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View Full Version : Bi-Weekly Update 6/15/08


Ramsey
06-16-2008, 04:52 PM
Before beginning to divulge in this update, please take time to look at the following topics:
http://www.swgemu.com/forums/showthread.php?t=11609 (http://swgemu.com/forums/showthread.php?t=11609)
http://www.swgemu.com/forums/showthread.php?t=11484 (http://swgemu.com/forums/showthread.php?t=11484)
http://www.swgemu.com/forums/showthread.php?t=11045

1) Update Overview
-Cave Implementations
-Stomach Fillings & Decay rate
-New Administrator Commands
-Image Designer
-Missions
-Test Center Stability Fixes...AND YOU!


2) Body
Cave Implementations:
Kellina (and the Cave Research Forums) have been blazing through cave implentations the past two weeks. I'll give a summary of what caves have been added and the creatures to expect there.

Sennex Cave (Tatooine):
The Sennex Cave scripts to SVN a few days back. The following creatures populate the area: Sennex Hunter, Slave Master, Sennex Lookout, Sennex Slaver, Sennex Guard, Sennex Warder, Cave Beetle, and the Dune Beetle.

Afarathu Cave (Corellia):
Committed on 6/9. Creatures to expect: Afarathu; Ruffian, Assassin, Savage, Zealot, Brute, Bodyguard, and Leader.
Cave Profile (http://swg.allakhazam.com/db/cities.html?swgcity=68)

Drall Cave (Corellia):
Committed on 6/9. Creatures to expect: Drall; Patriot Foot Soldier(M/F), Tactical(M/F), Chieftain(M/F), Legionaire(M/F), Conqueror(M/F).
Cave Profile (http://swg.allakhazam.com/db/cities.html?swgcity=82)

Lord Nyax Cult (Corellia):
Committed on 6/9. Creatures to expect: Nyax; Fiend, Diciple, Zealot, Minion, Thug, Servant, Visionary, Lord Nyax.
Cave Profile (http://swg.allakhazam.com/db/cities.html?swgcity=83)

Rouge Corsec Base:
Committed on 6/9. Creatures to expect: Rouge Corsec; Trooper(M/F), Commander(M/F), Deserter, Traitor, and Mtara Vinram.
Base Profile (http://swg.allakhazam.com/db/cities.html?swgcity=81)

----------------------

Stomach Fillings:
Small addition by McMahon. Stomach fillings are currently set through the commands @setFoodFilling and @setDrinkFilling .

----------------------

New Administrator Commands:
Kellina has added some "fun" and helpful admin commands - which should be of interest to future server operators. If you are going to run a SWGEmu server in the future, and would like to see an administrative feature added to Core3, do NOT hesitate to post about it in the Open Source Discussion forum and talk about it in #opendev. On to the new commands:

@kick <name> - Target the user and type @kick or use the syntax provided. This command is something we've been missing for a long time, and its really one of the staple admin commands.

@killArea <range> - Kill's users within a certain range.

@kickArea <range> - Kick's users within a certain range. Secret server hijack party needs kicking?

@mutePlayer <name> - Mutes the Spatial Chat for the specified player.

----------------------

Image Designer:
McMahon has been hard at work with the image designer features. On 6/1, he committed the Image Design screen and performed wiki updates for image design related packets. He is currently doing Customization Variable research pertaining to image design.

----------------------

Missions:
With lair's done (and have been for quite some time - see previous Biweeklys), Missions are the next step. Preliminary structure research on Missions packets were completed way back in September of 2006, but after that they were never looked into much detail. The time has come that we are digging through out old notes and bringing them back into the light. I completed research on the mission packets late last night, as well as wrote the implementation & packet classes. All that is left is the MissionManager class (which is going to be the hardest part :p). For those of you interested in the progress of missions, just glance at the timeline over the next few weeks. As far as XP goes, I'm pretty sure Ultyma did it like 2 years ago :).

http://swgemu.com/images/missions_zd.jpg
(Missions pictured in dummy (test) servers - fully reversed. Note: Mission pictured is not suppose to represent the real mission on live. Core3 implementation in the works, as mentioned above.)

----------------------

Test Center Stability Fixes:

Every biweekly, I have always stressed the fact that numbers on the TC really do matter. These last two weeks were no exception. In case you have not noticed, there were a plethora of bug fixes directly related to what we found on the Test Center. Here are just a few; 394 (http://trac2.assembla.com/swgemu/changeset/394), 393 (http://trac2.assembla.com/swgemu/changeset/393), 388 (http://trac2.assembla.com/swgemu/changeset/388), 386 (http://trac2.assembla.com/swgemu/changeset/388), 385 (http://trac2.assembla.com/swgemu/changeset/388), 384 (http://trac2.assembla.com/swgemu/changeset/388).

----------------------



3) Developer Perspective: ("Round Table")


Ritter:

I am currently taking the old structures code from rev 162 and updating everything to work with all the changes since then, and also adding in harvesters. Progress is slow right now (I just moved and started a new job so I am still settling in), but expect to see some fun stuff in the coming weeks.

panchjr:

I will be working in Spain for the next couple of weeks and will only have my work laptop with me. I have a copy of the code on it but it is not really up to the job of testing new code.

Once I have despawning of lairs working (currently it crashes the server) I will upload lair code so that people can have a look.

Uli: (Client Developer)

I have been trying to fix some bugs with Kashyyyk hasn't gone too good so far but still working on it, been hanging around TC lately as well you might of seen someone who had been image designed like had the full works on them and even a pink or red twi'lek with horns, yeah that was me :P

http://i64.photobucket.com/albums/h193/SWG-Uli/0f2ecbbf.jpg

Yeah, its a nice way to relax after 2 hours of working on one file :P

Other things i been working on and the rest of the client team will be announced later

Valkyra: (Client Developer)

I am currently working on Kashyyyk related content, such as load screens, POIs, and possibly badges. Also being able to make it so you can shuttle there is being a real big PITA I am confident it will be worked out soon.


Screenshot of Kashyyyk's BRAND NEW load screen (one of the strings, I have 2 there, but only 1 pic on the left so far... I can easily add more, though.) Remember Kashyyyk's load screen was always about new wookiee armor? Well I'm changing that!

