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Old 03-05-2009, 01:06 AM
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Max Max is offline
Communications Director (On Leave)
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Join Date: Jan 2007
Location: Australia
Posts: 2,096
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Part 2 - Main Bi-Weekly Update
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1) Update Overview:
  • A look at the new SWGEmu.com
  • Quality Assurance Now Hiring
  • CSR Applications Status
  • Structure Permissions
  • Harvester Fixes
2) Body:

New SWGEmu.com

Hey everyone,

Thought we’d start this update off with a peek and some information about the new SWGEmu.com!



&

http://www.swgemu.com/images/siteprev.png

The goal for this new website is to build an inviting and informative centerpiece website that ties all of the SWGEmu communities together. Not in terms of forums, but in terms of information, guides, server status, links, getting started guides and individual descriptions of each community and their goals. This way it will be easy for new players to setup their client, find communities that fit their desires for game-play and let them get to it!

We would like to have full bestiaries for all planets, guides to most quests, a general non-server specific FAQ, user created editable content (E.G. guides, creature descriptions, quest descriptions, item lists, etc..)

We’re very excited about this new webpage which is currently in a closed sort of beta launch right now to help iron out some bugs, expect to see it very soon!
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Quality Assurance Now Hiring!

Seaseme has been working with the Quality Assurance team to restructure and get the ball rolling in that department. We’re currently open to applications to join the Quality Assurance team, so if anyone is interested in helping this is your chance!
You can fill out the application here:
http://www.swgemu.com/jobs

Candidates must be:
  • Well versed in Pre-CU gameplay.
  • Well spoken and able to communicate effectively
  • Have a strong desire to help us crush those evil bugs

That’s pretty much it, if you feel you’re a good candidate head on over there and fill out a form to join! We’ll be reviewing them and contacting people ASAP!
We need you more than ever before as we finalize our current features for a SunCrusher TC launch. Help us out, apply today.
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CSR Applications Status

Congratulations and thank you to all that offered their time to apply for a CSR/EC position with SWGEmu! We've had a field of nearly 300 applicants! The support for this program has been outstanding, and we appreciate interest.

We have recently moved to Round 2. This round narrowed the field to ~30 applicants. Again, this process is never easy, our community has an amazing multitude of talented, willing and able participants. Were you not selected, please, stick around. There are many ways to help and contribute. We need you.

We look forward to expanding our team and gaining a stronger foothold in supporting the players on Nova. We appreciate those of you that help us day to day (you know who you are) and we want you to know.. we couldn't do it without you. Thanks

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Structure Permissions

The major code addition this week was cRush's Structure Permissions system. This restricts users from dropping items in buildings which they do now own or which they are not on the admin list of. This means no more messy public buildings! Well done cRush!
He will proceed to work on finishing and fixing the Travel system once and for all, and possibly then touch on Creature Handler. Definite pluses to come!
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Harvester Fixes

Thoop has effectively fixed all harvester bugs in his upcoming Harvester Fix patch! Watch for this next week. While he completes final testing to ensure the patch has no issues with stability, he has also been touching on Weaponsmith Crafting and various other nicks and nacks across the game. We are looking forward to having harvesters back at full functionality soon.
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3) Developer Perspective ("Round Table"):

Quote:
Originally Posted by MrTopas
In the last weeks i added grenades and updated cm's mind heal. I did some changes to the loot system and fixed some buges related to upgrade kits, armor and ham regeneration. I tried to find the 1/1 ham bug, but i was not able to replicate the bug. This makes fixing the bug very hard.

In the next weeks i will add the fix for the bug, that prevents you from gaining faction points and harvest rights if you one hit kill an creature/npc, update the grenade stats and add heavy weapons to commando.
Quote:
Originally Posted by Valkyra
Hey all,

Not sure if anyone has seen this or not. But if you would kindly take a look at the SWGEmu TRAC timeline, you will see that I have submitted roughly 5-6 tickets, all additions with code.

