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View Full Version : Bi-Weekly Update 7/14/08


Ramsey
07-14-2008, 04:15 PM
1) Update Overview: (TOC)
-New CSR / Support System
-Crafting 2.0
-Welcome new Profession Reps!
-TC Status
-Starting Location Changed (Theed)
-Cave Implementation
-Friends list added
-Missions
-Major Core3 Changes
-Image Designer
-Stat Migration
-Client Dev Status
-Small Changes


2) Body:

New CSR / Support System

SWGEmu is implementing a Support site (http://www.swgemu.com/support) that contains an updated Knowledge Base, bug ticket system and important guides. The new ticketing system and Consulting Support Representatives (CSRs) are implemented to assist developers to address bugs in a more efficient manner and allow developers more time to concentrate on coding rather than address in-game issues.

This site will be kept up to date and should be easier for players to locate important information such as Rules and Policies, set up guides, and questions concerning SWGEmu. Please take a moment to sign up on the site and review the Player Rules and Policies (http://swgemu.com/support/index.php?act=article&code=view&id=13) and the contents of the Knowledge Base. Changes, suggestions and updates to the Knowledge Base can be PMed to Serpentkaa via the Forums.

The Player Rules and Policies are now in effect. Players are asked to bring all actions and toons into compliance with Player Rules asap. Starting Monday, players can report immediate infractions of the rules using either the ticketing system (http://www.swgemu.com/support/index.php?act=article&code=view&id=90) or through the IRC channel #swgemusupport. The CSRs, headed by our Team Leader Kellina, will idle on this channel when on-duty and are available to assist with immediate in-game issues.

The CSR Team

Kellina - CSR Team Lead
ekaika
learningdisease
Megatron
Serpentkaa
Tolbat
Vashman

Please begin using this SWGEmu Support site to report all bugs. Over the next few months, we will be "cleaning" up the bugs that are currently posted to the Test Center Forums and moving a compiled list to the SWGEmu TC Bug Compilation Forum (http://www.swgemu.com/forums/forumdisplay.php?f=84). This will require a step by step change over before we are using the SWGEmu Support site exclusively. Players are asked to help with this change over by taking a few extra steps.

If a bug is already posted on the SWGEmu TC Bug Compilation Forum, do not re-submit the bug through this system. Before submitting a bug, take a moment and review bugs that are already submitted on the latest bug thread found in TC Bug Compilation Forum. Players should check the latest bug thread that is identified by the date. The player only submits new bugs to the support site if the bug is not on this thread. The Test Center forums will be locked against new bug posts; however, the CSRs will be updating the latest bug thread on TC Bug Compliation Forum so that players can see what bugs are already reported.

note: CSRs Currently Do not have in-game rights however they will in the future and also a new GM System is being worked on.

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

Crafting 2.0

Commits; 439 (http://trac2.assembla.com/swgemu/changeset/439), 440 (http://trac2.assembla.com/swgemu/changeset/440), 441 (http://trac2.assembla.com/swgemu/changeset/441).

The next revision of the crafting system has been committed. While it is still in it's infancy as far as getting all the calculations correct, there are a number of things that have been added. Crafting stations and crafting tools now work as they should. Experimenting requires the proper tool as well as proximity to the proper station. Components are now usable in crafting. While there is NO math for this yet, it is possible to pick up Weaponsmith and craft an entire DLT20 and then kill something with it. Also, there was a bug where people could spam commands and rack up instant xp, which has been addressed. More importantly, I am about 99% sure that I have settled on the final format for the scripts, meaning it is now time for people to get involved in learning the scripting format and making new schematics. I am still working on a schematic tool, that will be released one of these days, but it will be especially helpful for people (cough cough* Profession Reps) to be pro-active in learning the scripts now. This release is not a complete release, from all the testing, it is stable, but it is time to find the bugs.

------------------------
Welcome new Profession Reps!
New Profession Representatives Chosen!!!!

Thank you to all that applied as it was quite a challenge picking some of the positions with multiple good candidates.

Artisan: tek
Politician: Baylor

Chef: Sperg
Dancer: kaeilea
Image Designer: Aremathiea
Musician: Accain
Pikeman: Hiddukel
Smuggler: Davickk
Tailor: Zennor

Full List of Reps (http://swgemu.com/forums/showthread.php?t=12027)

Please welcome the new Reps....and EVERYBODY please participate in the Prof Forums (http://swgemu.com/forums/forumdisplay.php?f=26)

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

TC Status:
We know the TC has been a bit behind in terms of how frequently it is updated with revisions. In the next few days, I'll push Oru to update it to the latest svn. This will mean that the changes implemented in the last 40 revisions or so will come to the TC, but you can expect frequent downtime due to bugs that are bound to come up. Keep in mind a DB wipe will be part of the update process.

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

Starting Location Changed (Theed):

Commit 424 (http://trac2.assembla.com/swgemu/changeset/424).

It's about time. Kellina has setup the appropriate testing environment in Theed (Bluefrogs, Shuttles, Cloning etc). New characters after the TC update will start in Theed.

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

Cave Implementation

Commits; 427 (http://trac2.assembla.com/swgemu/changeset/427), 429 (http://trac2.assembla.com/swgemu/changeset/429), 431 (http://trac2.assembla.com/swgemu/changeset/431).

Caves have been curned out every week by the Cave Implementation group. Not only are the scripts well done by the community & leadership, the bug reporting and collaboration in the Cave Implementation fourm is very impressive. Make sure you drop by their forum (http://swgemu.com/forums/forumdisplay.php?f=79) sometime and help where you can.

Caves produced in the last two weeks include; Dantooine caves with Crystal Hunters (assorted types), Deathwatch Bunker (disabled until all endor caves are done - still present though), and script modification to increase the level of agressiveness.

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

Friends List Added:

Commit 434 (http://trac2.assembla.com/swgemu/changeset/434)

The friends list now works and community functions such as; /addfriend, /removefriend, and /findfriend. Please test these features extensively and report any bugs found. Thanks to kyle and Movealong (aka Farmer_John).

