PDA

View Full Version : Bi-Weekly Update for 9/28/08


Ramsey
09-28-2008, 11:14 PM
1) Update Overview:
-Host Transfer Status
-Quality Assurance
-Temporary Feature freeze
-New Spawns and Caves
-Guild 2.0
-NPC AI Updates
-GM Command Updates
-Structure Placement
-New Forum Theme
-Medic/Doctor Cleanup
-Packaged Community Portal (PCP)
-Fixes
-CSR Notice

2) Body:

Host Transfer Status:

In order to meet the needs of our expanding infrastructure, we will be moving our web server to a more capable environment.

The DNS has began to propagate and the majority of ISP's should have records pointing to our new web server. The support site is back up.

Because we are changing DNS records, subdomains of swgemu.com may fail to function properly for a few days. Here are the IP addresses of important services we provide that you can connect to if the DNS servers are down:

IRC:
irc.swgemu.com - 69.147.228.41

Test Center:
chicago2.swgemu.com - 66.90.104.117

The downtime over the next few hours/days should be the last web related outage we will experience. Please bear with us as we attempt to restore full functionality.

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

Quality Assurance

A new team has been added the SWGemu staff, headed by our Lead QA Thrin. The purpose of this team is to help improve our ability to quickly and properly fix bugs in the major systems of core3. The QAs are responsible for testing, logging and reporting on any and all bugs in all of the game’s systems (travel, banking, guilds, dungeons, spawns etc). The QAs have been given ingame travel and protection commands on the Test Centre to assist in their testing.

The New QAs are:

Saromus
Acau
Karas
MelikStarsider
Webbwbb
Arcticfox1984 (Smoki)
Malthol
EorustyfanPlease join us in making them feel extremely welcome, and support them in any way possible with their testing efforts.

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

Temporary Feature freeze:

To ensure our Quality Assurance push will be as effective as possible, we will be pursuing temporary freeze on _completely_ new Core3 facilities in favor of improving & polishing what we have.

The profession reps, led by TAfirehawk, will be condensing in size into a more tightly knit team. The profession team will be working with our Quality Assurance staff to fix and restore the professions we have already started.

We will be performing rigorous testing of current features. The guild manager has been hammered over and over thanks to community testing over the last two weeks. Features that have already been implemented will be looked over, improved, and fixed until we can do no more.

The feature freeze does not mean NOTHING new is coming. It is simply a restatement of the mindset we have always tried to pursue here, quality of quantity. We are at a point in time where we feel there is a need to reevaluate the code we have written and make sure it meets our standards.

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

New Spawns and Caves: Lok and Endor

Learningdisease and Kellina have been hard at work creating new creatures, spawns and populating dungeons for immediate implementation on the Test Centre! This exciting update includes Jinda Ewoks, the Korga, Orphan Marauders, and of course the Death Watch Bunker and all of its inhabitants.
Learningdisease is also working on Lok’s spawns and its five dungeons, which should be completed in the coming week, along with Thrin’s population at Nym’s Stronghold.

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

Guild 2.0

Farmer John committed a major update to his original guild code, which he affectionately dubbed Guild 2.0. This update fixed almost all of the outstanding bugs from the Guild 1.0 code, including bugs in name length, timing, guild mail, general functionality and much much more.

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

NPC AI Updates

Kyle has been hard at work making NPC Artificial Intelligence smarter and more challenging. Creatures should now no longer run around confused when attacked by a group of people, NPCs with “killer” status should now death blow players, and kiting should now be harder for ranged players. The eventual goal for AI is to have a group of much more challenging, smarter and more realistic NPCs, which perform impromptu and unexpected things, and are able to turn the table of combat with their strategies. All extremely exciting prospects for the weeks and months ahead.

