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Ramsey
07-01-2008, 02:42 AM
1) Update Overview: (TOC)
-Lair Updates
-Status of Missions
-Combat tweaks and additions
-New Admin Commands / System
-Script Changes
-Image Designer progress
-Cloners

2) Body:

Lair Updates:
The old lair code was revised and overhauled by panchjr. Lair's can now be spawned through LUA script, which will tie in nicely with mission scripts. Those interested in spawning their own lairs should take a look at the code/scripts added in this commit.

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Status of Missions:

The mission manager class is well under way. I (Ramsey) am responsible for doing this and currently revising the "Mission map" used for keeping track of the available missions and assigning them to players. I am testing out a method I have devised with this map to save object ID space, and overall decrease memory usage significantly.

To elaborate, SOE treats each mission like an individual object in the world (like creatures, players, items etc). While doing this fits nicely into their current protocol and object scheme, it can be an extreme waste of server resources if handled the way I suspect they do on the official servers. Normally, each object in the world is assigned a unique ID, instanced, and deployed into the world. Imagine assigning an ID and instancing EACH mission for EVERY player that needs it....that's resources we are not willing to spare for a trivial object such as a mission.

Instead of doing the same with mission objects in Core3, I have decided to only initialize missions once with their own key (thats unquie & descriptive - set in script) and simply reuse the object for every player that needs it. The initialization would only take place if the mission is even required in the entire galaxy, of course. The key would be a small abbreviation that can identify each mission from one another, for example "Ramsey's Delivery II" could have the key of "rd2" (the server would obviously check for key collisions). Each mission in use by active players would be inserted into the object pool ONCE with ONE object id for every player to reference. The SOE method would keep track of mission progress by the individual object ID, which would mean every single player that is on the mission would have their own mission in the object pool. While it may be slightly easier to keep track of progress this way, it is by no means the only way to go about doing things.

Now, if we are treating a players mission the same as everyone else - how will we keep track of individual mission progress?

Aside from tweaking the mission map stuff, I am drafting methods to make a "checkpoint" system work. At certain intervals - or portions of the mission - a "checkpoint" is saved at the server/database. The goal of the checkpoint system is to save the most accurate state of a player's journey throughout a mission while cutting down on the resources required to do so. Overall, saving a missions progress is fairly easy as far as the server is concerned. The only thing the server needs to worry about is saving the 3-4 byte "key" and a byte for a corresponding mission checkpoint. Whenever a player connects, the server pull's the mission state data and with those 4-5 bytes of data, find's the mission object needed with the key (which is linked the current mission's world object ID) and at what point the player left off at (checkpoint byte). The mission object, which is only in the object pool once, is sent to the client and appropriate checkpoint items are spawned. Much better than inserting a new object into the zone for every player that is on "Ramsey's Delivery II", isn't it?

To sum up the system:
Each mission object is treated as one entity as far as the server is concerned, no matter how many players are on the particular mission. The general information about the same mission is distributed to every player that needs it under the same object ID, while the state of a mission per individual is filled in later using a "checkpoint" system. The usage of a new mission state/checkpoint system eliminates the need to insert the same mission object into the pool, which in SOE servers has been used to store the mission state. Using the same object in the server cut's down on the number of objects the server has in the pool, therefore directly decreasing the amount of system resources used.

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Combat tweaks and additions:

Commit 415 (http://trac2.assembla.com/swgemu/changeset/415) and 414 (http://trac2.assembla.com/swgemu/changeset/414).

Kellina, Arioch, Smusatto (and others, I'm assuming) have made big contributions to the combat related scripts; updating with correct skill ranges, adding the majority of combat spams, and fixing a few skills. What made SWG PreCU so magical was how "correct" and balanced the entire game was (from what I've heard :D). Updating scripts which require no programming knowledge go a long way into perfecting the overall PreCU picture. We encourage SWG players of all kinds (casual to hardcore) to look through scripts and fill any pieces of data with correct values. We cannot stress enough the fact that ANYONE can contribute to the project, regardless of skill with computers/programming. You are a submit a way to creating a better precu!

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New Admin Commands / System:

Commit 406 (http://trac2.assembla.com/swgemu/changeset/406) and 410 (http://trac2.assembla.com/swgemu/changeset/410).