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

Missions:

I (Ramsey) completed a basic version of the mission manager. I am currently working on the _final_ two components of the manager being; state management (mission progress) and the scripting interface.

Looking ahead: I have come to the sad realization that the restoration of missions will require SWGEmu to launch yet another community project to collect data from missions that were on live pre cu. Mission titles and descriptions are saved on the client and can easily be gathered using an automated tool, the location/coordinates of NPC's and other objects involved must be retrieved by a human.

I do know that the majority of the missions presented to players on live can be replaced by ones developed within the community. So instead of attempting to restore every single mission that was on live, I am planning to commit more resources toward educating people on how to script their own missions, and do it well.

Whats to come in the near future:

Critical Pre-CU missions will be gathered in a mini project I will be starting a few months from now. The effort will eventually shift to restoring less important missions once our primary goals are attained.

I expect to have the mission manager done and out on the TC soon. Simple test missions are planned to test various aspects of the manager, and will eventually bloom into issuing more complex tasks. I do not want to commit to a date for all of this, to make room for whatever may come up. I can say that I am on track so far on the state management portion of the manager as of right now.

Like I mentioned earlier, I am planning on committing more resources towards making it easier for people to jump into scripting missions. I wan to narrate a mission building video and releasing that around the time the content gathering for critical live missions starts. The video will essentially be a developer's commentary and guided tour on the inner workings of missions and how to add them to the game.

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

Major Core3 Changes:

Oru will be introducing a new and more powerful scripting language to the project within the new few months. The scripting change is probably going to be one of the biggest changes to the Engine before Core3's v1.0 release. We'll be providing a more detailed update to the scripting system in future BiWeekly's.

Oru has also increased the connection limit in the public Engine3 library to 20 connections.

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

Image Designer:

Commit 438 (http://trac2.assembla.com/swgemu/changeset/438).

McMahon has had a busy 2 weeks. All Image Designer functionallity has now been added and is subject to intense testing. Make sure to use our new CSR / Support system to report bugs (like you should for anything else from now on :) ). Image Designer skills follow patch 14 rules. If you are looking to modify profession rules on your future server, keep in mind we are open source and a rule change is not a hard thing to do.

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

Stat Migration:

Commit 438 (http://trac2.assembla.com/swgemu/changeset/438).

The completion of Stat Migration has an interesting story behind it. SWGANH assisted McMahon in the packet work for Stat Migration. It really is nice to see developers from different projects working together to complete a feature. Thanks go to snow from ANH !

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

Client Dev Status:

Client Devs been a bit quiet recently but were still working away!

Only thing I can show what I'm doing is this:
http://i64.photobucket.com/albums/h193/SWG-Uli/c04df97e.jpg

Thats a "Kamas" skirt on mandalorian leggings its not much but its something (Thanks to Laam'inui for the skirt textures)

I have been posting several things over the forums such as pictures (first taste/example of dual wielding and also some more vehicles) Hopefully Davin and Valky will post screenshots of some of there work soon, I might be adding the newest vehicle soon (Yoda's Levitator) when I can.

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

Small Changes:

-Waypoints are now working (again). (Cave Crew:Farmer_John)
-Aggro ranges have been updated. 24m when outdoors, 10m when indoors. (Kyle)
-Lair explosion fixed. Lairs are now complete! (panchjr)
-Updated Marksman skills and introduced the ability for admins to spawn fireworks for events (Kellina)
-Bluefrogs can now give you a Mineral Surveying Tool.

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

Ramsey
07-14-2008, 04:16 PM
3) Developer Perspective: ("Round Table")

Ramsey:

I am looking forward to seeing how the new CSR system will unfold. I'm really hoping that it will make testing on the TC easier and a more enjoyable experience. I'll try to dig into the ingame knowledge base packets and see if I can sync the web support KB with the ingame one - it would be extremely cool if that were to work out.

As for missions, I think I've covered most of the things planned for mission in the short and long term. If you have any concerns/questions about missions, leave me a message in IRC. I'll respond if I'm around.



Kyle:

It's been a surprisingly busy 2 weeks since the last update. Every single day becomes more and more exciting. The momentum that this project is gaining is astounding to me. I will be preparing for my summer finals for the next 2 week, so I may or may not have much for the next update, but then it is back into full swing.



panchjr:

Having sorted out exploding and removing lairs from the zone. I am free to move on to other things. Currently I am working on a @spawnLair command for admins to enable better testing of lairs.
There is still quite a lot of work to be done on lairs, examples being multiple mobs from one lair, searching lairs and the lair mob spawning routine is simplified compared to live.

If anybody is interested we need to start putting together the lua files for lairs, at the moment we ony have Dewback and Womp Rat lairs implemented. Most of the data is available in the spreadsheet put together by members of the Creature Handler forum. It just needs someone to convert the data into lua files. The basic structure of the lair lua file is fairly simple but will be subject to change in the future.

If anyone is interested they can contact me, either by PM or on irc in the #opendev channel.



sytner:

After a busy few weeks in real life, I'm back to work on the world snapshot editor. If current progress continues, it should be ready for internal testing within the next fortnight. The first public release should come a few weeks after that once any outstanding bugs are fixed and additional features added as deemed necessary.

One issue I'm currently having is how to properly include scale in the quaternion values, although it's not an important feature (due to floor plan and collision problems caused by scaling objects in SWG), I'd like to have it working and would welcome any help in figuring it out sooner.

Do feel free to contact me if you have any other questions/suggests with regards to the editor.



Bobius:

My two-month hiatus is almost over. All the campers are gone, and my staff leaves at the end of this week. Now that the kids are gone, I've had a little more free time to sit down and code. I'm currently working on revamping the gm command system (the @commands). I've come up with something a little more elegant and efficient than an if-else sled. The new GameCommandHandler will also take in effect the new CSR system. Instead of having a single level of administration (admin or not), the system will be flexible, allowing multiple categories of users that can have permissions to certain commands.