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/kash_load_2.jpg


Also here's another tease pic of Kashyyyk's night sky on the plains:

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/kash_night_plains.jpg

Video: http://www.youtube.com/watch?v=vwyN5KsYmNI

4) Closing

Something that didn't make the body but is very important nonetheless, bobius has made Blue Frog enhancements which include a variety of weapons that are diverse in their stats, paired with Scripting changes which now make it possible to create and modify (stats!) weapons via script.

The Profession team is going strong and is still hard at working in closing the gap of research we have in each individual profession. _PLEASE_ help out with their efforts, its something even a casual PreCU SWG player can do. See their forums: http://swgemu.com/forums/forumdisplay.php?f=26

-

This update leaves us at a turning point in what is being presented to the community. There will always be code enhancements, core features being revamped, and interesting bugs to fix - but the past month there has been an increase in content related additions. Content is an area which does not require the knowledge of crazy programming languages to contribute to. If you are standing by and waiting for the project to finish, use that "down time" to HELP us reach a more perfect PreCU.

As always,
Enjoy.

-Team SWGEmu

Ramsey
06-16-2008, 04:53 PM
---------------------------------
|Q&A Offline answers|
---------------------------------
Has there been any progress on Jedi, or does the profession still remain combat only?
There has been no progress on Jedi from what we know of? There has been the addition of 2 commands regarding the ForcePower.

How many Developers are actively submitting code and fixes at this moment?
8 members and the number increases each time code is submitted.

Will this team be hosting their own servers?
That is still undecided. Many hope so, and there are many rumors about it, we hope so too :)

I know that Benjai sent in a pretty nice looking equation a while back, are you looking at tweaking things up a bit?
Yes, The Dev Team is taking a look at Benjai's equation, Further information about this subject will be released when the time comes.

What is the current status on the ideas of the dev team surrounding our abilities to model and submit new item models for the individual servers? For those of us who do 3D modeling, what software will we need to be able to work on this kind of content?

As far as the server side goes, this will be fairly easy. We have been able to add models that never existed in the client that we use. However, there are not any tools to manipulate the SOE model formats. There are some tools in the works by people in the community, but if you have any knowledge of this, it would be good to get involved.

Do you guys foresee any problems in the future for implementing any new features, or has all the hard stuff pretty much been completed or is being worked on now?

New features will be easy. Expect to see new and awesome content after the initial release.

Has there been any progress on Creature Handler? If so, who is working on it and how much has been done?

Panchjr has touched on CH and made some progress, but it is not a priority at the moment.

We heard something a while ago about lairs being worked on? How much progress has been made there?

Panchjr has made a good bit of progress on lairs. The lairs work fine, and he is working on the behavior of the creatures attached to the lairs.

Does the DEV team plan on or have any tools to stop people from creating multiple accounts? (I believe Ramsey or another Dev stated they already had measures relating to this)

Much of this will be left up to the individual servers, but this is an issue that is brought up often. At the moment, there is not a solid answer for this.

We heard about structure placement awhile ago. How much work has been done and who is working on it?

Kyle is working on this code. There is a good bit of it done, and after basic crafting is considered stable, Architect will be the first profession worked on.

Is there a % estimate for how much of the schematics have been compiled for use with the server?

This is a question that doesn't really have a direct answer. Since there are only 5-6 finished schematic scripts, that would be like 1%. HOWEVER, about 90% of the data is collected, but there are still some unknowns before cranking out more schematics. After the format is completely solidified, scripts will be pretty easy to finish.

Do you guys need any help at the moment with compiling information or doing remedial coding tasks? We saw a dev asking for information about schematics awhile ago.

Constantly. It is best to hang out in the #openDev channel to help with various things and make yourself available if you want to help. Kyle is always asking for things to be done in the #CraftingTesting room as well.

With all the new features in, what is the plan for the next stress test? Are we going to wait until everything is in and then stress or is there another plan?

There are a few things in the works, but nothing solid at the moment. Stress tests take a good bit of planning to have a good event, and many of us have too much to do with perfecting the systems that we are working on.

If the EMU team decides to run a server, there are the two jedi options available. Since both are technically authentic pre-cu, if you do decide to host a server, how will you choose the jedi option? Will it be a community vote or just whatever was at the patch 13.1?

If, and I stress if, the EMU team runs a server, there is no answer to the above except to add more items to the question. Jedi is a touchy subject and a lot of us don't want it to ruin the game again. So, it could be either of the original unlock systems, or possibly completely new and arbitrary system, but there is no decision on this as of yet.


Will SWGemu go closed source upon Version 1 or will there be the opportunity for many different "children" to grow from SWGemu?


SWGEmu is currently open source, and will remain open source forever.
The stable v1.0 release marks when we will be doing a stable binary release of the server, and removing restrictions on connections.


Is there still work being done on the Engine and connection stability?


Always. Connection stability isn't a problem with the server, the only reason you would "Lose Connection to Server" (as reported by the game) is because the server probably crashed because of a feature that was recently added.



How many players has the server been able to safely hold before crashing or become unstable?


No official benchmarking has been done since the ORB (clustering) code was added. We will be doing more stress tests as the code matures and becomes closer to the v1.0 release.



Will Server owners be able to choose the death system that works in their server? (i.e. running back to your corpse to retrieve your inventory, or cloning with everything intact)


Yes. No promise can be made on weather this can be done in pure script, but it should be possible with modification of the source.



Has anyone attempted to add new races?


It's been done by our very own SWGEmu Client Development Team. See: http://swgemu.com/forums/showthread.php?t=11484



How many characters max can you have on one server?


Thats up to whoever runs the server.

Will a server op be able to modify the number of items you can put in a house?

Yes.

Will a server op be able to chose if we will have the original 50 items in a backpack or the modified 80 items in a backpack?

Yep :D.

What jedi unlock method will be used? Can this be chosen by a server operator and also if the server op can chose will there be the ability to add things to the unlock method to make it a mystery? For example using the holocron method you will also have to visit 3 specific POI or spend at least 5 minutes next to the crystal in exar keens location.

A server op will be able to choose which unlock system they prefer. It is also possible to make your own completely from scratch.

