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Bi-Weekly Updates Bi-Weekly Updates are SWGEmu's cornerstone updates, posted every two weeks.

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  #91  
Old 01-03-2009, 09:04 AM
Kabros Kabros is offline
 
Join Date: Dec 2006
Posts: 19
Quote:
Originally Posted by Sytner View Post
Updated with the Taanab Teaser, took a little longer than expected due to some encoding issues last night. It turned out a little short but I'll be doing another one soon showing considerably more. There's also a DivX version here but I recommend going for the h264 one - if you're not sure how to play it, try using VLC.
woow wht a great video of taanab, cant wait to see it implemented ;-)
  #92  
Old 01-03-2009, 10:10 AM
Sirbeanie Sirbeanie is offline
 
Join Date: Mar 2008
Posts: 9
Force bar:)

Did any1 happen to notice he had a force bar under ham Good looking video m8 very excited to see more
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ps. if i knew how to make a good sig i would
  #93  
Old 01-03-2009, 12:26 PM
Newsound Newsound is offline
 
Join Date: Dec 2006
Location: AZ
Posts: 443
Much love to all the staff!! These are very exciting times, the momentum this project is carrying is insane. Thank you all so much. Seeing these updates is a great joy, you all have captured my enthusiasm.

BTW what dose PCP stand for again?
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  #94  
Old 01-03-2009, 12:48 PM
Tothix Tothix is offline
 
Join Date: Dec 2007
Location: Canada, eh?
Posts: 852
w00t
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  #95  
Old 01-03-2009, 06:50 PM
JusticesComrade98 JusticesComrade98 is offline
 
Join Date: Feb 2008
Location: Michigan!
Posts: 3
Definately going to donate as soon as i get my new debit card (im 16) xD u guys r teh bomb and as soon as i found out you guys were doing this, i said OH YEAHHHHH. o and, u rock =o
  #96  
Old 01-03-2009, 09:19 PM
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Max Max is offline
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Location: Australia
Posts: 2,096
Kudos to all and to all a happy new year.
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  #97  
Old 01-04-2009, 09:20 AM
ctrice ctrice is offline
 
Join Date: Dec 2006
Posts: 51
amazing!!! happy new year!
  #98  
Old 01-04-2009, 04:38 PM
Sadeous Sadeous is offline
 
Join Date: Dec 2006
Location: Tatooine - Mos Eisley
Posts: 465
Awesome updates makes me want to cry hearing all this thank you awesome to all of you weorking so hard on the project and thanks to all in the community you all made this project what it is SWGEMU FTW!!!!!!!!
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Nedak.....wtf XD
  #99  
Old 01-04-2009, 04:47 PM
Fedora Fedora is offline
 
Join Date: Dec 2006
Location: Three weeks in every direction
Posts: 1,392
Not too much longer now...I can feel it...
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  #100  
Old 01-05-2009, 12:58 PM
KroniK KroniK is offline
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Join Date: Jan 2008
Location: Sweet Home Alabama
Posts: 2,879
Awesome work everyone. I love the progress I have seen in a year of being here and I look forward to the next year.

-P.S. Can someone post the tanaab vid on the site, stupid hospital security won't let me use the link. Thanks.
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  #101  
Old 01-05-2009, 04:52 PM
Metron Besk Metron Besk is offline
 
Join Date: Dec 2006
Posts: 16
Quote:
Originally Posted by xavjer View Post
Great work

Industrialist trainer?
Ok... Story time...

Way back in Beta I, there was a profession labled "Miner". It sat above the "Mining" branch in Artisan. However, the profession was never implemented and the skill tree never released. The reason being that besides mining bonuses, there really wasn't anything to be added with a mining profession. After much outcry, they mentioned that they may replace it with an Industrialist profession. This profession would be focused on mining and manufacturing. However, they ran into the same problem. All this profession would do would get bonuses to factories and mining. No real content. So they scrapped it. This was also around the same time the scrapped "Farming" as a profession. They changed it to Bio Engineer instead. The reason? It sounded more "Star Warsy". Of course, not once is the word "Bio Engineer" ever used, however you hear "Farmer" in the films.

That being said, there was a strange bug early in release that gave some people (myself included) a small amount of Industrialist XP. It was still listed right up to the NGE.
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  #102  
Old 01-05-2009, 07:26 PM
Fedora Fedora is offline
 
Join Date: Dec 2006
Location: Three weeks in every direction
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Weird stuff.
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  #103  
Old 01-05-2009, 07:27 PM
Zaff Zaff is offline
 
Join Date: Dec 2006
Location: Dallas
Posts: 87
An amazing year for everyone who loves the game!
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If you want to know how to access the test server read the setup guide. Or just download Launchpad Enhanced and let it do the work for you if you already have SWG installed.
  #104  
Old 01-05-2009, 09:17 PM
DragonSage DragonSage is offline
 
Join Date: Jun 2007
Location: Williamsburg, VA
Posts: 157
Absolutely awesome.

Also, I support implementing something similar to my signature in SWGEmu.
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Last edited by DragonSage; 01-05-2009 at 09:20 PM.
  #105  
Old 01-06-2009, 08:17 AM
xavjer xavjer is offline
 
Join Date: Apr 2007
Location: Where I live
Posts: 272
Quote:
Originally Posted by Metron Besk View Post
Ok... Story time...

Way back in Beta I, there was a profession labled "Miner". It sat above the "Mining" branch in Artisan. However, the profession was never implemented and the skill tree never released. The reason being that besides mining bonuses, there really wasn't anything to be added with a mining profession. After much outcry, they mentioned that they may replace it with an Industrialist profession. This profession would be focused on mining and manufacturing. However, they ran into the same problem. All this profession would do would get bonuses to factories and mining. No real content. So they scrapped it. This was also around the same time the scrapped "Farming" as a profession. They changed it to Bio Engineer instead. The reason? It sounded more "Star Warsy". Of course, not once is the word "Bio Engineer" ever used, however you hear "Farmer" in the films.

That being said, there was a strange bug early in release that gave some people (myself included) a small amount of Industrialist XP. It was still listed right up to the NGE.
Interesting, thx for the info
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