I hope to be finished some time tonight, so look for the changes in the near future.


4) Closing:

The #1 thing to look forward to this week should be the update of the TC. The TC is currently on revision #400, and I'm pretty sure it's going straight to rev #440. That's a lot of changes being made to the server in one reset, and it will show how effective this new CSR system will be. Try to be on the TC as much as you can, and bear with us during the inevitable down time (which is being used to fix bugs).

Finally, if you haven't noticed, we have been trying to make the project more accessible for testers in order to restore Pre-CU. Please voice your opinion about any of the project's operations in the forums. A lot of the changes being made come directly from community input, every voice really does matter.

The next two weeks are going to be big, and we just can't wait :)

-Team SWGEmu

Ramsey
07-14-2008, 04:16 PM
- Reserved -

Devs/Staff: Feel free to add to the round table.

Serpentkaa
07-14-2008, 04:19 PM
Whoot! Great progress guys!

Saromus
07-14-2008, 04:20 PM
internet wasnt fast enough :(

nice job :D good week it was

I guess i should say ill be the one compiling the bugs in the TC Bug Compilation Forum. If you noticed half the threads of bugs got deleted by accident, :/ me and kellina messed up a few times :( sorry to everyone, but its a fresh start :p

Maxkaos
07-14-2008, 04:20 PM
I love the bi-weekly update!
Thanks!

Awock
07-14-2008, 04:22 PM
Awesomeness :)

npor311
07-14-2008, 04:29 PM
Great job!

This is awesome stuff!

Valkyra
07-14-2008, 04:30 PM
I didn't feel as though this was important to be included in the bi-weekly, but here's what I've been toying with...

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/screenShot0011.jpg

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/screenShot0012.jpg


I've been trying to implement pre-pub 9 weapon (including lightsaber) trails into publish 14... It's a little complex but I am learning a LOT about pixel_ and vertex_program's.

Also I haven't been working on Kashyyyk as much, since Synter's WS editing tool will be going into internal testing rather soon, which with it I will be able to place objects/structures MUCH more easier than I currently can.

Saromus
07-14-2008, 04:32 PM
valky stop pew pewing innocent stormies :D

or is it slash slashing :p

CarpusKelpy
07-14-2008, 04:36 PM
Schwing! This is an amazing amount of progress...thanks for the great update!

Cyron
07-14-2008, 04:37 PM
great job cant wait for that db wipe

_DM_
07-14-2008, 04:38 PM
+1 great update!

hinch
07-14-2008, 04:38 PM
pre-cu missions were pre-generated titles/body contents and the way points to the lairs were randomly generated ie: not pre-programmed. if you remember the lairs didn't spawn until you were within a certain distance from them and the terrain geometery updated its self to create a level platform for most lairs.

also further distance = more cash as well as mission difficulty effecting the payout.

oh yeah and you couldn't take the really difficult missions unless you were in a group which is what lead to solo groups.

Andewa
07-14-2008, 04:40 PM
Great news!

Ramsey
07-14-2008, 04:42 PM
pre-cu missions were pre-generated titles/body contents and the way points to the lairs were randomly generated ie: not pre-programmed. if you remember the lairs didn't spawn until you were within a certain distance from them and the terrain geometery updated its self to create a level platform for most lairs.


The general area was usually the same.

Also this applies more for deliver missions, where you are forced to go to a static point.

Cazmu
07-14-2008, 04:45 PM
yippie-ki-ya

Kilidran
07-14-2008, 04:46 PM
Great update as usual guys!

KroniK
07-14-2008, 04:48 PM
Impressive, most impressive.

hinch
07-14-2008, 05:01 PM
The general area was usually the same.

Also this applies more for deliver missions, where you are forced to go to a static point.


they were also semi-random if you like as the list of coords of the npc's are already in DB they just pulled out random npc on same planet as you already are and then just flag the npc speech response system so it runs the accept item(id) and completes mission

Profit
07-14-2008, 05:11 PM
Hellz yah!!!! *vodka*

Ekaika
07-14-2008, 05:19 PM
That was a ton of work in the last two weeks. Kudos to the entire Dev team and especially to Kellina for busting out this new program.

Kateb Ibliss
07-14-2008, 05:21 PM
Amazing !

Nice work guys, what a huge update!

Partywookiee
07-14-2008, 05:22 PM
nice progress there :)

speedtouch
07-14-2008, 05:34 PM
Awesome news guys! Thanks for continuing to put so many hours into this project!

Deharak
07-14-2008, 05:38 PM
Good job guys.

Zeridian
07-14-2008, 05:47 PM
BRILLIANT! :D
You guys never cease to amaze me.

Tow'lin
07-14-2008, 05:50 PM
Amazing, as always! I can smell architect around the corner! :D

Regards,
Tow'lin Tow

HELL--RAISER
07-14-2008, 06:00 PM
Thanks Ramsey and everyone contributing to this project.

AODTyrant001
07-14-2008, 06:07 PM
woot gj guys

toilet_duck
07-14-2008, 06:29 PM
/salute dev crew

Excellent work everyone!

Xenomorph
07-14-2008, 06:33 PM
Amazing update! Can't wait to see the changes on TC

MrBlonde
07-14-2008, 06:35 PM
Congrats to the new CSRs and Prof Reps. :)

Thanks for the update. :D

Kruge99
07-14-2008, 06:41 PM
Once again an astounding update!! Congratulations SWGEMU Devs and thanks to SWGANH for lending a hand!!

Danag
07-14-2008, 06:47 PM
Very excellent amount of updates being implemented in the upcoming update.

/bow and /salute to all Devs, :)

One question, though, since this will be my first experience with an update;

TC Status:
We know the TC has been a bit behind in terms of how frequently it is updated with revisions. In the next few days, I'll push Oru to update it to the latest svn. This will mean that the changes implemented in the last 40 revisions or so will come to the TC, but you can expect frequent downtime due to bugs that are bound to come up. Keep in mind a DB wipe will be part of the update process.