Basically what I have done is pretty much all of the 'jedi profession' related skills. Force Defender's skill, Avoid Incap, works. Pretty much all of the Force Healing skills are in, as well as Force Enhancer. Force Armor is working pre-cu accurate for the most part, as in you can activate it, it shows the system message/buff icon correctly, when you get hit with it it shows the hit effect on you, deducts force based on the damage mitigated, and your FRS mods. I am only explaining Force Armor at the moment as I'm pretty sure you all are familiar with what most of the jedi skills do. If not, please open Kodan's profession calculator (which if you have LPE should be integrated with that), and take a look at the jedi profession boxes, and read about the jedi skill mods/skills. The only skill that doesn't really work as it should is the MEnhancer skill Regain Consciousness, and that's because I haven't decided how to implement the 1 minute grogginess timer. But rest assured, as we get more pre-cu accurate information, the formulas will be tweaked. But for now, they should be good to go.

Next on my agenda is more skills, but this time for 3 different professions. Teras Kasi - Force of Will, Rifleman - Cover, and Smuggler - Feign Death. I can't give you guys an ETA on these skills unfortunately, as I know a bit more about how jedi works in general so I was able to do the jedi skills in a record amount of time. But don't worry, it will get done eventually.

As a side note, just because all of the jedi skills are done for the most part, does not mean that Jedi will be enabled on TC:Nova any time soon. That's up to the administrators to do that, and while I wouldn't mind seeing a massive test of what I've coded, I'm sure the admins have more important matters to attend to with it.

For Chandrila - Sytner is still working very diligently on his world Editor, which looks VERY promising. Stay tuned for more info!

-Valk
Quote:
Originally Posted by cRush
I have been working hard to clean up some parts of the code, making it more expandable as well as improving documentation. Most recently, I cleaned up the radial system which we use in our code to deploy radials to the client. This will tremendously in future radial creation; furthermore, I have added many stubs for upcoming implementations including player cities and creature handler. Expanding on some of the updates I have added recently, buildings are set to get a decent restructuring which will help improve player housing to a point where we hope it will be ready for testing. There are many exciting changes coming soon, time permitting of course. Thank you all for your support and keep up the great testing!
Quote:
Originally Posted by Panchjr
I have been trying to make states and state defenses. A lot of the available data for them is contradictory (even that written during pre-cu) so I am trying to make them consistent and as close to most descriptions as possible.

I am also looking at low level changes to how the system decides whether an object is attackable, hostile or friendly. This requires quite a few changes, especially in the combat code, but should make it easier to implement things like bounty hunting.
Quote:
Originally Posted by Ramsey
Some of our packet research from our reversing years never made the jump to the online documentation. I did a massive update on our packet docs recently (see trac) and I'm still not done. The server->client UI packets in core3 will receiving a touch up because of these docs and will open the door to easily customizable ingame interfaces sent from the server (think ingame Admin UI ).

Another change coming from the updated packet docs is the functionality of the command "/bug" as well as the ingame knowledge base. A community service announcement will be made once these features are rolled out.

Missions will be feature complete by Milestone One set on assembla and some test missions will be popping in and out of TC.
Quote:
Originally Posted by Tow'lin
I've recently been doing large PvE events on TC Nova and plan to continue such events with the help of the new ECs (which will be announced at a later date). However, I can't do it entirely alone. If you have any ideas for an event (PvP, PvE, social or otherwise) send me an email at towlin@swgemu.com. If I get enough response, I will put my picks up for the community to vote on. Send in those ideas, I'd love to hear from you!

Regards,
Tow'lin Tow
Quote:
Originally Posted by Grija
Hey everyone. Recently I took over the SWGEmu Facebook group, and have been updating it as we release our updates. However, I've added something else for those of you who cannot get enough....

TWITTER!

http://www.twitter.com/SWGEmu

SWGEmu now has a twitter feed, which will be updated on a more frequent basis than just the standard updates, including things like snippets of info from the Assembla postings and such. Hopefully, this will allow our fans to more actively keep track of what is going on with SWGEmu on a day-to-day basis!

-Grija
4) Closing:

I'm not going to make your eyes bleed with any more text. This update was pretty long.

Enjoy the rest of your week, and please excuse the delay with getting this up.

P.S. Our prayers lie with the People of Pakistan today, as their current civil and terrorist troubles come to light. We wish the best of luck to the people of Pakistan and their leaders, and hope for a fast resolution of the issues which are currently seated there.

--Team SWGEmu
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Max
Communications Director (On Leave)


www.swgemu.com | max@swgemu.com

SWGEmu is a non-profit, open source community project.