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Old 01-14-2009, 11:34 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
3) Developer Perspective: ("Round Table")
Quote:
Originally Posted by cRush
I have been pretty busy in the last two weeks implementing a lot of changes. I cleaned up a ton of code in Player and CreatureObject, and basically made changes in 60% of the files contained in the core. Furthermore, I added in CloningFacilities and Item Insurance which will really be helpful in the early stages of SunCrusher. Also, bringing back the true Slicing menu will help smuggler's feel a little love. More to come in that regards.

I will now move forward and fix some systems that have been disconnected, or disabled. Further, I plan on implementing a few smaller features that have been requested, including the long awaited Zabrak ability, Equilibrium. Much more exciting stuff to come. Thank you SWGEmu community for your undying support!
Quote:
Originally Posted by panchjr
I merged the Combat Test code back in to the main trunk. Unfortunately because the two codebases had diverged significantly during the time combat was being worked on this has resulted in some bugs and some of the new features had to be disabled until they can be made to work with the new code.
We are busy squashing the bugs and re-working disabled fetures so that you can enjoy the new combat code properly. Please bear with us during this transition period.

The biggest thing I have learned from the combat upgrade is that although working on the code in isolation made things easier, the problems encountered when integrating it back in to the trunk nearly outwieghed the benefits.
Quote:
Originally Posted by kellina
Creatures/NPC Scripting Team:
The past couple weeks the Creature/Npc scripting team has been working on converting all the city npcs that should be attackable like all the creatures that are roaming around the citys as well as the factional npcs. we should have these all finished up the next couple weeks.

And we are continuing to work on adding more caves/dungeons as we can get to them.

CSR/EC Team:
These past couple weeks we have receaved many CSR/EC apps and are reading through all of them, we have gotten alot of really good ones as well as some ok ones. depending on how many more we get this week i might close the apps up at the end of the week. We have gotten about 60+ so far and thats alot of work to sort them all out and figure out who would be best fitting. But we will get them done and we are very excited to get the ball rolling on training our new CSRs and ECs.
Thanks for all those that have applied we should have our list of people in the next couple weeks.
Quote:
Originally Posted by Thoop
On behalf of the SWGEmu development team, we could like to thank all of the members of L'Aasin's Resource Mapping Project. They have spent countless hours gathering data from live and putting it into an easily readable format for us to interpret and implement. If you see any of the following people on TC or anywhere else, tip them a few credits or give them some free items . They have helped an enormous amount with their efforts.
Thanks to:
Corbaer
Iraxen
Karric
Kronik
L'Aasin
NadeaAheda
RadioFlyr(Vendel)
SturmTiger
Tarquinas_born(Jule)
Viper
Wulf(Kalrir)
Xavia
Zcoretri

Thanks to anyone else who's name I forgot, and thanks to all of the people who offered to lend their time to the project. It is very much appreciated.
Quote:
Originally Posted by Link
Not too much has been going on with me recently. I have been helping squash some bugs, coordinating stuff for the height maps a little and just started work on Squad Leader. I just finished the "System Group Message" skill.

Oh and I was hoping someone would have asked about height maps at the dev chat. I wanted to tell everyone the news that with height maps, mob movement works now
Quote:
Originally Posted by Kyle
Things in the crafting world have appeared to be at a standstill to the outside observer, but we are ready now to really get underway. Here are a few teaser screen shots of the work being done, and having been done the last little bit.


Quote:
Originally Posted by Max
Hello Everyone!

It's been a big month (or more) since our last biweekly! Can you believe it? It feels like it was up only yesterday. So much has happened, in fact, that some things had to be CUT from this BiWeekly to spare everyone's brains from exploding.

Something I was a bit sad about was the fact that I missed New Years as I was on a plane between Australia and America. Time zones did their little dance, and I celebrated New Years 2009 (not once, but twice) at 37 000 feet going at 950 kmph. Hence, sadly, between Airport and Transfers and 777's and bad food, I missed the posting of the End of Year Announcement. That was bad enough, until I checked my email and realised that I'd missed out two people's personal comments about 2008.
I therefore present to you, without further a-do, MrTopas and Kaigeos with their 2008 End of Year Comments:
Quote:
Originally Posted by Kaigeos
I have had a great time contributing to SWGEmu, Everyone I work with is awesome. This project has really come to impress me since I first came accross it in 2007. I work with the Lua team and couldn't find nicer people to work with then Kellina, LearningDisease and Hashman, love you guys and thank you for helping me be a part of this.

Kellina made my task realy simple as he all ready had all of the creatures and npc for every zone in place, my job came into place that most of them needed their skills. So I've provideded skills for all of the creatures accross the galaxy, Even as I write this now, and the end of the year draws near I am completing the skills for all of the NPC's accross the galaxy. These creatures/npc's now have their skills and can be spawned. I also don't want to go without thanking LearningDisease who gave me a great skills template to make sure I'd have my skill types correct. Thank you LearningDisease for being a great Mentor.

The task that will surely take me into the new year will be making sure that all of the NPC's have the weapons they did before SWG died on April 27, 2005. To aid me in this task I have a development forum I now manage for the purpose of gathering this Data. All Pre-Cu veterans are asked to stop by and contribute what you know at the. Creature/NPC Weapon Discussion forum.

Here's looking forward to great things happening in 2009.
May the force be with you...
--Kaigeos
Quote:
Originally Posted by MrTopas
Happy New Year!
First I want to thank the community and the developers for the support. You were a great help.
Last year I worked on the mask scent skills and the traps. At the moment I am changing the skills according to your feedback.
Next year I will continue working on the player structure placement and add camps for scouts. I took a look at the existing code and was able to spawn working harvester. You will see first results soon.

Best,
MrTopas
I apologise deeply to these two guys. They've spent far too much time to be forgotten, with only my excuse of a 19 time zone change and a difference of over 60 degrees Fahrenheit.

I'd also like to welcome two new Developers to the team. Anakis and MrTopas have been active and excellent open source contributors over the last few months, and we feel that offering them a formal Developer position is well deserved. Thanks, congratulations and welcome Anakis and MrTopas.

Until Next Time, Have a good day.

Max

P.S: Happy Birthday Davin!
4) Closing:

If you have watched CNN lately, you would have probably seen stories and pictures that say two things: change and death. and change. and death. Why these two things are so commonly put together is really beyond reason. Change does not mean death. January 09 brings change: it brings a new year, the end of a decade, a new US president, ten million new babies around the world, and the mulching of fifty five million American christmas trees. None of these things are deadly. To resist change is to resist life, not preserve it.

Every week that passes changes us that much closer into what we all want to be. Speculation will always be abounds as to what could happen here, or there, or when, or then, but no one can ever tell you what will happen tomorrow. No matter what, we want to make sure that we are prepared for what ever we may need. For developers this could be a flexible and expandable combat code, for testers this could be a customisable bug reporting website, or for players this could be a new server designed especially for them.

The next few weeks sees the team polishing current systems, finalising new ones, and fixing all the bugs possible so that Sun Crusher can be launched bug free and stress free. Sun Crusher will be one of the biggest and most exciting changes to this project ever, and we're absolutely hyped.

Spread the peace. Nothing's worth fighting over.

--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.

Last edited by Kyle; 01-15-2009 at 02:10 AM.