Will some professions be "modded" by the emu team (like carbineer, pikeman, Squadleader) To get them more on "par" with the rest?

Our goal is to make them as close to what they were pre-cu as POSSIBLE. If a server wants to balance it then it will be their own undertaking.

Any Chance the Emu team will buff some existing weapons to higher AP? (think Flamerthrower, Elite carb, drx carb, Launcher Pistol)

This is more up to the server you choose to play on then it is us. We won't be touching them.

Is there a fix coming up some day for the snappy stopping that they added somewhere pub 12-13? I seem to have read something about it, some time ago.

You can turn this on or off if you use LaunchPad Enhanced (http://www.launchpadenhanced.com)

Tow'lin
06-16-2008, 04:57 PM
Second!!

Great update!!

Regards,
Tow'lin Tow

MrBlonde
06-16-2008, 04:58 PM
Nice job folks. :)

Ramsey
06-16-2008, 04:59 PM
Devs/Staff : If you want to enter something into the round table, edit the post or pm me in irc.

Osikli
06-16-2008, 05:02 PM
Uhh.... Third?... I mean fifth...

Relentless
06-16-2008, 05:05 PM
yayz

Axims
06-16-2008, 05:13 PM
Awesome words guys..

Tis exciting :)

Macrona
06-16-2008, 05:17 PM
win

Ackito
06-16-2008, 05:31 PM
Awesome work guys.

DeCastro
06-16-2008, 05:34 PM
Great update.

Kateb Ibliss
06-16-2008, 05:34 PM
Nice work guys, another great update!

Jlane
06-16-2008, 05:42 PM
sexy.

metalhomicide
06-16-2008, 05:47 PM
Woo! Loveliness!

Oxydin
06-16-2008, 05:50 PM
so much progress in the shot time I've been here, I'm privileged ... thank you

Tonedus
06-16-2008, 05:52 PM
Great update, looking good guys.

Nanaki
06-16-2008, 05:53 PM
Wunderbar.

praxi34
06-16-2008, 05:54 PM
Fantastic update guys. Some really exciting things on the verge of being implemented. Can't wait for working missions and schematics :)

Rauce
06-16-2008, 06:02 PM
Great update :)
Woot for missions!, Btw didn't SOE nerf sologroups pre-patch 14?
SWGEMU going to un-nerf them?

TankGun
06-16-2008, 06:11 PM
Very good work as always, it is great to know how fast everything is coming togeather and how quickly as well.

Andewa
06-16-2008, 06:15 PM
soo exciting!

Kilidran
06-16-2008, 06:20 PM
<Cartman Voice>
Sweeeeeeet
</Cartman Voice>

nostyleguy
06-16-2008, 06:33 PM
AAA: awesome as always.

Sabrina22
06-16-2008, 06:36 PM
amazing progress

toilet_duck
06-16-2008, 06:49 PM
Awesome progress, as usual! Keep up the great work!

grema
06-16-2008, 06:53 PM
Great update :)
Woot for missions!, Btw didn't SOE nerf sologroups pre-patch 14?
SWGEMU going to un-nerf them?

Yeah they nerfed groups so you didn't get the full payout of a mission when soloing I'm kinda hoping it will start out like that on EMU servers, as it might help keep player economy stable.

And keep up the good work people!

Vysse
06-16-2008, 06:59 PM
OMG PODRACERS HOLY **** PODRACERS I SUGGESTED THAT AWHILE BACK I NOW LOVE ULI. and i luv the new races they are very nice.

Profit
06-16-2008, 06:59 PM
thanks for the update! /vodka

Sumane
06-16-2008, 06:59 PM
---------------------------------
|Q&A Offline answers|
---------------------------------


You can turn this on or off if you use LaunchPad Enhanced (http://www.launchpadenhanced.com)

is there a way to turn off blocky movement without launchpad enhanced? i have the emu set up the way i like it now but i would still like blocky movement off.

also gutted my question wasn't answered. what is the status of Ultyma? havnt heard anything from him for a LONG time.

KroniK
06-16-2008, 07:00 PM
This is awesome. I freaking love this emu and all the work the team is putting into it. Great job like always.

Roidrage667
06-16-2008, 07:15 PM
I'm hard in all the right places.

Shoryuu
06-16-2008, 07:15 PM
Good to hear SWGEmu is still moving forward.

Jigoku
06-16-2008, 07:19 PM
Sweet glad i got to see the Q/A damn i hate work :(

wookiesniper
06-16-2008, 07:21 PM
Thanks for the update, this is amazing!

Tolbat
06-16-2008, 07:31 PM
Its official, I love all of you!!!!

Thank you from all of us!!

Antisnow
06-16-2008, 07:49 PM
sexay :D

Xenomorph
06-16-2008, 07:50 PM
Amazing :D nice progress

AZIronman
06-16-2008, 07:59 PM
this is great guys thanks!

Serpentkaa
06-16-2008, 08:10 PM
Wonderful update!

Enflorence
06-16-2008, 08:34 PM
Awesome update!!

Derek
06-16-2008, 08:53 PM
Every time I read the bi-weekly update post I got exited! XD Good job guys!!

ZzzZ
06-16-2008, 09:23 PM
Great update! I feel all warm and fuzzy inside :D Thanks for filling us in as always ^^

Vrej
06-16-2008, 10:05 PM
Thank you very much for answering so many of the offline Q&A answers. It has given me a very in-depth breadth of the current (awesome) progress of the Emu.

Here here for SWGEmu, it is so close now!!! :rock:

goldcrud
06-16-2008, 10:52 PM
Awesome update and ty for posting the Q&A. Can't wait to test crafting :).

Gulkia
06-16-2008, 11:27 PM
Wow thats fast progress. Very GW! :)

Ekaika
06-16-2008, 11:42 PM
Nice, thanks for taking the time..

This still left me with some unanswered questions however, related to "as close to pre-cu as possible" and "we will be fixing bugs" in terms of professions. Only time will tell I think.

CitizenErased
06-17-2008, 12:40 AM
its all so exciting! man, its gonna be nice with everything unrestricted with no big bad company looming overhead calling the shots. im looking forward to hearing more about creature handler progress.