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

GM Command Updates

Kyle and Farmer John have expanded on some old GM commands and added some new ones to help improve the ability of staff to run events, manage guilds, and manage NPCs. Kyle added an all new @spawn command, which allows staff to spawn creatures for events. He also expanded @kill to allow staff to instantly kill NPCs, to help protect players and allow annoying trivialities such as krayts spawning in clone centre to be easily dealt with.
Farmer John, in tandem with his “Guild 2.0” update, also added guild management commands, which allows staff to become the temporary leader of a PA, to help manage and moderate guilds (Changeset 733).

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

Structure Placement:

Tow'lin and McMahon were able to implement structure placement in Core3. They posted a video on youtube which you can view here: http://www.youtube.com/watch?v=pJ_UZnNpdSM

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

New Forum Theme
This week, we introduced a new Forum theme to the SWGEmu Forums. This forum theme brings a more consistent look and feel to the website, matching the home index (http://www.swgemu.com/).

If you are having problems seeing the new forum, go into your User CP and manually change your theme their to "Evo (fluid)". Then, change your theme back to "Default". Save the changes and reload the forums. If you don't like the new forum theme, or find it hard to see in comparison, the old themes are still available via the drop down menu at the bottom of each forum page.

The theme is still under development, so you will find some elements that don't seem to fit the theme. Just ignore them as we are aware of these problems and will be fixing them soon.

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

Medic/Doctor Cleanup
The underlying code for Medic/Doctor is getting a complete overhaul. It was a bit to isolated and specific to these professions, although some of the abilities that Medic/Doctor use should be the same used by other skills and objects. An example of this is the wound healing ability of a Medic. This same type of underlying method should be utilized by Meditation, and it will be soon. Furthermore, once these changes are complete, they will make Combat Medic much easier to work on.

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

Packaged Community Portal (PCP)
The PCP project has somewhat been on hold for the past couple weeks while the main focus of the project is on code cleanup for the SWGEmu server project. Anyone who wants to help out with the PCP still may. The project should pick up more steam again soon. Also, cRush will be looking into adding a method to send direct administration commands to the server from the PCP console that can have an immediate effect in game. Please contact cRush in #swgemuwebdev, or send him a Private Message on the forums to ask what you can do to help progress the project. Please have a strong understanding of Object Oriented Programming and PHP.

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

Minor Fixes

• Bobius has fixed the issues with Ithorian base stats. Included in this was a fix for the bug relating to Ithorian stat migration, so that all newly created Ithorian characters can stat migrate properly. Please note that any Ithorian characters created before September 21st will need to be deleted and re-created for this fix to take effect. Contact any of the staff ingame (they will be marked with the guild tag <STAFF>) who will hold any items you wish to keep in limbo.
• Theed starport has been added and is now fully functional for travel. In light of this, Core3 is now able to create Ticket Vendors, collectors and shuttles inside Cells (Buildings, Caves) thanks again to Bobius. This will facilitate the rollout of the rest of the galaxy’s fully functional starports.
• Bobius also fixed a bug which caused ticket droids and vendors to spawn on top of roofs, most of the time stranding people across the galaxy.
• Farmer John has made vehicles now save to the database. This means that your vehicles will no longer dissapear after you log out. Vehicle deeds will also now dissapear after use.

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

CSR Notice:

The tickets and bug reports we've been receiving so far have been really good, however we really want to implore most people to add more detail and clarity to their tickets. For those reporting bugs, we need as much detail as possible to help fix them. Bugs can also be subjective, so detail about your character, recent actions and location is also essential. For more info on how to write excellent bug reports, view this guide. (http://swgemu.com/support/index.php?act=article&code=view&id=83)
We also need as much detail as possible to provide accurate support for troubles you be encountering. Stating something like "I can't get onto the server and everyone on IRC says its up" is not nearly enough info for us to figure out what's wrong. Time and date, what troubleshooting you have tried, and filling out all the fields provided all help us solve your problems quickly.
Good job so far, but we still need more of your help.