We touched base on developments in the Admin field last update, which is still continuously being improved. Two new commands have been added and we have changed the admin listing system to be pulled from a file, instead of in a cryptic if statement. Kellina and bobius are behind the following changes:

@summon: The ability to summon a player to the admin...for further questioning.
usage: @summon <SUPPLY PLAYERNAME OR CURRENT TARGET>

@warpPlayer: The ability to warp a player to the nearest starport, hotel, shuttleport, medical center, bank, garage, or salon.
usage: @warpPlayer <SUPPLY PLAYERNAME OR CURRENT TARGET> <starport> <hotel> <shuttle> <medical> <bank> <garage> <salon>

@grantAdmin / @removeAdmin: The ability for current admins to grant a player temporary admin rights.
usage: @grantAdmin / @removeAdmin <Player Name>


Server admin's are no longer listed in an if statement, but now pulled from a list on server start. The "adminusers.lst" file (located in the bin directory) contains the names of server admins the server will grant admin rights to.

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Script Changes:

Commit 413 (http://trac2.assembla.com/swgemu/changeset/413).

The never ending flavor of the week: Script additions. The Core3 scripting system will always be improved, and there is no escaping it! Scripting will be the driving force behind SWG content - and its surprisingly easy to contribute something to the project using scripts. Bobius has converted every single lua item to an object oriented format for the sake of unity and maintainability. Future server admin: You should seriously be taking a look at scripting development and familiarizing yourself with them. If you haven't taken a look at the scripts in awhile, I highly recommend you browse them sometime this week and see if there is anything you can improve/add - it really isn't hard!

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Image Designer progress:

Commit 408 (http://trac2.assembla.com/swgemu/changeset/408).

McMahon has been chipping away at Image Designer, if you haven't noticed for the last month+. He now has color changes and tip amount showing up. Commit 408 also contains various internal improvements, which can be viewed in finer detail using the link above. If you see McMahon on IRC - Image Designers (well, everyone really) should be thanking him for his hard work and continued persistence in the area. ID ftw?

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Cloners:

It's always nice to see old faces return to the scene. Zstars from the RevZ/Core1 days makes an awesome return with the start of Cloning interfaces/classes in the Core3 code. He is currently working on basic cloning stuff in ticket #139 (http://trac2.assembla.com/swgemu/ticket/139). You can track his progress by regularly looking into that ticket. His ticket is an excellent show of the beauty in the trac system. Wish him luck in the area of cloners - hopefully we'll see the ticket bearing ingame/TC fruit soon!

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3) Developer Perspective: ("Round Table")

Ramsey:

Well I hope I filled everyone in as to what I'm doing right now, so hopefully I'll have rough pieces of the final product to show in the next update. If for any reason the wording used in my mission explanation is not clear/flawed and confusion is created, send me a PM in IRC.

Personal life (This stuff was requested so I'll try to make it a habit to post anything of interest that is going on with me outside the internet world):

I will be in Virginia from 6/1 - 6/8 checking out places and getting familiar with the area (see my previous round table entries for moving info). I'm not sure on whether or not I will have access to the internet, so worst case scenario I'll pop in at baggage claim on the 1st and 8th (between some rounds of CSS, of course). I will continue to work on some of the mission stuff, although I'm not sure how long a single compile would take on a laptop. It takes 8 - 10 minutes on my desktop, so I'm assuming the flight over would be a good time to find out:).
Panchjr:

I am back from my two weeks working in Madrid and ready to rejoin the fray.

My main priority is to sort out despawning of lairs as this is not working properly at the moment. Currently only static lair spawns are implemented so my next priority will be to implement dynamic spawning of lairs for the mission team and a @spawnLair command for testing.

Bobius:

I've had a few people ask me why I haven't been around as often lately, so I guess I should fill everyone in. I haven't left the project or anything. I'm managing a summer camp in Mississippi. As you can imagine that is very time consuming, so I haven't been able to update as often or hang around on IRC. I'll be back in full capacity starting August 1st. When I return, expect quick development on a leveling system. :)


Kyle:

Sorry for the lack of updates. I have been on vacation and my summer classes are killing me. I have rewritten most of the crafting system to include a number of changes. I expect to be able to show it on the next update *crosses fingers*. It is pretty dang exciting.


McMahon:

I just got back from a vacation in Zihuatanejo, Mexico - so no progress to report in the last two weekends. I hope to get a good chunk of the sliders done for Image Designer this upcoming weekend. I might be needing some warm bodies *cough* I mean qualified research and testing personnel to help with some research - so grab me on IRC Saturday/Sunday (7/5, 7/6) morning if you can help.