Borrie
06-17-2008, 01:50 AM
Excited to see some answers from the Offline Q&A! Good Work everyone, the light at the end of the proverbial tunnel is drawing nearer every day. :bothan:

Newsound
06-17-2008, 02:06 AM
/hi5

Hiddukel
06-17-2008, 05:05 AM
Really, really great update, and in progress stuff.

Just a couple of questions:

-About lairs. It is said that they are working, and that Panchjr is working on creatures behaviour around the lair. I completly understand the "lairs are working" sentence.
maybe this is more related to client dev than pure encoding, but how is the progress on creatures lairs types?
We, in the CH prof forum, have compiled in a spreadsheet, lairs type for each tamable creature (we are still working on it). I was wondering if all the info on lair types for every creature has been retrieved, or still need some research.

-About CH. Panchjr is "working" on it and made progress, and I totally agree it's not a priority. (well, my head says that, my heart says it is a priority!)
Could we have a more detailed update on the CH prof?
pet Training
Taming
pet commands (may be same coding that NPC pets and Droids)

I personnally have involved myself in much research on creatures and lairs,
threw the CH prof, and I was wondering how I could give more help...

Maccajnr
06-17-2008, 06:11 AM
Nice update, as usual!!!

Kashyyyk, OMG!! I would like see that in a pre-CU environment. I spent so much time killing wookies, lots of memories. But I guess it will take some time to populate all of it, and the tasks related, as that planet was a content update in fact.

panchjr
06-17-2008, 08:23 AM
Really, really great update, and in progress stuff.

Just a couple of questions:

-About lairs. It is said that they are working, and that Panchjr is working on creatures behaviour around the lair. I completly understand the "lairs are working" sentence.
maybe this is more related to client dev than pure encoding, but how is the progress on creatures lairs types?
We, in the CH prof forum, have compiled in a spreadsheet, lairs type for each tamable creature (we are still working on it). I was wondering if all the info on lair types for every creature has been retrieved, or still need some research.

-About CH. Panchjr is "working" on it and made progress, and I totally agree it's not a priority. (well, my head says that, my heart says it is a priority!)
Could we have a more detailed update on the CH prof?
pet Training
Taming
pet commands (may be same coding that NPC pets and Droids)

I personnally have involved myself in much research on creatures and lairs,
threw the CH prof, and I was wondering how I could give more help...

The code for handling lairs is implemented, apart from despawning once destroyed, which is a problem at the moment. I have set up a modified lua structure for lairs which will be released with the code once despawning is working.

So far I have created 2 lua files, one for debacks and the other for womp rats. Once the code is in SVN then anybody can start adding lairs based on the data from the spreadsheets. I will give more details once the code is commited to SVN and hopefully will get volunteers to create the lua files. However at the moment the number of creatures that are implemented on the test server is limited so although the luas for the lairs can be created they will not be able to be spawned.

After the lairs are stable I want to start looking at creature AI as I feel this needs to be improved before taming is implemented. Also working out how to implement mask scent will be interesting ;).

Hiddukel
06-17-2008, 08:40 AM
The code for handling lairs is implemented, apart from despawning once destroyed, which is a problem at the moment. I have set up a modified lua structure for lairs which will be released with the code once despawning is working.

So far I have created 2 lua files, one for debacks and the other for womp rats. Once the code is in SVN then anybody can start adding lairs based on the data from the spreadsheets. I will give more details once the code is commited to SVN and hopefully will get volunteers to create the lua files. However at the moment the number of creatures that are implemented on the test server is limited so although the luas for the lairs can be created they will not be able to be spawned.

After the lairs are stable I want to start looking at creature AI as I feel this needs to be improved before taming is implemented. Also working out how to implement mask scent will be interesting ;).

First, thank you very much Panchjr for your fast answer. We are all concerned by lairs on a mission aspect, but as CH, we are also more concerned.

You can count me in, concerning the volonteers, to create .lua files, for different creatures. And coding/testing for only a few creatures (Dewback / Womp rats) is the way to go... thanks.

I was wondering, reading your post, what kind of info you would need concerning the creatures AI ?
Same question for Mask Scent... I guess it's about how much creatures reactivity is influenced by mask scent level?

again, thank you for this update info, and your reactivity.

panchjr
06-17-2008, 09:06 AM
Same question for Mask Scent... I guess it's about how much creatures reactivity is influenced by mask scent level?

again, thank you for this update info, and your reactivity.

There must be several things that affect mask-scent the obvious ones are your mask-scent level,the creature level and distance fromcreature are the obvious ones but it may also be influenced by movement speed, creature type etc. We need to come up with an equation to calculate the chance of being detected which may not be as simple as it first seems.

Then you get in to how the creature and any others in the same group reacts when it detects you.

Upheaval
06-17-2008, 09:46 AM
woot!! number 54 if im not mistaken

Wow this is awesome, love it

Keep up the great work

kTam
06-17-2008, 09:47 AM
awesome update guys, thank the maker!

Hiddukel
06-17-2008, 10:42 AM
There must be several things that affect mask-scent the obvious ones are your mask-scent level,the creature level and distance fromcreature are the obvious ones but it may also be influenced by movement speed, creature type etc. We need to come up with an equation to calculate the chance of being detected which may not be as simple as it first seems.

Then you get in to how the creature and any others in the same group reacts when it detects you.

Thank you Panchjr.
So basicly, the factors for mask scent:

Creatures factors:
-Creature level
-Creature Detection level (it's the creature type, maybe linked to aggressivity?)
-Creature distance detection level (some creatures able to detect further than others)

Player factors:
-position (stand or prone)
-speed movement
-Mask Scent skill level

the mask scent level of the player giving reduction to the global creature detection chance...
As you said Panchjr, this seems to be a lot more difficult than it could be...
Maybe we could continue this discussion in the scout prof forum,
but you surely have other things to do/dev !

Xar
06-17-2008, 12:42 PM
Simply stunning, once again. Im going to go back and test hardcore before I play hardcore :/

alexhowes1
06-17-2008, 01:33 PM
Awesome work guys! :D

filips
06-17-2008, 02:03 PM
nice job

Serpentkaa
06-17-2008, 02:26 PM
This is wonderful progress. This project is growing in leaps and strides. I say when this is all over with and the official launch is in sight - we send the devs kegs to party with or at least gift certificates to go party one night on the town.