Ramsey
09-28-2008, 11:14 PM
3) Developers Perspective: (Round Table)


cRush:
I have been overwhelmed trying to finish off some web projects and manage school so I can get some time to finish off my Medic/Doctor code changes. The changes are approximately 60% done at the moment, but won't be much longer once I get the time to knock them out. Now that we are focusing on managing the features we currently have, and optimizing them, I will be moving on to fixing some of those bugs and problems once the Medic/Doctor code is optimized rather than moving towards Combat Medic. It is still on my list of things to do, however, and I will return to it after we get the go ahead.


panchjr:
Having returned from my break I am back into the swing of the new combat code. I am busy trying to integrate Jedi combat more tightly into the normal combat code to make a more efficient and understandable system. Once the attacks are working correctly I will be reintroducing defences and states.



Bobius:

With the feature freeze, I've decided to put my work with Active and NoBuild Areas on hold for a bit. I've finished the transport system for shuttles and starports, but I do still need some people to collect data for me, so that we can populate all the starports. Talk to Kellina about what needs to be collected and in what format.

What I'm working on now is really exciting, and you should start seeing the first parts of it some time soon.

Let's just say that Sirius is about to get really busy. :)


4) Closing:

The quality assurance team, we hope, will further complement the testing arena and speed up the number of bugs fixed per day. The quality assurance team is NOT a replacement for the support site. We value the feedback we get from the support site and will continue to use it as a main source for bug reports.

Polishing code is a procedure we will be performing more often as we get closer to a production quality release. With the CSR's and Q/A team, the polishing process will become more and more integrated into handling of community bug reports. Please help us by getting involved in the community and testing operations - an hour of your time really does help the project. We hope to see more of you on IRC and the TC!

-Team SWGEmu

Ramsey
09-28-2008, 11:15 PM
reserved - staff feel free to add to the round table.

Karas
09-28-2008, 11:17 PM
first good job guys <3

AODTyrant001
09-28-2008, 11:24 PM
Second good job guys.

spazz5391
09-28-2008, 11:24 PM
third XD

Ashur
09-28-2008, 11:28 PM
4wesome

lasvegasl337
09-28-2008, 11:31 PM
So exciting, great job!

Arklari
09-28-2008, 11:35 PM
Awesome!

Tow'lin
09-28-2008, 11:46 PM
Nice update! Glad to see the progress!

Regards,
Tow'lin Tow

Quentin Taos
09-28-2008, 11:47 PM
Very nice. Every update is just one step closer! :)

Slippy
09-28-2008, 11:52 PM
good news, happy to see you guys are going to focus on fixing bugs instead of adding in new stuff!

mindl3s
09-28-2008, 11:53 PM
Death Watch!

Joekak
09-29-2008, 12:00 AM
This is more exciting than popping a virgin!

acau
09-29-2008, 12:10 AM
Excellent work !

Scotyman
09-29-2008, 12:17 AM
Man I was in last bi weekly! sweet nuf said

GerJed
09-29-2008, 12:19 AM
Awesome work :D
Very exciting
/kudos

eapeih
09-29-2008, 12:25 AM
woot woot

egoa
09-29-2008, 12:26 AM
Yet another great update.

dark one
09-29-2008, 12:27 AM
oh ya guys great job keep on keeping on

Sol
09-29-2008, 12:28 AM
nice

Rippster
09-29-2008, 12:31 AM
Thanks and good luck to the QA team! Also, thanks to all the devs and everyone involved with the project for all their hard work. ;)

Kabros
09-29-2008, 12:56 AM
Good job guys!! good job!

Ohmek
09-29-2008, 01:09 AM
yup, good indeed. very good.

syntax_error
09-29-2008, 01:34 AM
Wow, this is excellent! Now I'm even more ready to get back to San Diego and jump on the TC! Can't wait to see the finished product!

Bowen McCloud
09-29-2008, 02:49 AM
Awesome job guys as always!

criticalbill
09-29-2008, 03:38 AM
Well done. But wasnt there talk of an ETA to be released on this bi weekly update? It was more of a definition of v1.0, which would have given a ballpark ETA. No word on that?

Taspo
09-29-2008, 04:54 AM
Love seeing the progress. Excellent work!

xavia
09-29-2008, 06:10 AM
Great job guys!

