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

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  #1  
Old 09-28-2008, 11:52 PM
Slippy Slippy is offline
 
Join Date: Jul 2007
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good news, happy to see you guys are going to focus on fixing bugs instead of adding in new stuff!
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  #2  
Old 09-29-2008, 12:17 AM
Scotyman Scotyman is offline
 
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Man I was in last bi weekly! sweet nuf said
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  #3  
Old 09-29-2008, 12:19 AM
GerJed GerJed is offline
 
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Awesome work
Very exciting
/kudos
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  #4  
Old 09-29-2008, 12:25 AM
eapeih eapeih is offline
 
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woot woot
  #5  
Old 09-29-2008, 12:26 AM
egoa egoa is offline
 
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Yet another great update.
  #6  
Old 09-29-2008, 12:27 AM
dark one dark one is offline
 
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oh ya guys great job keep on keeping on
  #7  
Old 09-29-2008, 12:28 AM
Sol Sol is offline
 
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nice
  #8  
Old 09-29-2008, 01:09 AM
Ohmek Ohmek is offline
 
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yup, good indeed. very good.
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  #9  
Old 09-29-2008, 02:49 AM
Bowen McCloud Bowen McCloud is offline
 
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Awesome job guys as always!
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  #10  
Old 09-29-2008, 03:38 AM
criticalbill criticalbill is offline
 
Join Date: Dec 2006
Location: Lafayette, LA
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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?

Last edited by criticalbill; 09-29-2008 at 03:54 AM. Reason: clarity
  #11  
Old 09-29-2008, 06:19 AM
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Quote:
Originally Posted by criticalbill View Post
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.
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  #12  
Old 09-29-2008, 07:39 AM
criticalbill criticalbill is offline
 
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Quote:
Originally Posted by Maximilius View Post
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?
  #13  
Old 09-29-2008, 08:35 AM
webbwbb webbwbb is offline
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Quote:
Originally Posted by Ramsey View Post
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.
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  #14  
Old 09-29-2008, 09:06 AM
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Quote:
Originally Posted by criticalbill View Post
"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
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  #15  
Old 09-29-2008, 12:35 PM
goldcrud goldcrud is offline
 
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Awesome update and I'm really loving the idea for the quality assurance team . Can't wait to play a bug free Pre-CU.
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