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4) Closing:
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Welcome Back

If you haven't noticed, over the week Smusatto and PhantomLeader were away on vacations, They both returned about two days ago, so everyone here at SWGEmu would like to welcome them back from their trips :)

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We have been following this update format for a few months now, and I personally would like to hear what you think. If you have any changes you would like to see in the BiWeekly Updates - please send me a SINGLE well thought-out sober PM. Title it "BiWeekly Update suggestion" - I'll make sure to read it and share it with the rest of the team.

Long live PreCU,
Go Team SWGEmu!

Tonedus
07-01-2008, 02:42 AM
Oops, 1st :D

corsskii
07-01-2008, 02:45 AM
Good work guys its coming along!! oh and uhm 2nd BOOYUH

Sti1garWormrider
07-01-2008, 02:51 AM
great news as always keep it up

Darksund
07-01-2008, 02:53 AM
3rd and nice good job everyone

Rippster
07-01-2008, 02:58 AM
Thanks for the update! ;)

Ramsey
07-01-2008, 03:00 AM
Something I might add:

I remember kyle saying on IRC that he was able to craft a rifle from start to finish. I don't have any further details about the matter at this time. Crafting really has come a long way though!

Aremathiea
07-01-2008, 03:03 AM
Something I might add:

I remember kyle saying on IRC that he was able to craft a rifle from start to finish. I don't have any further details about the matter at this time. Crafting really has come a long way though!

Excellent news.

Thank you for the update as always.

About the Image Designer update- Thanks McMahon and yes, ID ftw.

baisch
07-01-2008, 03:06 AM
Sweet!

warinc
07-01-2008, 03:07 AM
AWesome work guys keep it up!

Jacko
07-01-2008, 03:45 AM
GOOD JOB! Smusatto is still sexaY! I was bored for a while without the Emu and then once i was notified that there was a bi-weekly update, I was happy again and lost my boredom.

Ketaris
07-01-2008, 03:46 AM
Thanks for keeping us updated.

Ekaika
07-01-2008, 03:52 AM
Thanks for taking the time.

Regarding the update format...it's fast and furious, I'm sure we all approve :)

/twothumbsup

Hiddukel
07-01-2008, 04:01 AM
Thanks for the update...
and the progress,
especially on missions, explaining "what you are doing", and the way you're doing it.

and... GO GO GO Panchjr !
we need lairs working, so you can work on lair creatures behavior,
so you can work on CH !
(do I seem interested?...) ;)

NeOMetaLNemesiS
07-01-2008, 04:19 AM
YAY ! :D

Really I don't wanna say the same thing everytime, but I shouldn't love you more ! ;)

Ahhh once every two weeks, in the week end, when I'm playing and seeing the server shutting down I can't stop saying " The update IS COMING ! " .

So glad to read that, about lairs, Missions, Image Design ( For sure ID's FTW ! ), tweaks, additions, and now Cloners ! :eek:

Well... Now you should take some rest :p

I can't believe that the Emu will be way better than PreCU which was almost perfect !

/bow 1 2 3
/kowtow
/cheer
/love
/hug
/salut .......

That's it ! For now...

May The Force of Coding Be With You All.

npor311
07-01-2008, 04:25 AM
Wow, brilliant work.

Great job you guys!

badfish
07-01-2008, 04:43 AM
Another great update, thanks Devs for the continued hard work :)

Xenomorph
07-01-2008, 05:50 AM
Very nice work, good to see lairs on the way.

Kateb Ibliss
07-01-2008, 06:37 AM
Great work as always guys.

I think the new Biweekly Update format is really working out well.

DeCastro
07-01-2008, 07:29 AM
Good stuff as always.

toilet_duck
07-01-2008, 07:54 AM
Killer update! Thanks for sharing all the recent progress with us. I really like being able to see a summarized list of updates every two weeks. :)

Serpentkaa
07-01-2008, 08:35 AM
Great work everyone! The progress is amazing. :)

Max
07-01-2008, 08:39 AM
Well done team on another successful fortnight!

Arcticus
07-01-2008, 08:53 AM
You guys rock

Saromus
07-01-2008, 09:02 AM
i feel like the only staff member left out from vacations :( im stuck here moderating these STUPID forums, jk :p i <3 these forums

kelharis
07-01-2008, 09:14 AM
Nice work everyone. I know sometimes it feels to the player/tester that not much is happening, but these updates keep us well informed as to a lot of the "behind the scenes" type of work that leads to the awesome TC additions. On behalf of a grateful nation (of SWG outcasts) I thank you all.