LOL

cable-odinson
06-17-2008, 02:48 PM
now that is one hell of an update.!!! GJ all !

Commander
06-17-2008, 04:06 PM
Lovely news guys, keep it up.

------------------------------------
I just cannot understand why people actually bother posting if they're only going to say FIRST, SECOND, THIRD(you catch my drift..). I mean, where is the feedback? Are you all so sad that you have to keep refreshing every 2 weeks at 00:00am to be first to get the first, meaningless post? Don't bother posting if that's the only reason you do post.

aixelsyd
06-17-2008, 04:35 PM
Kashyyyk, what will we need software wise to access that?

I thought we just needed the SWG: Empire Divided and Jump to Light speed from the FAQ.

-

UPDATE: Found my answer: http://swgemu.com/forums/showthread.php?p=198626&highlight=Kashyyyk#post198626

_DM_
06-17-2008, 05:43 PM
Uber!

Cazmu
06-17-2008, 07:39 PM
LAST

wow

Valkyra
06-17-2008, 10:26 PM
Here's some more Kashyyyk goodies for you to feast upon:


http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/kachiro_outpost1.jpg


http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/kachiro_outpost2.jpg


The beginnings of Kachiro Outpost!



Special thanks to Synter for helping me with the buildings with cells in them!

MrBlonde
06-17-2008, 10:36 PM
Sweet, great job Valkyra and Synter. I can't tell you how much your work has impressed me. :)

apowerr
06-17-2008, 11:50 PM
Great work as always everyone :)

Splinter
06-18-2008, 12:51 AM
why work on kashyykk when it was a CU expansion?? it was a ****ty planet to begin with, go do some other things that would be better suited for your time.

Dorian Remedi
06-18-2008, 01:12 AM
why work on kashyykk when it was a CU expansion?? it was a ****ty planet to begin with, go do some other things that would be better suited for your time.

Despite this being my first post, and thus a provirbial nub to the forums ( and SWGEmu as a whole, only been on for a week. ) I must generally agree, in less extreme terms.

While my opinion may mean so very little, I fail to understand why one coder, who is obviously good at what he does, is busting ass on Kashyyyk, when half the professions still have kinks, alot of items themselves are hardly implimented, and there are various bugs ( unknown if they are reported, things such as creatures hyperspeeding over to you, or a melee combatant dealing damage despite a distance of 15m. ) that still need worked out.

No, I'm not bashing. The work done is great. I'm very grateful, but it is in my opinion that some of the work can be made toward other areas, such as the implication of ( Oh lord, that dreaded word; Jedi ) and other professions, such as Creature Handler, Politician, Designers and Smiths.

DeCastro
06-18-2008, 01:15 AM
why work on kashyykk when it was a CU expansion?? it was a ****ty planet to begin with, go do some other things that would be better suited for your time.

Why don't you build a new planet for us to bring more content in the game.

Serpentkaa
06-18-2008, 01:49 AM
To our client team: Good job guys. Look forward to running the wookie outback.



No, I'm not bashing. The work done is great. I'm very grateful, but it is in my opinion that some of the work can be made toward other areas, such as the implication of ( Oh lord, that dreaded word; Jedi ) and other professions, such as Creature Handler, Politician, Designers and Smiths.


Please do a search before you post. At least read all the stickies i the different main forums. A thread discussing this is here (http://swgemu.com/forums/showthread.php?t=11484&page=4). I don't mean this to sound harsh but this has been covered as to why we have two teams, the development team and the client team. The above modification is done by our client team who do not code. Their skills lie in other areas than code so they specialize in modifying the client.

---------------------------------


To anyone who feels the need to be impatient and rude to our client team for not contributing code - by all means, feel free to go learn C++, Eclipse, etc etc and help us finish this game!

To anyone who feels the need to demand our client team work on something else besides what they are - by all means, feel free to learn meshes and so forth and work with the client team to make additional mods!

For anyone who doesn't want to do either of those, the profession reps still need help with tons of research. This is often internet searches and just plain data gathering.

If your complaining and not doing anything to actively contribute, expect to get ignored or at least not a positive reply. BTW, contributing tons to the future ideas and out of topic is nice but does very little to furthering the progress of the basic game right now.

Ekaika
06-18-2008, 02:39 AM
Splinter, Dorian, and all the others that post without reading. Please, for your own sake, try a little harder. This question has been answered in THIS VERY THREAD yet you fail to see that and again post these comments.

You're only going to draw the ire of the community.

Splinter
06-18-2008, 03:21 AM
nvm, i understand now.

Valkyra
06-18-2008, 03:35 AM
I hate cluttering up threads with screenshots but I can't help but want to show this..

Remember I said I was working on Badges/POI's? Well I got them done for Kashyyyk, I also got shuttling done so you can shuttle to the planet like normal but I didn't feel like waiting for the shuttle, and I want to make a video of that after the outpost itself gets more polished. :)


But here's a screenshot of Kashyyyk's first and foremost POI, the Great Tree!!!


http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/Kash_Great_Tree_POI.jpg

Hiddukel
06-18-2008, 03:57 AM
Awsome work Valkyra!

Thank you !

Cazmu
06-18-2008, 04:30 AM
epic indeed

gurluas
06-18-2008, 06:18 AM
Gief Gungan race :D

No really nice update (:

Serpentkaa
06-18-2008, 06:55 AM
My only fear of implementing gungans as a race is the talking part and this (http://i226.photobucket.com/albums/dd174/Serpentkaa/largebinks.jpg). I am sure the moders and devs will take it into account when setting the advantages and disadvantages for the race.

kelharis
06-18-2008, 08:03 AM
I want to have Valkyra's wookiee babies...

Awesome work by everyone who is putting time and effort into this project.

gurluas
06-18-2008, 09:50 AM
Works ok here...

http://img383.imageshack.us/img383/4055/screenshot0012vl0.jpg

Nanaki
06-18-2008, 09:56 AM
For the love of all that's holy, not Gungans!

gurluas
06-18-2008, 09:59 AM
Wesa Cool!!

Nah seriously Gungans are okay, Jarjar is a special case...
Its like if you meet a retard, He may be wierd/stupid/funny but not everyone is.