Does this mean we'll need to re-create our characters, or will they still exist, but just without any skills/equip/credits? Or will we need to re-create our accounts as well as characters?

Thanks! :)

ReavY
07-14-2008, 06:59 PM
Amazing as always.

qft .

wookiesniper
07-14-2008, 07:30 PM
Thank you all for your hard work. This is incredible! :D

Ouslo
07-14-2008, 07:36 PM
Good job developers, keep up the good work, I love coming back to this and looking at how it is moving leaps and bounds, full Pre-cu (And improved) here we come! :)

Vashman
07-14-2008, 07:42 PM
Woot great work guys :)

Feidry
07-14-2008, 07:45 PM
These updates are getting HUGE! Great work guys, awesome things coming down the pipeline. Can't wait!

Jlane
07-14-2008, 07:45 PM
Hats off to ANH for the stat migration info, nice to see cooperation there.

Great job on some really impressive work.

VideoGameNerd777
07-14-2008, 07:49 PM
Awesome. Can't wait for the db wipe lol.

Lorrianna
07-14-2008, 07:51 PM
The most INCREDIBLE progress and amazing efforts. :D

I'm thankful we have such a dedicated and talented team.

/applaud

Jookotoo
07-14-2008, 07:57 PM
Crafting 2.0


SWEET!!

GenralO
07-14-2008, 07:58 PM
/target devs
/applaud
/cheer
/wookieehug

:)

also, /tiphat ANH

Tolbat
07-14-2008, 08:02 PM
Thanks for all the hard work everyone

Great Update!

merde
07-14-2008, 08:05 PM
yippie-ki-ya
QFE
and yes... awesome-ness

Silvercat
07-14-2008, 08:13 PM
Wow, i don't post very often because i never played pre-cu, but the last bi-weekly updates shows an incredible amount of progress.

Congratulations and thanks to all of you guys, keep up the good work :)

Jazza
07-14-2008, 08:14 PM
awesome job!!

:D:D:D

Antisnow
07-14-2008, 08:33 PM
I love you guys. :-*

Axims
07-14-2008, 08:40 PM
Amazing progress!! :)

Can't wait to get testing when the new updates hit TC!

Awesome work.

KaptKaos
07-14-2008, 08:53 PM
+100 million bajillion

Thanks for the hard work!!

TAfirehawk
07-14-2008, 08:54 PM
Once again an astounding update!! Congratulations SWGEMU Devs and thanks to SWGANH for lending a hand!!

Great stuff and that is the best IMO.

Nolcro
07-14-2008, 09:14 PM
Utterly epic, guys. Keep up the good work!

Phoenix Icecold
07-14-2008, 09:27 PM
great job guys keep up the good work!!

Arcticus
07-14-2008, 10:01 PM
If I wasn't engaged I would ask the whole team to marry me

nostyleguy
07-14-2008, 10:03 PM
can't wait to see all this stuff on TC. thats a crazy amount of updates.

nim115
07-14-2008, 10:16 PM
Well, i've had an account here for awhile, but just to track the progress of the project, and i've never really had the chance to tell the swgemu team how appreiciative i am of your work in your free time. I am also amazed at the speed of your progress. So all i can say is great update and thank you so much for revivng the good ol' days.

goldcrud
07-14-2008, 10:29 PM
Awesome update can't wait to see all this stuff on the TC :).

Zentuarr
07-14-2008, 10:53 PM
You guys are amazing with the work you have done!

Can't wait for the update!!!

npor311
07-14-2008, 10:55 PM
Has this been applied yet? Because friends list isn't working.

Seaseme
07-14-2008, 10:57 PM
no.. It will be applied later this week to TC.

npor311
07-14-2008, 11:37 PM
Ah, kk.

Tonedus
07-14-2008, 11:42 PM
Great update guys, keep up the good work. Nice to see so much info and a huge update heading its way to TC.

Jusazn
07-14-2008, 11:56 PM
Nice... XD

Aremathiea
07-15-2008, 12:23 AM
The last month has been booming with good news! :)

DeCastro
07-15-2008, 12:28 AM
Great stuff guys.

Curse
07-15-2008, 12:45 AM
Awesome work guys, you have me on the edge of my seat every two weeks reading these posts. :D

jiveturkey124
07-15-2008, 12:48 AM
Great update everyone is doing fantastic, and I agree with the rest, its great to see two different teams working together on this.

All of us here on this board, and anyone else who defends pre-Cu has a point, and were all proving it!

-Jive

Zaff
07-15-2008, 01:41 AM
I love reading this stuff. I love db wipes! It's always a sign of significant progress. And I've been enjoying spending time on TC getting familiar with the game again, and trying to be active at least on a regular basis. Thanks so much for the opportunity to experience the real SWG again.

Zerve
07-15-2008, 01:48 AM
Sexy!

Cazmu
07-15-2008, 02:28 AM
yippie-ki-ya

wtf, I said motherfudgers not the other one. Fudge, its food, not something insulting.


-12 kudo points for the editor.

Wilzon
07-15-2008, 02:36 AM
Great news!

-"Time to get bizzeh!"

Xeonz
07-15-2008, 03:44 AM
I Heart you!!

Jacko
07-15-2008, 03:51 AM
w00t! thanks a lot guys! Ill make sure ill contribute to finding bugs for you guys. Also looking forward to the GM abilities since we need people to help us with our events on TC.
Let's rock!

Newsound
07-15-2008, 04:05 AM
I do a little happy dance every time there is a new update.:eek::)

Maswill
07-15-2008, 07:03 AM
Woop, lot's of progress has been made :D Well done!

