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Bi-Weekly Updates Bi-Weekly Updates are SWGEmu's cornerstone updates, posted every two weeks. |
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Bi-Weekly Update for 5/21/09
Bi-Weekly Update for 5/21/09Update Overview (TOC):
Body: Harvesters and Generators The Harvester and Generator rewrite was installed on the TC a week and a half ago, and there have been virtually no bug reports. Though, a few features are still left undone, we will find them creeping there way in slowly. We encourage everyone to test out the new harvesters and generators to check for bugs! Thus far we have access to only 7 schematics via crafting, as we are awaiting Kyle's upcoming enhancements to the crafting system. Do not despair! There is a bundle of higher level harvester and generator deeds for consumption on the Gungan Traders. ---------------------------------------------------- Deeds The new code structure for deed objects is finally complete and working exceptionally well. Harvesters, generators, and vehicles have all been converted to the new format. Free resource deeds are undergoing some aesthetic interface changes. ---------------------------------------------------- Housing The initial stages of house implementation have already started. cRush successfully plugged housing into the new deed system with ease. The seamless integration has already yielded perfect results with house placement, fusing together parts of both deeds and harvesters. Unfortunately, his work will be halted until the object restructure is completed. Housing, being a somewhat different than harvesters and generators in the way they are handled by the client, will require this restructure to avoid yet another rewrite down the road. The object restructure is looking good though, and shouldn't be much longer. ---------------------------------------------------- Packaged Community Portal (PCP) cRush, Kyle, and Miztah have started discussing the prospects of the project, and have decided to start by designing an interface for manipulation of resources. This first installment will be free of the entire PCP framework, which has yet to be developed. It will be able to standalone, as is our goal for all PCP modules. We are actively looking to recruit talented individuals for the PCP project meeting the any of the following specifications:
If you feel like you can contribute to the PCP project, please idle #swgemuwebdev on the SWGEmu official IRC server, or contact cRush or Miztah via forum private message for more information. Thanks. ---------------------------------------------------- Spawns Uli and Karas have been going through the scripts with all the creatures and spawns and slowly been altering them. Talus has been re-opened and should not cause any more crash's. Other things being fixed are things such as "naked" NPC's however most will only get a temp fix where some may get a permanent fix. Hopefully in the near future we can apply a permanent fix to them. ---------------------------------------------------- Nova Stability Issues & Fixes We realize that TC: Nova has been down a lot more often than usual. The cause for all the recent crashes stem mostly from quad tree issues with Pets. In the next few days we will most likely end up disabling pets on TC and kick them back to ITC until the fatal bugs can be resolved. Thank you for your understanding and putting up with the frustrating periods of downtime. The following fixes/additions have made it to TC: Nova (or will in the next day or so). Includes some things from the 5/13 update: Staff All SWGEmu Official Staff now has a yellow tag next to their name that says [SWGEmu-Staff] resembling that of SOE's CSR's. @spawn spawn's creatures by species name in the lua. (stfName) @growuppet command for progressing pet growth. @imperialmessage and @rebelmessage for faction specific event messages. @killarea <killplayers(0|1)> <range> - Modified killarea to only kill creatures by default. To kill players, you must type @killarea 1 <range>. Addition of a Staff only chat channel which staff members are automatically added to upon joining the server or being given permissions. Character Creation & Deletion Fixed a character deletion issue when name contains an apostrophe Re-added missing starting items World Fixed public building cell permissions Various world NPC's have been fine tuned and/or fixed by Karas Combat Fixed DoT attack bug Fixed flamer special ranges Dots ignore armor. Fire dot calculation changed Crafting Removed factory crates being created with practice mode Updated packet for crafting and resource containers Fixed assorted crafting implementation bugs Crafted vehicles work again. Crafting of harvesters and generators works again. Missions A fix for the loading of missions. Players may only hold two missions at a time now. All mission objectives are evaluated even if a condition in another mission has been satisfied. Commands Object-oriented restructure of skills/commands Code from objectcontrollermessage.cpp moved to respective class Code from combatmanager.cpp moved to respective class Added skeleton classes for all slash commands Added invalid postures/states for every skill and command Skills/Commands handle their own error messages for invalid states/postures now Fixed: powerboost, /imagedesign, /changedance, /changemusic Structures Stage 1 of Structure Revamp - Harvesters/Generators Stage 1 of Deed Revamp - Harvesters/Generators Implemented crafting of harvesters/generators Disabled Resource Deeds Solar generators now harvest solar power and have the correct name. Fixed various bugs with installations Vehicle Deeds are now working again GCW Fixed rebel npc secondaries so they should regenerate correctly Fixed faction point overflow Fixed faction points bug Guilds Guild info box now shows Members title for total members Fixed small guild typos here and there Guild remove command gives error msg when used and not in a guild Bug that was disallowing players to do anything after logging out mounted Creature Handler Added baby spawns Added: Store, Call, Tame, Stay, Follow, Attack, Trick, Transfer, Special