Nanaki
06-18-2008, 10:03 AM
Wesa Cool!!

Nah seriously Gungans are okay, Jarjar is a special case...
Its like if you meet a retard, He may be wierd/stupid/funny but not everyone is.
Yeah, he was just Lucas' poor attempt to be funnny. I wonder what other races they could work on too. . .

toilet_duck
06-18-2008, 01:26 PM
Oh gawd... Gungans as a playable race? Not in my farkin' galaxies.

gurluas
06-18-2008, 02:43 PM
Bleh... Racists...

Anyway id love to see the the Kel Dor

Ekaika
06-18-2008, 02:52 PM
I don't mind seeing Gungans at all! They explode nicely when stuck well ;)

Valkyra
06-18-2008, 03:08 PM
More progress on Kash! :p


http://www.youtube.com/watch?v=noWZ16RxsP4


It's just a quick video I made of me shuttling to the outpost... A few more buildings need to be added (such as the kachiro imp bunker that you see when you ran forward from the starport in live)!

Sytner
06-18-2008, 03:08 PM
Here's a quick update from me (more coming next time :p):

1. Snapshot creator/editor

The tool is coming along well, I've redone a lot of the maths work and finished off a few features, notably the pre-defined structures tool and some of the array generators. Here are some updated screenshots for those interested:

Array tool (http://www.btinternet.com/~garywebbdental/junupdate1/wsarrayjune.jpg)
Main editor (http://www.btinternet.com/~garywebbdental/junupdate1/wsmainjune.jpg)
Pre-def tool (http://www.btinternet.com/~garywebbdental/junupdate1/wspredefjune.jpg)

2. Taanab

When I'm taking break from the editor, I've been working on Taanab. The basics are all functional:

Shuttling
POIs
Waypoints
Loading screens
Planetary and galactic maps

Now I'm just tweaking the terrain and finishing off the cities (and the objects to go in them). Screenies:

Waypoints and planetary locations (http://www.btinternet.com/~garywebbdental/junupdate1/taanabwpanddata.jpg)
Outside Pandath Starport (http://www.btinternet.com/~garywebbdental/junupdate1/taanabmain.jpg)
Ticket purchase (http://www.btinternet.com/~garywebbdental/junupdate1/taanabticketpurchase.jpg)
Loading screen (http://www.btinternet.com/~garywebbdental/junupdate1/taanabloading.jpg)
Galactic map (http://www.btinternet.com/~garywebbdental/junupdate1/taanabgalacticmap.jpg)

NB: The actual cities are a fair way from completion yet, so don't take anything you see in the screenshots too seriously for now. ;)

Enjoy!

Serpentkaa
06-18-2008, 03:13 PM
what style of buidings are you using for the cities? What sort of houses could be set on them? I thought we were restricted to only the types of buildings that already existed.

metalhomicide
06-18-2008, 03:17 PM
They look like the Generic buildings... Awesomely lovely work from everyone though. I adore seeing work like this.

Sytner
06-18-2008, 03:23 PM
They're the generic ones yeah, but I've also made some "new" objects which are Naboo objects retextured to the generic style. I did experiment with using the Naboo and Tatooine styles as well, but it pretty much ended up feeling like you were on Naboo/Tat. It's easy to swap them over though, so if most people would prefer a certain style I'm happy to change it over. :)

syvart
06-18-2008, 03:31 PM
I like the textures you used. Kinda gives the planet a unique feel to it.

Great job on Taanab.

Question : Will resources be on those planets for mining and also will you be able to drop houses on Taanab?

toilet_duck
06-18-2008, 04:38 PM
Great work on Taanab as well as Kashyyk! :) Very exciting stuff!

Valkyra
06-18-2008, 04:52 PM
Question : Will resources be on those planets for mining and also will you be able to drop houses on Taanab?

It's definately possible for both of those things to be in... But it's all up to Synter. :p

gurluas
06-18-2008, 05:08 PM
Taanab!! ****ING GREAT!

TC soon?

Axims
06-18-2008, 05:38 PM
Amazing work Valkyra and Sytner! :)

Can't wait to have an explore around one day.

I er..notice that you have Kashyyk and Taanab in the same place on the planetary map?

Laam'inui
06-18-2008, 05:48 PM
Amazing work Valkyra and Sytner! :)

Can't wait to have an explore around one day.

I er..notice that you have Kashyyk and Taanab in the same place on the planetary map?

There's going to be an ingame event of the planets colliding. Everyone on the planets when that happens gets perma-killed.

Sytner
06-18-2008, 05:51 PM
Amazing work Valkyra and Sytner! :)

Can't wait to have an explore around one day.

I er..notice that you have Kashyyk and Taanab in the same place on the planetary map?

Well spotted.. Valkyra just used my map files and replaced Taanab with Kashyyyk for now - it will get sorted out don't worry.

Valkyra
06-18-2008, 06:01 PM
Well spotted.. Valkyra just used my map files and replaced Taanab with Kashyyyk for now - it will get sorted out don't worry.

Correct, it is just a simple location change in a ui file, nothing to worry about, I'll have it where it was in live. :)

dark one
06-18-2008, 07:36 PM
the force is with you guys, good job

Klanagh
06-18-2008, 08:46 PM
I'm definitely gonna have to explore Kashyyyk when the game's all set to go. Since it's introduction into the game pulled the rug out from under my Pre-CU experience, I've always hated it. But now, it will be Pre-CU. Outstanding work.

And why not Gungans? Heck, they made a brave stand against the Droid Army in Episode I. Besides, I think it'd be funny and cool as hell to see Gungans in the middle of a /unarmedhit3 attack spam. I'm all for as many races as possible to be open to players, and I consider myself a Pre-CU purist.

Very exciting work all around. The Dev teams get to put a star next to their names today.

rekoil
06-18-2008, 08:48 PM
heh never got the ROTW expansion, look forward too visiting kashyyk

Zaff
06-18-2008, 11:24 PM
It's wonderful to have so much regular progress on the developer side. And the recent influx of information about all of the hard work of the mod team is an amazing addition that raises my hopes of new content to expectations of it after the server reaches v1.0.

Thanks to everyone who is contributing!