GarDavis
07-15-2008, 08:13 AM
It is very exciting and I am very impressed.

badfish
07-15-2008, 08:55 AM
Great job once again guys :)

Ilipah
07-15-2008, 08:57 AM
Absolutely awesome work! I too, am looking forward to that DB wipe :)

Toobam
07-15-2008, 09:13 AM
"I am planning to commit more resources toward educating people on how to script their own missions, and do it well"

:):)

Karric_
07-15-2008, 09:35 AM
Amazing Stuff!

I believe the integration of the CSR to help streamline the bug fixing will free up alot of time and identify the more serious bugs (and exploits, lets not forget those!) and prioritize them! Nice move that! Already set up my account on that.

I think as you guys get closer and closer to the finish line you will see more and more people popping out of the woodwork and offering to code. The bi-weekly progress report gives them all a metre stick to see how much closer you are getting with each update (I love being able to look at the tracker and see what the project is about with one click). Hats off to those groups that have already stepped forward! That is one thing I cannot get over since I showed up here. Everyone's devotion to this game as Pre-CU is simply astounding!

This update is a HUGE one, with alot of the different projects coming together at once. Astounding progress! Astounding heart! An effort to be proud of people!

K

Inkanta12-lolz
07-15-2008, 09:51 AM
Very nice progress guys.

I recently had my grandpa die and going to his funeral today... otherwise id log in and beg fer the chance ot be a CSR :P

ColaCan
07-15-2008, 10:36 AM
7. You may not defraud other players. Fraud is defined as falsely representing one's intentions to make a gain at another's expense. Examples of this activity include but are not limited to:

*
Slice and Run in which a player offers to "slice" a weapon or container belonging to another player and then keeping the items and/or credits
*
Defraud Selling such as selling disabled vehicles, renaming items and selling them as a different item, or violating any trade agreement (such as agreeing to craft an item for resources, but keeping the resources/item instead).

Uhh...dont give your weapons to people you dont know. If you do face the consequences on your own, getting a CSR in is just drama.

Plainoldavid
07-15-2008, 10:45 AM
ColaCan, that was an immature response. There is nothing in this game that binds a player agreement between a buyer and a seller/crafter. Too many immature people in this game would get a hold of exceptional/legendary/ or rare items and run off like idiots. They need to be punished and now the rules outline the banhammer which needs to fall swiftly on those who play to ruin other's fun experiences. Simply put, exploiters/cheaters need to be punished because they ruin the experience. Those who play fairly deserve to do so free of being ripped off.

Serpentkaa
07-15-2008, 12:34 PM
ColaCan - As a player, I see it as - those are the rules. I agree with you in theory. However, as pointed out, this game relies on profession interaction and goods exchange to function. Allow too much mistrust to breed and the game is gimped. Therefore the rules are in place and suggestions to ignore a player's ability to report violations are not appreciated.

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

As a CSR - Everyone should choose a slicers that they trust. However, this is not always feasible. It is suggested that players should Screen Shot an examine of the object beforehand with serial number, chat logs of the exchange, screen shot the trade window, provide date and time, etc. Those screenshots will be required for resolving slice-and-run issues.

Ketaris
07-15-2008, 02:08 PM
The Player Rules and Policies are now in effect. Players are asked to bring all actions and toons into compliance with Player Rules asap.


I was distraught to see that this (http://www.swgemu.com/forums/showthread.php?t=12801) thread, concerning the naming of characters, was locked before a debate could develop. It would be a shame if this project were to become, as many of us experienced with the original game, a place of overbearing rules and regulations.

Karric_
07-15-2008, 02:08 PM
Nice tip SerpentKa.....someone should sticky that and make sure it gets around.


K

okegima
07-15-2008, 04:10 PM
so good keep going

apowerr
07-15-2008, 05:30 PM
woot, I cannot wait for rev #440 =D

Grija
07-15-2008, 05:49 PM
Thanks go to snow from ANH !

never thought i'd see that :P

tho it is definately cool beans.

GJ as always komrades

Nolcro
07-15-2008, 05:51 PM
woot, I cannot wait for rev #440 =D

Personally, I am looking forward to rev #439 :D.

TankGun
07-15-2008, 05:59 PM
Exallent, very good work indeed.

Ekowraith
07-15-2008, 06:00 PM
Amazing i love you

Ramsey
07-15-2008, 06:10 PM
I was distraught to see that this (http://www.swgemu.com/forums/showthread.php?t=12801) thread, concerning the naming of characters, was locked before a debate could develop. It would be a shame if this project were to become, as many of us experienced with the original game, a place of overbearing rules and regulations.

Those player rules only apply to servers ran by the project. You can act however you wish to act on other community servers. We instate these rules because we want the Test center to be a _TEST_ center.

As for the naming thread in particular. Jacko's concern was genuine and he has a reason to voice his concerns about naming rules. The boundary of naming rules is up to whoever runs the server. SWGEmu TC naming rules, on the db wipe, have been defined in the Player Rules and Policies. Since Jacko was questioning naming policies on the TC, which was answered by Serpentkaa, the thread's purpose was fulfilled.

There is no point in debating how far naming restrictions should go in general since we allow server owners to set them. However, if there is a concern over SWGEmu TC's own rules/policies, that is something that can be up for debate. We haven't received any complaints about our TC rules/policies yet.

Rauce
07-15-2008, 06:30 PM
woot Great update guys!

Laam'inui
07-15-2008, 07:20 PM
Haha nice. Uli's and my Kama work got included in this. I feel special.

monkay1407
07-15-2008, 08:39 PM
As usual...incredible work guys!!! :D

Osikli
07-15-2008, 09:16 PM
http://i303.photobucket.com/albums/nn143/xhell0mex/epic_fail_guy_dancing.gif

TUA85550
07-15-2008, 09:18 PM
Keep up the good work!

deity_shadow
07-15-2008, 09:28 PM
You guys are amazing.

macszumus
07-15-2008, 11:24 PM
My first post yes a noob to SWGEmu been on for about 3 weeks now. I just wanted to drop a post and thank everyone involved in this project for bringing back a missing piece of my former life and allowing me to be a part of it. You guys are doing an awesome job and you are really doing something amazing here. It shows the love we all had for this game has not gone away.
Thank You All!!! Oh and I plan on testing the BLEEP outta this baby for yas hehe

Ackito
07-16-2008, 02:49 AM
Awesome big update
Great work guys!