LeTroll
07-01-2008, 09:17 AM
Great work! amazing progress every two weeks!

mazarill
07-01-2008, 09:27 AM
Thanks for the update :D

was wondering why i couldn't log on but yet It showed online for some reason... strange stuff....

Karric_
07-01-2008, 09:55 AM
Awesome.

Your outlining that there is work for us non-coding types is great news!

Is there a Scriping rep we can pester or just PM Kellina, Arioch, Smusatto and Bobius to help out with what needs to be done?

K

Max
07-01-2008, 10:27 AM
Awesome.

Your outlining that there is work for us non-coding types is great news!

Is there a Scriping rep we can pester or just PM Kellina, Arioch, Smusatto and Bobius to help out with what needs to be done?

K
Is there any area in particular you may be able to help with?
ie is there any area you are particualy knowledgable or experienced in?

Timbab
07-01-2008, 11:27 AM
<3 wonderful work as always :D

Saromus
07-01-2008, 11:37 AM
tbh c++ > lua since the corba OOP is soooo easy to understand :D

goldcrud
07-01-2008, 12:09 PM
Awesome update :) and welcome back Phantom and Smusato.

259fol
07-01-2008, 12:11 PM
Nice work guys!

Keep up with the good work of teh emulator. :)

MrBlonde
07-01-2008, 12:19 PM
Sweet, glad to have the missing members back. :)

dark one
07-01-2008, 12:32 PM
:D:cool::D

USMCNick
07-01-2008, 12:34 PM
Nice work on the update guys. Thank you again for your work in developing SWGEmu.:)

Semper Fi!

mead76
07-01-2008, 12:43 PM
Is it just me or is this game going to be better than the original...it certainly sounds like it is headed that way.....EXCELLENT job guys, very nice.

Irylus
07-01-2008, 12:55 PM
woot good job guys

Antisnow
07-01-2008, 01:13 PM
whoooooooot :D

TankGun
07-01-2008, 01:36 PM
Amazing, amazing as always, keep up the good work that we all love:D

KaptKaos
07-01-2008, 01:42 PM
Woot! You guys are amazing!

Tothix
07-01-2008, 02:23 PM
God Bless SWGEmu, its DEVs, MODs, REPs, and members!

Tow'lin
07-01-2008, 02:51 PM
Great update! Keep em coming! :)

Regards,
Tow'lin Tow

Ekowraith
07-01-2008, 03:07 PM
Excellent! Very cool. Keep up the good work.

daxxvacine
07-01-2008, 03:09 PM
Unbelievable! Been watching a long time and you guys have gone soooo far. Good Job!

blazinyou
07-01-2008, 03:13 PM
/target swgemu
/love
/cheer


thank you! for doin all the hard work so we all can play. it is much appreciated.

peace. love. and i hope i dont have crabs. :|

Newsound
07-01-2008, 03:21 PM
This format seems to satisfy my appetite update knowledge. I like knowing what you guys are working on and your plans for the next update.

Nice work guys.

Zeridian
07-01-2008, 03:25 PM
Nice work guys, love it. :D

What you guys are doing is remarkable and fully appreciated.
Thank you for bringing us what once was lost.

Chewjaco
07-01-2008, 03:37 PM
Great Job all. Nice to see a group of Dev's that are looking to better the game instead of just getting by.

Can't wait to see the improvements to crafting Kyle has instore.

If anyone needs info about current SOE game let me know I still have accounts active.


Thanks again Great Job

Vasheir
07-01-2008, 04:08 PM
I appreciate this format and its easy read for newbs such as myself. Well thought out, summarized, and done. Another home-run for SWGEmu.

Nolcro
07-01-2008, 05:09 PM
Good job, team! Awesome update!

I, too, cannot wait for the craftings and the imaging of the design to be of completedness. :D

hinch
07-01-2008, 05:34 PM
one of the things I keep hoping to see pop up in one of theses is a fully implemented crafting system :)

Once thats done pre-cu is complete as far as I'm concerned :) Certainly the amount of progress stated in the past 2 months has been good after a period of relatively little progress/information.

Atomic
07-01-2008, 05:47 PM
awesome guys, keep up the great work!

I can feel the force more with every update (:

:emperor: :lightsaber:

wookiesniper
07-01-2008, 06:37 PM
Thank you for making this a reality.

SikoahGrace
07-01-2008, 07:56 PM
Very nice! Thanks for all your hard work.

shoto
07-01-2008, 10:57 PM
130th post :P

SWGemu...