Scotyman
06-18-2008, 11:48 PM
Permakilled EVERYBODY PANIC!!!!

gurluas
06-19-2008, 05:54 AM
Cinco City should also be fixed up for use (:

That way we got 3 new exciting planets, And Cinco City has something i have not seen on other planets, Snow!

http://img120.imageshack.us/img120/4315/screenshot0042fw7.jpg

Ashur
06-19-2008, 08:00 AM
Valkyra, will you try making kash look like the one from SOE? or making a new one?

Valkyra
06-19-2008, 10:49 AM
Valkyra, will you try making kash look like the one from SOE? or making a new one?

Well it will kindof be a mix of both. A lot of the old places that everyone remembered from live Kashyyyk will be returning (such as a form of Kachiro, the great tree, Trandoshan Slaver Camp and the slaver compound, and also the Myyndrill caverns when Davin fixes it up)... But there will be plenty of new secrets to be discovered!


EDIT:

Also I forgot to mention, special thanks to Synter we were able to get Waypoints working.

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/Kashyyyk/screenShot0000.jpg

KroniK
06-19-2008, 11:07 AM
Sweet. Thanks for the new update.

mazarill
06-19-2008, 11:44 AM
Excellent!!

Calous
06-19-2008, 11:49 AM
yeah Kel'dor would be an awesome choice for a new player race :)

Sytner
06-19-2008, 11:56 AM
Cinco City should also be fixed up for use (:

That way we got 3 new exciting planets, And Cinco City has something i have not seen on other planets, Snow!

It needs a serious amount of work, even if it was sorted out - how do we go about implementing it? Is it even known what planet it's supposed to be? (I assume there isn't a planet called Cinco City :p).

Personally, I think the time is better spent on getting Taanab and Kashyyyk to a very high standard, something really worth visiting. :)

I er..notice that you have Kashyyk and Taanab in the same place on the planetary map?

Back to this, I've redone a map with both of them now, tried to get the positioning of the planets roughly right based off this map (http://www.moviecritic.com.au/images/star-wars-galaxy-map1.jpg).

http://www.btinternet.com/~garywebbdental/junupdate1/galmap.jpg

KroniK
06-19-2008, 12:00 PM
Kool map in that link. But if I remeber correctly Kashyyyk was in between Dath and Dant above where Talus is.

Valkyra
06-19-2008, 12:04 PM
Kool map in that link. But if I remeber correctly Kashyyyk was in between Dath and Dant above where Talus is.

Yeah you're correct... However me and Synter were talking and we agreed that even though that's where Kash was in live's map, in the SW universe map Kashyyyk is under taanab, so we figured we'd put it there. :p

gurluas
06-19-2008, 12:05 PM
It needs a serious amount of work, even if it was sorted out - how do we go about implementing it? Is it even known what planet it's supposed to be? (I assume there isn't a planet called Cinco City :p).

Personally, I think the time is better spent on getting Taanab and Kashyyyk to a very high standard, something really worth visiting. :)



Back to this, I've redone a map with both of them now, tried to get the positioning of the planets roughly right based off this map (http://www.moviecritic.com.au/images/star-wars-galaxy-map1.jpg).

http://www.btinternet.com/~garywebbdental/junupdate1/galmap.jpg

Will this be on TC anytime soon?

It is mostly complete, we need to identify the missing models first, then create/copy replacements for them, fix terrain with bad textures, and there you go, a usabled planet, after that you need to find which planet it would fit best as in lore. I remember someone found a planet it could be once...But i forgot what planet they chose.

Anyway still KUDOS for Taanab and Kashykk

Sytner
06-19-2008, 12:07 PM
Yeah, every other planet pretty much follows that map, I don't really see any logic in where SOE positioned Kashyyyk on live. It could be changed though..

KroniK
06-19-2008, 12:10 PM
O ok thats kool. I like that better now that I know the reason for it. Great work once again.

MikeCool
06-19-2008, 03:24 PM
Almost forgot about this update, nice job guys!

Keep it up. :)

evilscribble
06-19-2008, 04:52 PM
It will be year 2015 by the time this emulator is done. New and better games will be out by then!

Axims
06-19-2008, 04:55 PM
Back to this, I've redone a map with both of them now, tried to get the positioning of the planets roughly right based off this map.

I was going to come home and show you that exact map.

Nice work :)

syvart
06-19-2008, 05:42 PM
It will be year 2015 by the time this emulator is done. New and better games will be out by then!

If you are going to be negative go somewhere else. No one wants to hear this garbage. Go troll somewhere else >_<

Prestigius
06-20-2008, 02:49 PM
Wow, it's amazing how things are progressing on the emu!

<3 devs
<3 modders

:)

EVILJUDE
06-20-2008, 03:25 PM
If you are going to be negative go somewhere else. No one wants to hear this garbage. Go troll somewhere else >_<

agreed. gtfo, troll.

toilet_duck
06-20-2008, 04:17 PM
It will be year 2015 by the time this emulator is done. New and better games will be out by then!

http://www.forumspile.com/STFU-R2D2.jpg

DeCastro
06-20-2008, 09:35 PM
http://www.forumspile.com/STFU-R2D2.jpg

LMAO.

Ramsey
06-21-2008, 05:10 AM
It will be year 2015 by the time this emulator is done. New and better games will be out by then!

Join Date: Feb 2008
Posts: 1

--

Hi welcome to the forums.

TankGun
06-21-2008, 10:34 AM
It will be year 2015 by the time this emulator is done. New and better games will be out by then!

Your Lack Of Faith Disturbs Us.

thatguyzp
06-21-2008, 10:51 AM
Nice work.

grema
06-21-2008, 11:37 AM
New and better games? Pffft. I fart in your general direction!

As long as the commercial mmo's insist on having a huge focus on combat and grinding, there won't be better mmos than SWG precu out.


Hehe Client Dev team's doing a huge effort to bring in new content, great work keep it up! Anything to make my sandbox bigger is a good thing.

GenralO
06-21-2008, 11:55 AM
/cheer for the Emu team!

Kelanos
06-21-2008, 12:09 PM
Well done EMU team, really, you genius' continue to amaze me! And fear not, there is no such thing as an MMORPG better than PRE-CU SWG and there never will be, I'll wait till 2015 if i have to!