Farmer_John
07-16-2008, 04:59 AM
Has this been applied yet? Because friends list isn't working.

Heya :)

...tho i made a booboo and there a bug in friendlist:
The status of your friend (online/offline) is only updated after you added your friend for the first time and log out and back in - because friends are loaded from database and checked against the DB. This is wrong for the status check.

I have changed this and and the bugfix will be submitted to SVN today, so expect it going live with the next TC update.

I post this here because i expect many reporting this bug - so you all know this is known already and also fixed already :)


Movealong (aka Farmer_John)

npor311
07-16-2008, 05:27 AM
Thanks, Farmer_John

gurluas
07-16-2008, 06:06 AM
Will the TC update include the new planets?

Klanagh
07-16-2008, 08:50 AM
A lot of progress has been made, I'm really impressed.

I'll definitely help out with missions any way I can. I did, well, we pretty much all did who played Pre-CU, a ton of missions.

If I remember right once the mission terminal was accessed you chose combat or delivery. Five random missions were spawned. They each had a name somewhat related to the objective, the name of the NPC paying it, the mission description (which was usually pretty corny text :P), the direction and the payout.

Ha, well I'm sure that stuff is known. Anyway, lookin' forward to helping out.

Cryogenic001
07-16-2008, 09:56 AM
Not exactly sure where to put this question, but ever since the update, I haven't been able to log into the Emu. I just need a little direction please!

Thanks!!

bobofdoom
07-16-2008, 11:19 AM
ive been having the same problem too...i think the public server is down

zfarrow
07-16-2008, 12:06 PM
I'm having the same issue.

thestarheart
07-16-2008, 02:22 PM
aye, same issue here.

lordduncan
07-16-2008, 02:25 PM
they also had the distance of the objective in meters

darthlogan
07-16-2008, 03:56 PM
This can be one or two things. For once, for the sadness of many, now there will never be an exact date of completition for SWGEMU. From now on the testing will be almost live, and by the time all code related for an exact Pre-Cu replica, many more things will be added, fixed and developed already. I mean, we may cross the final line without even realize it, now the final milestone its crumbling as we r getting closer.
For what i see, the day TC becomes 440 should be a really important celebration day and despite the TC nomenclature i think of that 440 server as the beginning of a live server.

Congrats SWGEMU Team and Comunnity.

(i know it my guts talking but bear with me, am just really happy =) )

Zaff
07-16-2008, 07:15 PM
Not exactly sure where to put this question, but ever since the update, I haven't been able to log into the Emu. I just need a little direction please!

Thanks!!

With 40 steps forward a few steps back seems to be causing a day or more of downtime. But that is the definition of progress in a project of this scale. When it is online and we're all testing again, there will probably be server crashes too. It's all good as long as it keeps moving toward beta. :D

And I'm glad to see that nobody seems to be complaining about it in the updates forum. It makes me feel good to be a member of a community that handles it maturely.

Ramsey
07-16-2008, 09:06 PM
We have actually set the TC to rev451 (latest) with crafting & everything. Bugs spotted so far on kyles & panch's end have been squashed. Right now we are dealing with missing Bluefrogs & trainers in theed.

We have gotten an overwhelming response though, and we thank everyone trying to help with the testing effort.

There were about 193 people on tc earlier this afternoon.

Rauce
07-17-2008, 02:32 AM
We have actually set the TC to rev451 (latest) with crafting & everything. Bugs spotted so far on kyles & panch's end have been squashed. Right now we are dealing with missing Bluefrogs & trainers in theed.

We have gotten an overwhelming response though, and we thank everyone trying to help with the testing effort.

There were about 193 people on tc earlier this afternoon.

yay!

xavia
07-17-2008, 04:57 AM
Heya :)
...tho i made a booboo and there a bug in friendlist:
The status of your friend (online/offline) is only updated after you added your friend for the first time and log out and back in - because friends are loaded from database and checked against the DB. This is wrong for the status check.

adding a comment or using the save/update button also lists the correct status of your friend

Logging into emu is as exciting as in the days before CU. Congratulations to the team, you're doing an excellent job! :leia:

Stanford
07-17-2008, 06:28 AM
...Bugs spotted so far on kyles & panch's end have been squashed. Right now we are dealing with missing Bluefrogs & trainers in theed.
...


[fixed] a bug where the blue frogs would suddenly run away from you :D

haha ...damn blue frog give me the damn Master ...*chase* give me ma master ! *chase around*

Xiox
07-17-2008, 09:04 AM
I didn't feel as though this was important to be included in the bi-weekly, but here's what I've been toying with...

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/screenShot0011.jpg

http://i86.photobucket.com/albums/k94/XValkyX/SWGEmu/screenShot0012.jpg


I've been trying to implement pre-pub 9 weapon (including lightsaber) trails into publish 14... It's a little complex but I am learning a LOT about pixel_ and vertex_program's.

Also I haven't been working on Kashyyyk as much, since Synter's WS editing tool will be going into internal testing rather soon, which with it I will be able to place objects/structures MUCH more easier than I currently can.

Beautiful trails there. Atleast those look very similar to ones we see in movies ;)

I'm almost tempted to bug Uli in helping you guys out. I'd love to learn some of the crap you guys are doing.. but I'd be pulling away from my Mod project for HL2 =( (Gotta finish the first release of that!)

----

Over-all I can't say I'm not impressed. At first I thought it was a small team just doing what we've been doing for years. Obviously I was wrong. I'm happy to see you guys experimenting on a much higher level, and it's for Pre-cu. Being involved with that's gotta be fun as hell ;) (frustrating at times but fun hehe)

So Uli, keep your PM box monitored in the next few months.. if not sooner (HL2 Mod project is almost in its beta stage).