DeCastro
09-29-2008, 06:13 AM
Thanks for the update.

Max
09-29-2008, 06:19 AM
Well done. But wasnt there talk of an ETA to be released on this bi weekly update? It was more of a definition of v1.0, which would have given a ballpark ETA. No word on that?
What we hope to achieve is more of a set of criteria of what 1.0 actually is and what core3 will contain by then. Whilst we will let you know what these criteria are, and hence by deduction of what we have already got show what still needs to be done, providing an exact ETA of release will still be impossible. Coding is a practise riddled with setbacks, bugs, conflicts and hold ups. One things may not work with another, and things occur that one cannot expect. I hate to say it, but we may not have an ETA until it is almost upon us.

Tolbat
09-29-2008, 06:26 AM
Great Update, things just keep getting better.

TheA-froChild
09-29-2008, 06:53 AM
The only thing I see worthy of my presence is BUILDING PLACEMENT! woot!

Axims
09-29-2008, 07:01 AM
Awesome progress as always!!

I'm working on the Starport Terminal/Ticket Collector stuff now..

Won't be too long :)

criticalbill
09-29-2008, 07:39 AM
What we hope to achieve is more of a set of criteria of what 1.0 actually is and what core3 will contain by then. Whilst we will let you know what these criteria are, and hence by deduction of what we have already got show what still needs to be done, providing an exact ETA of release will still be impossible. Coding is a practise riddled with setbacks, bugs, conflicts and hold ups. One things may not work with another, and things occur that one cannot expect. I hate to say it, but we may not have an ETA until it is almost upon us.

"Quote:
Ramsey:

Something I would like to do is develop a definition of what our "v1.0" release should contain. The v1.0 release will lift the connection limit on the public builds of engine3, and allow others to run their own SWG precu servers however they like. We have stated before that a v1.0 release should be able to support the ground portion of the game, so we'll start with that.

Tonight I will create a topic in the staff section of the forums and get to work over the next two weeks in coming up with what we need before v1.0, then share that with you guys in the next BiWeekly. With the definition of what a v1.0 release is, a ballpark ETA for release is more feasible."

Just inquiring about the last update on 9/14 where it was said a definition of v1.0 would be made over the last 2 weeks. Whats up with that? I get that coding is wrought with setbacks and bugs and blah blah blah, is defining v1.0 also bug prone? Or did you not know about it and are responding as such?

webbwbb
09-29-2008, 08:35 AM
4) Closing:

The quality assurance team, we hope, will further complement the testing arena and speed up the number of bugs fixed per day. The quality assurance team is NOT a replacement for the support site. We value the feedback we get from the support site and will continue to use it as a main source for bug reports.

Polishing code is a procedure we will be performing more often as we get closer to a production quality release. With the CSR's and Q/A team, the polishing process will become more and more integrated into handling of community bug reports. Please help us by getting involved in the community and testing operations - an hour of your time really does help the project. We hope to see more of you on IRC and the TC!

-Team SWGEmu

Just to reiterate what Ramsey said here, the majority of what I have tested so far has been getting more information from bug reports. Most of the QA team is currently working on collecting data for trainers that was brought to our attention from community bug reports. Your bug reports are not only valued by the devs but also by the QA team.

apowerr
09-29-2008, 08:37 AM
Awesome work, great job everyone =)

Kruge99
09-29-2008, 09:01 AM
This is awesome!! Great work devs!!

Max
09-29-2008, 09:06 AM
"Quote:
Ramsey:

Something I would like to do is develop a definition of what our "v1.0" release should contain. The v1.0 release will lift the connection limit on the public builds of engine3, and allow others to run their own SWG precu servers however they like. We have stated before that a v1.0 release should be able to support the ground portion of the game, so we'll start with that.

Tonight I will create a topic in the staff section of the forums and get to work over the next two weeks in coming up with what we need before v1.0, then share that with you guys in the next BiWeekly. With the definition of what a v1.0 release is, a ballpark ETA for release is more feasible."

