 doesn't. And from my perspective, since declaring and defining early on in the thread, I see this discussion as an honest, truth-seeking, critical thinking venture. Not as some mere childish and immature argument. I hope that Dr Brain understands this and has also been seeing it this way (for I could imagine it might be quite stressful otherwise); I would hate to have caused anyone wrongful stress (as a result of not understanding how I am approaching this discussion). I do thank you for your participation Dr Brain, as I do understand and see things a lot more clearly and logically (I guess all I needed was the logical wiring/connections in my head to make sense of ASSS).
-
Correct, my comments are not considered spoilers. However, this does not necessarily mean they are intended to be spoilers either. Perhaps I want to organize my post to conserve vertical space for those who do not want to be overwhelmed by a mass of text they can't hide (unless then resize their window or cover their screen with black paper). Well, it would be nice if it were possible to include only specific [Category]'s from a specified file rather than the whole file. Perhaps it could be written as #include Where is the name of the categories in between [], separated by commas (no spacing in between). If you try to join Jackpot SVS (DEV) in its present state, Continuum will crash before it even gets to the fullscreen loading screen. I was told that this may be because my configuration/settings files may contain special and weird characters like the character for return (which has the same function as \n), and ASSS does not handle such very well. I have noticed that I cannot simply open any of the files in Notepad, but have to use a program like Notepad++ or Wordpad. (Sidenote: I don't like this) Delete smallmap.lvl and then run ASSS. This logic can be turned around: you are adding inflexibility by forcing literally everyone (who is not a programmer or does not know how to program) to conform to the organizational design, doctrine and structure of a Linux-styled system. To illustrate, some people like to have their tools organized to perfection in their sheds/garages. Other people like to have all their tools spread out in a mess in front of them. Reason: different people have different mindsets and ways of organizing and coping. (Please do not take or read this next paragraph personally.) By forcing everyone to adapt to a "mindset" or organizational heirarchy that are plain and simply not their way of working, development of 'product' is very biased and could possibly even be said as discriminatory. Of course, nobody is forcing anyone to use ASSS, but by the fact that you may be disagreeing or refusing to accept a common realistic psychological characteristic -- I think -- would indicate that you are being biased and hypocritical in that "to conform to what you like" and using the excuse "that is your business" to fend off neutral suggestions that could prove advantageous and beneficial to the future of ASSS and Discretion. I am sorry, but I cannot agree with "it adds inflexibility" for the reasons described above. I cannot make a logical connection to see how it would add inflexibility; hypothetically, if these abilities were implemented, you would not have to ever use this feature. Defaults would be hardcoded in as such so that you wouldn't even have to include anything in global.conf of the original ASSS releases (just like how http://forums.minegoboom.com/viewtopic.php?t=8304 is not in global.conf by default, even as comments). As previously said in this post, different people have different mindsets and ways of organizing their stuff. Some people like to have their workshop tools and wrenchs organized all nice and tidy while some people like to "dump shit into one folder" (quoting off of someone from MGB forums or some SS log). In my family, there is a clear distinction between my family members of who likes to "dump shit into one folder" when it comes to tools. Strangely enough, I am the one who would be organizing all my tools, but my father (sort of) and my 3rd youngest brother are clearly the kinds that work and function better when they have all their "shit dumped into one folder". What? Is it the modularity and group definitions of ASSS? I disagree. If the community and game is to move forward, you need to move everyone over to a consistent foundation. It is about influence and simply the fact of "people using ASSS" that I think truly matters right now in the progression of the game. If Continuum is updated with new features, chances are that Subgame2 has to be updated to support those new features in Continuum (if it involves server and client in some way). As a result, using this logic, it is extremely important that people switch to ASSS for the sake of Discretion (until then then or a certain point in time, it is not a major issue -- still has some ways to go). I think it would be very detrimental to the further continuation of Subspace to "biased" and force people to a work environment that does not match, fit, conform or work with their mental organization and mindset. I see most ASSS users referring to ASSS commands with ? instead of *. I think that scares them. If I can create a bridge that reassures some worries by using * as a marketing tool, then perhaps, along with all the other things I would plan to do, could bring them over more easily. However, no matter what you do (even if you take my suggestions and feature ideas and implement them) there will at least be one person who will not convert over, and this is fine. At some point you have to draw a fine line between "fanboyism" (and the unrealistic extremities of beliefs). If you are referring to the directory structuring of ASSS, then I will simply say that this is your opinion, you have the right to it, and I also respect both your right and your opinion. However, as I said before, I strongly do not agree for described reasons. Otherwise, elaborate more on the term better. Then they have the liberty to not offer any assistance. And this does not necessarily mean that all problems are unsolveable problems because of/as "a result of being so entirely different from the default setup of ASSS".