My pAnts are off for you :)

RandallFlagg
07-02-2008, 07:36 AM
Thanks for all the hard work everyone. Really appreciate it.

Kruge99
07-02-2008, 08:57 AM
w00t!! I love hearing these updates. I am so anxious to see crafting pushed to live!! I made a master weaponsmith and architect to begin testing when this happens. Any idea when the next server-wipe/code-push is going to happen?? Thanks again and great work!!

Slowbus
07-02-2008, 11:47 AM
this is dope..****'s come a long way since it went open source

TankGun
07-02-2008, 12:04 PM
Imagine were it would be if it didn't go open source, god bless every member of the team.

cable-odinson
07-02-2008, 02:42 PM
i cant help but to be impressed !

StormZ
07-02-2008, 03:32 PM
Great work guys! Welcome back to everyone who came back from vacation.

Ramsey, these bi-weekly updates are awesome and well laid out. No need to change anything.

Zaff
07-03-2008, 01:26 AM
Thanks for another good update. I have been in love with this format from the day it was implemented.

zomick
07-03-2008, 02:20 PM
one of the things I keep hoping to see pop up in one of theses is a fully implemented crafting system :)

Once thats done pre-cu is complete as far as I'm concerned :) Certainly the amount of progress stated in the past 2 months has been good after a period of relatively little progress/information.

I agree with the above statement^^ well I have to add, fully implemented CHs is also on my wish list but other than that GREAT:D job guys, I love what y'all have done, and welcome back those who returned. Keep up the good work

Lord_Mandalore
07-03-2008, 08:35 PM
Awesome job!
KEEP THIS UP! I want to burn things like I used to...

Rancor292
07-05-2008, 09:36 AM
My first post :p
Very impressive. Now it is necessary to see the missions jeje ;)

agentoo8
07-05-2008, 02:48 PM
1ST!!1111ONEONEELEVENTYONE!!!

Good job dudes ;)

Trich2103
07-07-2008, 02:20 AM
I like the mission Idea. I hope it works out as you descibe it. I image it would reduce the amount of mission glitches Pre-CU was incountering when SOE ran the game.

Good News!!

YaYa keep up the good work!!

fatherfungus
07-07-2008, 03:06 AM
I see, SOE is giving a free month to all prior players....again
I also notice thier server list gets shorter and shorter.

I think they see the train coming at the end of the tunnel.

as always, keep up the good work.

Question: I know little about the nuts and bolts of servers, code ect...
however, I am curious if after the project is done and running will
it be possible to upgrade the graphics engine?

Just curious

Aisov
07-07-2008, 05:32 PM
I have been following the project go onwards for quite some time and damn, you certainly have done some incredible progress. Keep up the awesome work o/

EDIT: Lol, I have actually been around this long and haven't made a single post. :D Lurking ftw.

Tokay828
07-07-2008, 07:56 PM
Question: I know little about the nuts and bolts of servers, code ect...
however, I am curious if after the project is done and running will
it be possible to upgrade the graphics engine?


I wouldn't take MY word, but yeah, someone is working on it. From what I remember, all they did was 'upgrade' the textures to make them look better, and more realistic. Twas' a while ago that I saw this, because.. uhh... lurking IS ftw.

Note: I'm almost 100% (so like 95% :p) positive that this was done locally, so it only affected the person who 'installed' these textures. Basically, just a mod.

Iacodi
07-07-2008, 08:06 PM
I just joined up, and I can already see the love that everyone is pouring into this. I am really excited about it!

ctrice
07-08-2008, 03:31 PM
AMAZING!!!!
these updates give me hopes of a pre-cu sooner and sooner

keep up the good work, itll all pay off soon!

Jazza
07-08-2008, 06:40 PM
let's all cheer for progress!


HUZZAH!

VideoGameNerd777
07-08-2008, 09:35 PM
I am, as I said, thankful that SWG wasn't just left to die. Though SOE left it for dead, at least a lot of other players didn't lol. I do have a question though. Do these updates automatically update the EMU download, or are they serperate to download?

PhantomLeader
07-08-2008, 09:45 PM
I am, as I said, thankful that SWG wasn't just left to die. Though SOE left it for dead, at least a lot of other players didn't lol. I do have a question though. Do these updates automatically update the EMU download, or are they serperate to download?
The updates are for the server, so players won't have to download anything.

Magus Schneider
07-12-2008, 10:46 AM
thanks!!!