Just inquiring about the last update on 9/14 where it was said a definition of v1.0 would be made over the last 2 weeks. Whats up with that? I get that coding is wrought with setbacks and bugs and blah blah blah, is defining v1.0 also bug prone? Or did you not know about it and are responding as such?
It simply hasn't been defined or even discussed between the staff yet. Give us a little more time, not everything happens in the time frames we predict ;)

Dialgo
09-29-2008, 09:06 AM
Excellent job guys! Keep it up! Very exciting!

Timbab
09-29-2008, 10:43 AM
Good work, was expecting to see something that hasn't been announced yet...

Some people/mods know what I'm talking about...

Runny
09-29-2008, 10:51 AM
Nice updates! Glad to have some awesome news on this horrible week

goldcrud
09-29-2008, 12:35 PM
Awesome update and I'm really loving the idea for the quality assurance team :). Can't wait to play a bug free Pre-CU.

Kateb Ibliss
09-29-2008, 01:24 PM
Nice work guys!

Ekaika
09-29-2008, 01:41 PM
Putting my stuff in a house will be a fine day indeed :)

Thanks for the update!

Ramsey
09-29-2008, 03:08 PM
Update to Host Transfer Status:

The DNS has began to propagate and the majority of ISP's should have records pointing to our new web server. The support site is back up.

The addresses "irc.swgemu.com" and "chicago.swgemu.com" are currently down. We will be fixing those as soon as possible.

-------

Update made to BiWeekly (thanks max!):

-> Added to fixes:
Farmer John has made vehicles now save to the database. This means that your vehicles will no longer dissapear after you log out. Vehicle deeds will also now dissapear after use.

-> Added a CSR notice:
The tickets and bug reports we've been receiving so far have been really good, however we really want to implore most people to add more detail and clarity to their tickets. For those reporting bugs, we need as much detail as possible to help fix them. Bugs can also be subjective, so detail about your character, recent actions and location is also essential. For more info on how to write excellent bug reports, view this guide. (http://swgemu.com/support/index.php?act=article&code=view&id=83)
We also need as much detail as possible to provide accurate support for troubles you be encountering. Stating something like "I can't get onto the server and everyone on IRC says its up" is not nearly enough info for us to figure out what's wrong. Time and date, what troubleshooting you have tried, and filling out all the fields provided all help us solve your problems quickly.
Good job so far, but we still need more of your help.

259fol
09-29-2008, 03:11 PM
Ahh the day when i came from school another great update as usual. :)

GJ guys, keep it up, your almost there. ;)

Jarryd999
09-29-2008, 03:41 PM
proper...after you finish reviving swg you should revive the economy

praxi34
09-29-2008, 05:56 PM
Brilliant work yet again SwgEmu. Building placement is really exciting. :)

Diehomey!
09-29-2008, 06:19 PM
Good update as usual ladies and gents.

vertwheal
09-29-2008, 06:31 PM
Good work guys, keep it up!

Maswill
09-29-2008, 06:40 PM
So...very...awesome

Ramsey
09-29-2008, 06:56 PM
Update:

I have gotten the DNS settings setup for irc.swgemu.com, chicago.swgemu.com, and chicago2.swgemu.com. It will take 24-48 hours for the DNS to propagate.

MrBlonde
09-29-2008, 07:11 PM
Thanks for the info. :)

eorustyfan
09-29-2008, 07:11 PM
Great work. keeps getting better everyday.

Valoram
09-30-2008, 01:30 AM
Great job devs!!! Keep up the good work!
(I'm very excited about the structure placement now :D)

Arsonist
09-30-2008, 09:11 AM
Nice update, any idea on when structure placement will be coming to TC?

CitizenErased
09-30-2008, 09:34 AM
the focus on working on whats already in instead of throwing more and more out there is just one of the things that puts you guys way above the development of the original SWG :) of course it also helps to not have superiors demanding you to rush a project out by a given date :D i always look forward to these biweekly updates, and im also very appreciative that you guys are all working to get them out on time.