-
To give the option. I think it is sloppy to allow simultaneous use, but as you say, "that is your business" in the sense that it is what suits you. By giving this option, you add flexibility on backend (level 1). Already possible.How do I go about doing this? :? I am not asking you to change it, period. I am asking you to add the straight and direct flexibility in global.conf to change the directory structure, and by command-line parameter or something be able to rename and relocate global.conf. What I have observed within the last few posts is that there are two immediate groups of people -- both of different mindset and perspective: one likes the Subgame2 style where they can just dump their garbage in one folder, and the other likes the ASSS/Linux style where things are organized in a logical directory structure. I disagree with the part where the ASSS/Linux style is forced and would require having to modify the code rather than do it in a simple way from global.conf. By giving this option, flexibility on backend (level 1) is increased. Not everyone knows how to program, and nobody should be required to program or forced to live with a certain style that doesn't conform to their mental mindset. They should have the easy ability to change it with a few keystrokes. I would be willing to personally package and maintain a Win32 ASSS setup specially for Subgame2 users. In this way, you do not have to worry about this sector and can release the Win32 ASSS parallel to Linux ASSS (I will take the effort to grab updated content from Win32 ASSS, apply it to my setup, etc). 1. I had an idea for the #include thing. Would it be possible (or is it already) to include a certain [Category] from a specific file? 2. I have been told that ASSS does not like special and weird characters (like the 'return' or 'enter' character). Is this true? 3. Is tinymap.lvl compiled into ASSS? Is there some way I can replace it via HEX/Resource editor? I think that tile at 0,0 should at least be changed to Tile #254 (invisible on radar, invisible on screen, doesn't really have a function). 4. Is ASSS able to dynamically place tiles into the map? In the Sniper versions, shooting a green behaved like Tile #191.
-
The ability to completely change ASSS structure through a single conf/ini file. More specifically, define where all LVZ, LVL, CFG (and their conf), CONF, GroupDef, and PY/DLL/modules are located. With this I could theoretically preconfigure GroupDef to match Subgame2: read from specified "//." for each GroupDef, and then as a result allow converting Subgame2 users to simply copy and paste vip.txt, moderate.txt, smod.txt, and sysop.txt into whatever specified directory. I could configure LVZ, LVL, and CFG/conf to be in the root directory or something. I could configure where arena folders are located (ie. (default), (public), and any other 'arena' specific) -- would be part of original request though. [*]Ability to set ? similar to ?help, ?cheater, and ?illegal. [*]Ability to set the current ?help/man as ?. [*]Ability to require zone commands to begin with ?, *, both, or custom. [*]Ability to set location of news.txt, Continuum.exe, scrty and scrty1 [*]Ability to set location and name of modules.conf file [*]Ability to rename the main conf file (probably via "asss.exe -parameter" or something) If this could exist, then I think I could put together a packaging of ASSS that looks almost completely identical to Subgame2 and might "seemingly" function like Subgame2 while still being ASSS. It could be a nice persuading bridge to get Subgame2 users to convert. EDIT: Hope I am not misunderstanding. I think I see what you are saying ... you are asking what I mean by "polish," right? EDIT2: I do realize that all of this can be done via coding, but I am thinking more so of an option within the main conf file (ie. cmdHelp=help, cmdAlert=cheater,illegal, NewsFile=..\news.txt, scrtyFiles=..). Question #1: I can use "#include file.ext" anywhere, right? If so, then that would already eliminate the first sub-bullet of the first bullet. Question #2: Is it really necessary to customly compile ASSS for each unique machine? EDIT3 (11/24): Edited out spoiler tags from all my posts.
-
I'm not sure what you mean by that, or how.
-
I would say that this thread is more so targeted at debate and mature, intelligent conversation than an argument, at least by what I define an argument. I think an argument is more like two young kids arguing over a random piece of chalk simply just so that they could "win" or "have it." Debate on the other hand is a serious and honest session of critical thinking, where each independent and private persons are seeking truth through discussion. Critical thinking is a truth-seeking process that is independent and not necessarily reliant on majority belief. Although I like competition and that competition is not necessarily a bad thing, sometimes it can (instead of being something that moves a community, game, or product forward) be a hindrance and negative thorn. I like both Subgame2 and ASSS, and think that Subgame2 is more "complete" than ASSS, and obviously both have their advantages and disadvantages. Ideally though, Subgame2 could be viewed as "100%" in that it fulfills every feature and corner in Subspace' engine, and ASSS as an attempt to do "101%+" (meets and exceeds Subgame2). Of course, in the current state that ASSS is in, I would say it is fair to claim that ASSS does need some polishing. Likewise, Discretion as is isn't necessarily bad, but would need some polishing to even begin to meet and/or exceed Continuum's quality -- even without 100% fulfillment of features and capabilities. However, if Subgame2 meets all the needs and criteria of a zone and if they can easily compensate for a few features with a bot, then I do not see a reason for them to move to ASSS. To say it simply, I agree that ASSS is currently not quite in the best shape to be ready for problematically-free conversation of all Subgame2 users. Just like Discretion and Continuum.