Keep up the good work!

--------
@ The SWGEmu Devs

---

Good god what an update. Glad to see you guys really have your head on straight. It LOOKS like everything is downhill from here (In the good sense). It seems to look like you got the main structure in place, and it looks like you just gotta clean a few things up and screw in a few more pieces for v1.0.

Maybe 2008 will be the magical year?? Who knows.. hell we know better than to put "dates" in place! But from the looks of it this year might be it!

So in advance - Congrats! and Good f***ing job :)

-----

As for everyone else!!!


Go f*** yourselves!! With Love :) lol

Zeridian
07-17-2008, 10:49 AM
Hell Yeah!

TankGun
07-17-2008, 04:09 PM
Sweet

Fedora
07-17-2008, 04:50 PM
Fan-frikking-tastic, un-frikking-believable, and any other frikking words to describe this.

AMAZING!!!

acau
07-17-2008, 06:20 PM
Beautiful trails there. Atleast those look very similar to ones we see in movies ;)

I'm almost tempted to bug Uli in helping you guys out. I'd love to learn some of the crap you guys are doing.. but I'd be pulling away from my Mod project for HL2 =( (Gotta finish the first release of that!)

----

Over-all I can't say I'm not impressed. At first I thought it was a small team just doing what we've been doing for years. Obviously I was wrong. I'm happy to see you guys experimenting on a much higher level, and it's for Pre-cu. Being involved with that's gotta be fun as hell ;) (frustrating at times but fun hehe)

So Uli, keep your PM box monitored in the next few months.. if not sooner (HL2 Mod project is almost in its beta stage).

Keep up the good work!

--------
@ The SWGEmu Devs

---

Good god what an update. Glad to see you guys really have your head on straight. It LOOKS like everything is downhill from here (In the good sense). It seems to look like you got the main structure in place, and it looks like you just gotta clean a few things up and screw in a few more pieces for v1.0.

Maybe 2008 will be the magical year?? Who knows.. hell we know better than to put "dates" in place! But from the looks of it this year might be it!

So in advance - Congrats! and Good f***ing job :)

-----

As for everyone else!!!


Go f*** yourselves!! With Love :) lol



I have to totally agree, you guys never cease to amaze me, what they said it could never be done you guys are not just doing it, but your getting it done such a high degree of professionalism that your are actually able to look beyond now the completion of swgemu and began contemplating upgrades to the emu.

Yes I know that there are things still need to be done and fixed, but I agree with the OP its all down hill from now on.

And to make sure we don't ever simplify this, I don't think a bunch of good coders could have done this
I think swgemu for what ever the reason had the fortune of having exceptionally good Coders that were fans of swg long before the project ever started.

This update is another milestone and if you look closely enough you will see written on it that your final destination is very close now.

Geral
07-17-2008, 10:14 PM
Missions:

I (Ramsey) completed a basic version of the mission manager. I am currently working on the _final_ two components of the manager being; state management (mission progress) and the scripting interface.

Looking ahead: I have come to the sad realization that the restoration of missions will require SWGEmu to launch yet another community project to collect data from missions that were on live pre cu. Mission titles and descriptions are saved on the client and can easily be gathered using an automated tool, the location/coordinates of NPC's and other objects involved must be retrieved by a human.

I do know that the majority of the missions presented to players on live can be replaced by ones developed within the community. So instead of attempting to restore every single mission that was on live, I am planning to commit more resources toward educating people on how to script their own missions, and do it well.

Whats to come in the near future:

Critical Pre-CU missions will be gathered in a mini project I will be starting a few months from now. The effort will eventually shift to restoring less important missions once our primary goals are attained.

I expect to have the mission manager done and out on the TC soon. Simple test missions are planned to test various aspects of the manager, and will eventually bloom into issuing more complex tasks. I do not want to commit to a date for all of this, to make room for whatever may come up. I can say that I am on track so far on the state management portion of the manager as of right now.

Like I mentioned earlier, I am planning on committing more resources towards making it easier for people to jump into scripting missions. I wan to narrate a mission building video and releasing that around the time the content gathering for critical live missions starts. The video will essentially be a developer's commentary and guided tour on the inner workings of missions and how to add them to the game.



I love reading this bi-weekly updates. You don't have to tell us anything, no other MMO says what their guys have been doing for the last couple weeks but you do - and it's truly appreciated. It's exciting and up lifting. These updates are great.

I'm excited about players making their own mission profiles. The ones in SWG was really repetitive and boring to read and if players add them, they'll be a great touch. Maybe I missed the thread or note but will you guys open a dev thread with official submissions? Then of course server admins can add their own special ones.

Ideally this could be a huge project for the community so we can write hundreds of these. The Star Wars fanbase has a huge imagination and this is just the first place we can flex it at.

Thanks for all your hard work guys.

Sord
07-18-2008, 10:09 AM
mesa love'n dis upadate
(that's Jar Jar for nice job!)

Oxydin
07-18-2008, 11:29 AM
damn I dissapear for 3 sys reboots, an you lot fire off all these updates and I aint even re-installed yet.......nice work folks

SubZero
07-18-2008, 11:56 AM
nvm

Tarm_Deviss
07-18-2008, 12:37 PM
Great job guys, keep it up!

Gulkia
07-18-2008, 09:23 PM
Wow BIG update! Nice work devs!

Maximus- Antony
07-19-2008, 12:33 PM
Very nice, looks good!

Awesome work.

MasterFenris
07-19-2008, 01:20 PM
~cracks the whip~ :lightsaber::emperor:Move it, work faster, get it done already.............:DJ/k Great job guys keep doing updates like this and ya'll will have it done in no time.