KroniK
09-30-2008, 11:06 AM
I gotta disease and the only cure is more Swgemu. Great work.

wookiesniper
09-30-2008, 01:33 PM
Fantastic! Thanks for all of your hard work.

-Abaddon-
09-30-2008, 01:41 PM
Awesome stuff guys, keep it up.


Wonder what he means by what he working on now is exciting.. could this be space?

faceman7381
09-30-2008, 02:35 PM
structures..... my stars what a word in terms of progress!

MikeCool
09-30-2008, 03:22 PM
Ah good update guys, almost done there. :)

Iacou
09-30-2008, 06:29 PM
Awesome update. Its always good to see what the dev team is up to. Thank you for all your hard work.

possiblyinsane87
09-30-2008, 06:56 PM
i am always blown away by what you all have accomplished... awesome stuff guys.!!!

this is most excellently exciting.

amnater
09-30-2008, 08:56 PM
Awesome :D Great job !

ctrice
09-30-2008, 11:00 PM
doin wonders bros... thankyou

gurluas
10-01-2008, 12:25 AM
Excellent news!, good job :)

Jazza
10-01-2008, 06:44 AM
the first word that came to mind was Awesome...but i think i'm going to go against the grain and say:

What is another word for awesome??? :D

:lightsaber:

Timbab
10-01-2008, 09:38 AM
the first word that came to mind was Awesome...but i think i'm going to go against the grain and say:

What is another word for awesome??? :D

:lightsaber:

Redicioulsy bloody cool?

But, that's 3 words...

webbwbb
10-01-2008, 09:43 AM
the first word that came to mind was Awesome...but i think i'm going to go against the grain and say:

What is another word for awesome??? :D

:lightsaber:

Radical, wicked, sweet, bodacious, cool, majestic, breathtaking, grand, extraordinary and exceptional are the ones that come to mind.

omap_kahokoe
10-02-2008, 06:40 AM
-Structure Placement


HELL YESS

mrlucas
10-06-2008, 10:40 AM
Hey guys, haven't been on TC very long, but am very impressed by what i've seen so far..keep it up.:)

Kaigeos
10-07-2008, 02:07 PM
structures..... my stars what a word in terms of progress!

Excellent, this is what I've been waiting for. Nothing better then a home to store important items. or getting a sliced knuckler to a TK alt..

Fedora
10-08-2008, 06:56 PM
Where's that guy that was doing the completion calculations earlier? I would like to see where it stands now...

Hobino
10-09-2008, 01:37 PM
So this AI thing, is it an actual modification over the original game? Or just making it how it was? I don't know about other people but I'd rather have the emu finished in a state virtually identical to that of SWG at the time before any modifications are implanted. Partially for getting back the SWG I loved so much, but also there is the issue of unforeseen consequences.

Isskiss Osskis
10-10-2008, 06:19 PM
You guys are making phenomenal progress on this project. Thank you all for your efforts. I look forward to playing the game I used to love!

Skappato
10-11-2008, 06:25 AM
excellent work.
we all support you guys :)

Timbab
10-11-2008, 10:01 AM
So this AI thing, is it an actual modification over the original game? Or just making it how it was? I don't know about other people but I'd rather have the emu finished in a state virtually identical to that of SWG at the time before any modifications are implanted. Partially for getting back the SWG I loved so much, but also there is the issue of unforeseen consequences.

They are aiming for it, they have no intention in doing anything else for the vanilla release.

ZerohourUK
10-11-2008, 10:26 AM
I want them to keep the Swoop bike durability fix bug :p

Timbab
10-11-2008, 11:18 AM
Which was that again?

ShadowPuppet
10-12-2008, 02:24 PM
Which was that again?

Travel with a speeder out, when you call it out again, it is back at full health. (I believe that's how it worked...)

Alpha224
10-13-2008, 06:36 PM
I'd personally recommend adding Jedi one of these days. Just a suggestion.

Axler
10-13-2008, 09:19 PM
Hmm wasnt the new bi-weekly update due out today? :)