TankGun
06-21-2008, 12:22 PM
We will all wait till 2015 if we must, but we all know it won't take that long;)

ximok
06-21-2008, 06:25 PM
I don't know when it was when I first heard of the SWGEmu project. (I'm too lazy right now to look and see what my join date was... we'll know once this post is submitted) But I have been browsing this and a few other related sites and have been impressed by the amount of advancement that the community has come through. So I have decided to dust off the old SWG box, throw the CDs in the disc tray and give the Test Center a whirl. Who knows, maybe I'll even find a way to be useful to the developers.

In any case, I can say that I am unimpressed with the users (read: abusers) who are highly impatient with the progress of this project and would like to remind those users that if they can't find a way to be useful, then they really have no place in a development project like this.

Go dev team!

I hope I will be just as excited when I finish installing later today ;)


Edit: January 2007 was the date, just so it doesn't generate any more posts

Cazmu
06-21-2008, 06:53 PM
you joined on January 2007

ximok
06-21-2008, 08:06 PM
Yes... Yes I did.


Looks like 35 minutes left of updates. I'm gonna go to dinner and hopefully, I'll see some of you on the TC later tonight.

StormZ
06-22-2008, 10:34 AM
Wow!!! Great work guys!!! Keep it up! You are all awesome!

gurluas
06-22-2008, 04:11 PM
Im looking forward to more updates about new content, Also will the new content be avaiable on TC?

TankGun
06-22-2008, 05:05 PM
Im looking forward to more updates about new content, Also will the new content be avaiable on TC?

Sometimes yes, sometimes no.

Snado
06-22-2008, 05:17 PM
Fine job guys. Have fun and enjoy your work, if applicable.

Magus Schneider
06-22-2008, 09:12 PM
thhhhhhhhhx

Devem
06-22-2008, 11:27 PM
Thanks guys for you awsome work!

Devem

gurluas
06-23-2008, 03:35 AM
I hope it comes on TC, no update has made me as much excited as this one!

Kashykk and Taanab! Awesome!! :p

GarDavis
06-23-2008, 08:28 PM
I admit, I am a lurker, and have been for a long time. I have watched this project rgow into what it is today and log into the TC occasionally to see how things are going and I am impressed and very excited. I cannot wait to play a full working version of pre-cu again. My hat is off to you guys for your hard work and dedication. I have seen the team grow both in size and in maturity and I am greatly pleased. Never before have I ever felt that this project had a better chance of completion than I do right now. Thank you all for your time.

Gar Davis

TannenG
06-23-2008, 09:29 PM
Good work folks ! I have to say I think participation on the TC is picking up also with these updates spurring us on.

Fizen
06-23-2008, 10:09 PM
i think they are doing a awesome job, hell i know i couldnt do it. but the addin that they've shown makes me want even more. Any news on space yet? will the space pvp zones be added?

evilscribble
06-23-2008, 10:22 PM
Sorry if I hurt anyone's feelings, but I've been watching the progress of this project since it began like 4-5 years ago and I have to say this is the slowest emulator project I've ever seen. I understand it's because you're redoing the entire core unlike emulator projects such as WoW MaNGOS which had the entire source code right at the beginning. But I've gone through puberty and a half just from waiting (:

Axims
06-23-2008, 11:19 PM
Clearly you haven't learned anything about patience and how it pays off yet..

Serpentkaa
06-23-2008, 11:46 PM
Sorry if I hurt anyone's feelings, but I've been watching the progress of this project since it began like 4-5 years ago and I have to say this is the slowest emulator project I've ever seen. I understand it's because you're redoing the entire core unlike emulator projects such as WoW MaNGOS which had the entire source code right at the beginning. But I've gone through puberty and a half just from waiting (:

Evilscribble, your math is a bit off. Five years ago is 2003, the year when SWG was first released by SOE. It is my understanding that this Emulator didn't start until 2005.

Max
06-23-2008, 11:54 PM
Sorry if I hurt anyone's feelings, but I've been watching the progress of this project since it began like 4-5 years ago and I have to say this is the slowest emulator project I've ever seen. I understand it's because you're redoing the entire core unlike emulator projects such as WoW MaNGOS which had the entire source code right at the beginning. But I've gone through puberty and a half just from waiting (:
Also, lets not forget that this emulator is of a game that NO LONGER EXISTS!

On top of that, this emulator is more stable, clean, powerful, expandable and better managed than any other emulator project in history.

Quality or quantity, your choice. Quality is mine.

Aremathiea
06-24-2008, 12:29 AM
Also, lets not forget that this emulator is of a game that NO LONGER EXISTS!

On top of that, this emulator is more stable, clean, powerful, expandable and better managed than any other emulator project in history.

Quality or quantity, your choice. Quality is mine.

/agree
/sign

It could be Duke Nukem: Forever lol... just remember it could always be worse. Let us not forget that "to my knowledge" this is a labor of love and no one on this project is doing this full time. I assume they have jobs and lives to live. SOE had a full staff at first and a dev team that was ONLY doing this and was getting paid to do so. I think it is a very exciting time here at swgemu though. Just looking at the project status and seeing all those 5s. I remember seeing a lot of 3s and being excited. I remember seeing CORE1 and thinking it was awesome. Just be patient :)

Chanson1
06-25-2008, 11:22 AM
Excellent work guys! I look forward to seeing the new updates!

Sord
06-25-2008, 04:59 PM
awesomeness! looks like things are going great!

:rolleyes:

toetag909
06-25-2008, 06:15 PM
Incredible progress. Thank you to all involved.

259fol
06-26-2008, 12:11 AM
Nice Update you guys. Keep up the good work.

#1st post btw lol.

NeOMetaLNemesiS
06-28-2008, 06:59 PM
I'm so impressed xD

Tried the TC with the original launcher one year ago, when I see how it goes, all I can say is THANK YOU !

You'll be a part of The History for sure !

Ekowraith
06-28-2008, 07:37 PM
Don't complain about this free emulator project.

I think I may have commented on this thread without thoroughly reading the OP before, but damn. As always, very exciting. Great work you guys... I have absolute faith in all of you devoted developers.