Attack, Tellpet, Group, Train Mount, Follow Other, Befriend, Enrage, Embolden, Formations Added pet naming Added pet growth Added pet healing More information now shows in datapad items Pets now ignore maskscent, conceal, and camp mods Added a feature manager for server customization. XP scaling and damage modifiers customizable plus more Fixed multiple client crashes, server crashes, and deadlocks Pet faction status Pet death blow. Babies are no longer aggressive Pet group command. Pet patrol CH XP in combat fixed Pet following command removes combat state. Pet can not longer be traded. Pet uses special attacks only on command Added mount features to various creature scripts Debugging Added pet debug logs Missionmanager error messages are now more detailed Miscalleanous Fixed clothing repair radial Fixed long vibro axe and vibrolance not appearing on the gungan Fixed pike names on the gungan and NSEL damage type Re added Elite stun baton with reduced stats and elite versions of the lva and scythe to encourage testing in the corresponding professions Added mini-suit Maskscent chance in combat reduced Login Server can now tell if the MySQL server connection was lost and returns an informative error to clients. Also cleaned Login validate process Added broken skill mods Consumable Heavy Weapons added to DB Fixed razor knuckles being named wrong so vibro knucklers should appear on the gungan again Fixed not being able to meditate from standing Ramsey has also added in the @build command in Revision 1550. When TC: Nova is updated to this build, the server will have the ability of recognizing and displaying the SVN Revision # that the server is running. This should help testers get a better idea of what SVN commits have made it onto the Test Center. ---------------------------------------------------- Developer Perspective ("Round Table") Quote:
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Closing: Thank you for your continued support in the testing process. We do know that the recent BiWeeklys recap a lot of information that has already been released during the week - but the idea behind them is to update the community that isn't always in the loop. Major changes are on the horizon when the Object Restructure finally rolls out with a new build of Engine3. During that time the entire team will be extremely busy and we plan on keeping testers up-to-date more often than a BiWeekly during this time (TC Updates forum). Until next time, --Team SWGEmu
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┌( ಠ_ಠ)┘ SWGEmu is a non-profit, open source community project. Last edited by Ramsey; 05-21-2009 at 11:20 PM. |
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Sweet.
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#3
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Faantastic. Cant wait for that object Restructure. Sounds like quite a bit of water is waiting on that Dam to finally break....
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Have what it takes? Become a Vindicator! Interested in how it was Pre-CU? Check out: Kiddo and Rodd's Pre-CU Stories, updated daily! Kiddo's Jedi Tale Rodd's Epic Adventure |
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this is a very relevant comment, i think thats EXACTLY what will happen, crafting should able to be completed shortly after, house shortly after, etc. HUGE things.
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Dame Duclare SWGEmu Communications Team dame@swgemu.com | swgemu.com SWGEmu is a non-profit, open source community project. SWGEmu FAQ | Install SWGEmu | Report Bugs |
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Amazing work guys
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----------------------------------------------------- :ROCK: Azaree Noise/Kettemoor Mayor/Beggars Canyon |
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/cleanunderwear
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Helpful Links|Client Setup|Character Builder|SWGEmu Support|DRAKE Search <--- This fixes 99% of problems. Use it. "Extremism in the defense of liberty is no vice. And moderation in the pursuit of justice is no virtue." |
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That's not true at all -- It's extroardinary difficult to color in all the corners on something like this.
Good stuff, Devs. To reiterate, I wish to spawn onto your eggs.
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noice
CH 4 life
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Important Links: Launch Pad Enhanced (Easy SWGEmu Setup) How to be a SWGEmu Beta Tester(If your new or confused as to what is needed) Help Save Commando Voice your opinion Tolbat | SWGEmu GM | SWGEmu Quality Assurance Contact me: tolbat@swgemu.com SWGEmu is a non-profit, open source community project. |
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Great work as usual. Keep it team.
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Retired Moderator - Currently on Leave SWGEmu is a non-profit, open source community project. |
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Appreciate the update. Thanks for all the hard work everyone!
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Our lives and the daily work we do isn't like a tv sitcom. Comments like "nothing special" are understandable - we take no insult when they are posted. We try to make these updates interesting, a lot of the time the week has been "Work in Progress"
But, we promise regular updates so we have to deliver
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┌( ಠ_ಠ)┘ SWGEmu is a non-profit, open source community project. |
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#14
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Who are you talking about?
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Cheers guys, if I knew more than just java I'd be right there next to you. Any and all work is more than appreciated.
And for the record, I desire to have mrtopas' children. I will fight anyone for the right to bear his offspring. |
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