Macrona
07-19-2008, 02:19 PM
Oh hey. I got credit for doing something, if you look hard enough. :D

Voodoo Johnny
07-19-2008, 06:56 PM
Hey guys, nice one! I am new here, and I just cant wait for this to be done. Are there any indications on when thats gonna happen? Thanks

fixit6
07-19-2008, 09:57 PM
Killed my first lair in like years today. Pretty damn cool. ID works as well.

Can't wait till server is up to start working on gathering mats to test out the crafting additions.

Jygon Shen
07-20-2008, 09:00 AM
this is a question i don't really know where to ask and it may be dumb to ask regardless but why is it every time there's an update for EMU my character is deleted? or maybe its even more frequent than that it could be every time i come on but lately its only been for the new updates but im really getting into it and want the problem resolved anyone have any ideas?

thanks!

HELL--RAISER
07-20-2008, 09:02 AM
I have an idea. Read the FAQ.

EVILJUDE
07-20-2008, 11:13 AM
this is a question i don't really know where to ask and it may be dumb to ask regardless but why is it every time there's an update for EMU my character is deleted? or maybe its even more frequent than that it could be every time i come on but lately its only been for the new updates but im really getting into it and want the problem resolved anyone have any ideas?

thanks!


they do a database wipe every so often (for some of the updates) so your toon will not stay forever. I believe it was posted in some thread the DB was wiped last tuesday. I believe it is necessary for them to implement the updates. as far as why it is necessary, I have not a clue.

goldcrud
07-20-2008, 03:47 PM
this is a question i don't really know where to ask and it may be dumb to ask regardless but why is it every time there's an update for EMU my character is deleted? or maybe its even more frequent than that it could be every time i come on but lately its only been for the new updates but im really getting into it and want the problem resolved anyone have any ideas?

thanks!
I believe they wipe the database because they have to if they want to apply the updates to the TC. In basic terms whenever theres a major update especially one that affects the DataBase like the recent one expect there to be a DB wipe its unavoidable. The devs had to wipe the DB in the recent one because they made a bunch of changes to the DB like crafting new starting waypoint etc.

jarhead1145
07-20-2008, 04:24 PM
sounds good keep em up :)

Fedora
07-21-2008, 12:32 AM
I have an idea. Read the FAQ.

In the time it took you to write this out, you could have easily answered the poor guy's question.

Kyle
07-21-2008, 01:10 AM
this is a question i don't really know where to ask and it may be dumb to ask regardless but why is it every time there's an update for EMU my character is deleted? or maybe its even more frequent than that it could be every time i come on but lately its only been for the new updates but im really getting into it and want the problem resolved anyone have any ideas?

thanks!

There have been 2 wipes (i believe) in like the last 9 months. This hardly qualifies as every time. Unfortunately, wipes come with testing. There is no problem, this is just how it is. When the game is finished, wipes won't be an issue.

Sixdd
07-21-2008, 04:28 PM
mmmmmm... Crafting 2.0.

I can taste the silicastic ores already..... tastes like Architect.

EDIT:
A formal Thank You to everyone here.

Voodoo Johnny
07-22-2008, 02:38 PM
guys, this might not be the place to post this but I need help.

I was on my way to log on to Core 3 server and while it was updating my files the error came out

Main:Unable to read data from transport connection: An operation on a socket could not be performed because the system lacked suifficient buffer space or because a queue was full
Adress: http://lpeocdsoft.com/patches/data_sku1_00.tre
File:D:\SWGEmu\data_sku1_00.tre

and then it started all over again. Any tips?

Aremathiea
07-23-2008, 04:18 AM
guys, this might not be the place to post this but I need help.

I was on my way to log on to Core 3 server and while it was updating my files the error came out

Main:Unable to read data from transport connection: An operation on a socket could not be performed because the system lacked suifficient buffer space or because a queue was full
Adress: http://lpeocdsoft.com/patches/data_sku1_00.tre
File:D:\SWGEmu\data_sku1_00.tre

and then it started all over again. Any tips?

Support thread- put in a ticket :D

OR ! open LPE and check under the options tab and do a fast repair.
You can always PM me if you are lost- this is the wrong thread though-

Fedora
07-23-2008, 06:10 AM
Killed my first lair in like years today. Pretty damn cool. ID works as well.

Can't wait till server is up to start working on gathering mats to test out the crafting additions.

Hold up. Was this on Dantooine? Where are there lairs spawning?

OldMaster
07-23-2008, 01:55 PM
I'd like to congratulate the staff on the good job they did. It's amazing. :O

Accain
07-23-2008, 02:55 PM
Hold up. Was this on Dantooine? Where are there lairs spawning?
The only two I know that are in are Dewback and Womp Rat.

Unless they sneaked in some more <_<

praxi34
07-26-2008, 05:48 AM
Great work guys like usual, fantastic work on the co-operation of stat migration. It's very warming to see joint effort on a specific task.

rohar
07-26-2008, 05:09 PM
I leave for a few weeks and you guy's just do a bang up job

Emerzon
08-07-2008, 04:24 AM
I do know that the majority of the missions presented to players on live can be replaced by ones developed within the community. So instead of attempting to restore every single mission that was on live, I am planning to commit more resources toward educating people on how to script their own missions, and do it well.

This sounds very interesting...

Cazmu
08-07-2008, 05:59 AM
interesting

xavia
08-07-2008, 06:19 AM
I do know that the majority of the missions presented to players on live can be replaced by ones developed within the community. So instead of attempting to restore every single mission that was on live, I am planning to commit more resources toward educating people on how to script their own missions, and do it well.
Like I mentioned earlier, I am planning on committing more resources towards making it easier for people to jump into scripting missions. I wan to narrate a mission building video and releasing that around the time the content gathering for critical live missions starts. The video will essentially be a developer's commentary and guided tour on the inner workings of missions and how to add them to the game.


Great idea to involve the community in yet another way. :)

Torekk
08-07-2008, 01:51 PM
I think one of the problems with crafting was that even if you were master archeitect or whichever prof you had chosen you didnt have draft schematics. Are draft schematics going to be added in in crafting 2.0?