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Bi-Weekly Updates Bi-Weekly Updates are SWGEmu's cornerstone updates, posted every two weeks. |
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#61
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>>> Lowca Ownz <<< Toons: Gulkia (lowca), Enderr (lowca), Bank' (bloodfin) Swgemu video: http://www.youtube.com/watch?v=zIJgOHsJA3o & Classic Swg vid Need help connecting to the swgemu test center? Click Here |
#62
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ASAP. We're working with some security measures on it. So no one can steal it and pretend they did the work. So, sorry to those people.
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#64
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This is, afterall, a coding project as much as it is a gameplay project. I see no real reason why not to get more coders involved, as long as their code can be verified as quality code, and that checking said code doesn't significantly slow the main dev team. |
#65
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Also, its probably because i've been reading too many tragic plays for my English Literature class, but to me, the original post made it seem like the Devs are getting stuck/stumped on some obstacles. Is this in anyway true? We all like to think our 4 devs are super-men-coders but its not out of the realm of possibilities that they could be stumped.
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#66
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Kyle (previously mustangcoupe69) Launchpad Enhanced: Making client setup simple <-- This fixes 99% of problems. Use it. Client Setup Guide |
#67
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Anyway, Until a stable release there WILL be a connection cap. Do not think we are doing this so a bunch of core1-like party servers popup over night. The point of open source is to get work done, while involving the community. The connection cap will be enough for code submitters to test out the code with a couple of friends to make sure there arent any sync problems before submitting it for review. The development team will optimize, fix, and clean up all submitted code and accept it if it meets standards. All this information will be disclosed on trac soon. I remember someone asking this on irc or something, but yes: this is the ORB (clustering) version of core&engine 3. Last edited by Ramsey; 11-22-2007 at 04:12 AM. |
#68
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Stumped isn't the word. We are definetly held up from all of this heightmap stuff. But other things can continue while the heightmap info is figured out. Everything is going fine. Everyone just came to the realization that we could do this a better way. So here it is.
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#69
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I can't say this enough times... thank you guys, yet again for you efforts! I'm really looking forward to the day SWGEmu goes live.
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#70
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very good update
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#71
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We have weighed the good/bad of releasing the code and having other teams claim it as their own. We've come to the conclusion that at this point in the game it doesn't matter. We did it first. If they do it last, it's because of our work and our research. Just like it has always been. The only real thing they could take is packet structures. And I'm 100% they have structs for everything already so thats not even an issue in my mind. The code thats written is essentially useless to any other project because its built so heavily around Engine3.
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- SWGEmu Developer - - My mom is cooler than your mom - |
#72
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This is one of the better moves that i have seen by the team in quite awhile. Im glad that you guys are willing to suck up your pride to get the game done. With a little luck and programming, SWG will be back up and running in the near future.
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#73
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i applaud your decision and i hope nothing but good comes from it, for the team and for the project.
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Intrepid |
#74
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I like this.
This allows SWGEMU to progress solely on heightmaps bvut at the same time allows others to get other things working for them which saves them less work. And since it will go through a heavy QA process before SWGEMU add it offically to their core. no unstableness like Core 1 |
#75
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i like to hear this :]
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