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Get Off My Back Mon 05 Sep 2005 11:53
<Adam> (SPOILER) (note: speedrun of 86 moves didn't break record; not added)
Optimal
 
Intro to electricity Mon 05 Sep 2005 11:51
<Adam> (SPOILER) Added speedrun: 127 moves (old: 131).
Optimal
 
Get Off My Back Mon 05 Sep 2005 10:05
<Tom 7> (SPOILER) Of course, the problem is the same as usual: I simply ran out of disk space on the server.
<Tom 7> Oops, posting when using Adam's player file obviously makes the message seem to come from him. ;) Tom 7 assumes responsibility for this bug!
<Adam> OK, well whatever this bug is, I definitely need to fix it.
<John Lewis> It's doing the same thing for me...:-(
<Tom 7> That's weird. This is with the official escape? If so, please send me your player file or the relevant solution from it. Otherwise, it sounds like you have a bug. ;)
<Adam> (SPOILER) Hey! I have a solution in 86 moves, but the server won't accept it!
 
Frustrating Sat 03 Sep 2005 23:54
<Adam> (SPOILER) Added speedrun: 46 moves (old: 47).
Optimal
 
Holey Holes Sat 03 Sep 2005 23:52
<Adam> (SPOILER) (note: speedrun of 6 moves didn't break record; not added)
Optimal
 
Sieve reloaded Sat 03 Sep 2005 23:36
<Adam> (SPOILER) (note: speedrun of 92 moves didn't break record; not added)
Optimal
 
Push Test II Sat 03 Sep 2005 09:59
<Tom 7> Hey MALORIE, I think you misunderstand the purpose of the "cook" rating. There's obviously only one solution to this level, so you definitely didn't cook it!

If you'd like to comment on a level, just press ctrl-c when the level is selected.
<MALORIE> (SPOILER) Cook: easy as pie
 
Iron Curtain Sat 03 Sep 2005 08:19
<MALORIE> (SPOILER) Cook:
absolutely brill
 
Animation Bug Sat 03 Sep 2005 08:07
<MALORIE> (SPOILER) Cook: brilliant
 
Hugbot Prison Fri 02 Sep 2005 10:32
<Tom 7> (SPOILER) Well, all the previous versions were cooked, so there was no level where the original was the only solution. Right?
<Feanor> Not sure why we needed another mod of the level noname. Solved the exact same way I solved the others in this series by you.
 
NumBots Thu 01 Sep 2005 23:45
<Tom 7> Yeah, I can permanently delete levels, but then we'd lose all the comments on them and stuff like that. I wouldn't worry about it, since the graveyard is not meant to be a particularly useful or fun place, anyway.

At some point I will need to do something (probably archive by year) to reduce the load on it, but that will be after I figure out how to deal with the 800-or-so levels in triage!
 
The Only Dalek Thu 01 Sep 2005 20:08
<mjn> I can't *believe* how hard this level is! (Is it really easier than its predecessor? Haven't got that yet, either.)

One day...
 
NumBots Thu 01 Sep 2005 17:06
<mjn> Aww, crap! Gotta do it again, I guess.
<mjn> (SPOILER) ...just solved it. Dude, that is a fansastic trick at the end.

(BTW, it's possible to free the top hugbot and have him push the green; doesn't make it any easier, though.)
 
NumBots Thu 01 Sep 2005 16:17
<Doom> Question: Is there any way to delete levels permanently? I mean, is Tom able to do that? I'm just thinking, that it's pointless to have dozens of versions of a same level at the graveyard.

Having said that, I'm getting a bit annoyed, because I have to do yet another fix.
<Doom> In this version, the numbering is completely the same as shown in-game. Hopefully this is the final change I'll have to do.
 
NumBots Thu 01 Sep 2005 16:04
<Doom> Oooops. The first hugbot is useless. A quick fix repairs that. (And doesn't even affect my original solution)
<Tom 7> Hah, yeah, I have no idea how to get started on this one either. But, again I reassure everyone that every level accepted into triage has its solution checked on the server, so they are all solvable.
 
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