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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 04-24-2008, 12:36 PM
Fars Fars is offline
 
Join Date: Apr 2008
Posts: 16
w00t w00t! welcome! we're all super hyped to play SWG again, in it's true form. look forward to getting to you know gundulf!
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  #2  
Old 04-25-2008, 12:26 AM
toro45 toro45 is offline
 
Join Date: Jan 2007
Location: My desk
Posts: 385
AWSOME!! Cant wait to be an architech again
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  #3  
Old 04-26-2008, 10:36 AM
yalin yalin is offline
 
Join Date: May 2007
Posts: 2
Wow its been a long time since i also looked in on emu, cant wait for this now looks like you ugys have don a hell of a lot.
  #4  
Old 04-26-2008, 12:56 PM
vorta vorta is offline
 
Join Date: Dec 2006
Location: MA
Posts: 393
HAHA I love your sig Erif lol
  #5  
Old 04-29-2008, 12:12 PM
CaptJones CaptJones is offline
 
Join Date: Jan 2007
Location: wEst
Posts: 662
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Originally Posted by vorta84 View Post
HAHA I love your sig Erif lol
That's one nasty bug..
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  #6  
Old 04-26-2008, 02:11 PM
Dorkybob Dorkybob is offline
 
Join Date: Mar 2008
Posts: 19
Quote:
Originally Posted by Kyle View Post

Heightmaps: This is an area that is holding us back in the area of NPC movement and structure placement at the moment. We know a number of ways to implement this, but are searching for an efficient alternative to the methods we already know. Currently, we will be able to generate a huge file with all the z values for every x/y coordinate pair, but the problem we have is being able to manage all that data in a sensible way (save memory, fast request time etc). Educated idea's on how to manage huge heightmaps are welcome.
There is something that I had always wondered about and I know that you are in the development stage of this process, and this would be the time to consider this I think. Rangers used to be able to place tents of varying sizes and shapes, and those tents would adjust the heightmap and level the ground no matter where it was placed. Could this general idea be applied to the City Halls of cities? That way there is no real concern about terrain for city construction, because every city will get a nice flat surface to build on. The "Flattened" land could also be the diameter of the limits of the city size, and grow as the city size increases.
  #7  
Old 04-26-2008, 02:14 PM
TAfirehawk's Avatar
TAfirehawk TAfirehawk is offline
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Join Date: Mar 2008
Location: Florida
Posts: 1,383
Quote:
Originally Posted by Dorkybob View Post
There is something that I had always wondered about and I know that you are in the development stage of this process, and this would be the time to consider this I think. Rangers used to be able to place tents of varying sizes and shapes, and those tents would adjust the heightmap and level the ground no matter where it was placed. Could this general idea be applied to the City Halls of cities? That way there is no real concern about terrain for city construction, because every city will get a nice flat surface to build on. The "Flattened" land could also be the diameter of the limits of the city size, and grow as the city size increases.
This is a bit off-topic....but do you mean the entire city radius flat?

Personally I liked having to go out and find a decent spot for a large city. But I would like the land immediately around each building to build up flat like a camp, just not the entire city radius.

This should probably be discussed in the Future Server Ideas forum
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  #8  
Old 04-26-2008, 11:23 PM
TankGun TankGun is offline
 
Join Date: Jul 2007
Location: Quebec, Canada
Posts: 202
Quote:
Originally Posted by TAfirehawk View Post
This is a bit off-topic....but do you mean the entire city radius flat?

Personally I liked having to go out and find a decent spot for a large city. But I would like the land immediately around each building to build up flat like a camp, just not the entire city radius.

This should probably be discussed in the Future Server Ideas forum
That would be a good thing to bring up.
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  #9  
Old 04-27-2008, 01:36 AM
Lissik Lissik is offline
 
Join Date: Dec 2006
Posts: 6
No words

really nothing i can say fellas.. i been waiting since nge/bse/forever to play "my game" again... i cant wait thanks ALL of you .
  #10  
Old 04-27-2008, 11:12 AM
Wilzon Wilzon is offline
 
Join Date: Dec 2006
Location: Malmö, Sweden
Posts: 31
Talking

Awesome!

I've been sick for almost two weeks and been confined to the bed.
Coming back to read this is just .

I'm glad I've donated
  #11  
Old 04-28-2008, 01:10 AM
drewpey drewpey is offline
 
Join Date: Mar 2008
Posts: 1
well done guys! brings back some good memories....even just hearing the sounds and the clicks reminds me of the joy I got from crafting...

the crafting system is what really set SWG apart from the other games out there...thank you for doing it justice!

Keep up the good work!
  #12  
Old 04-28-2008, 01:14 AM
Evilandy311 Evilandy311 is offline
 
Join Date: Apr 2008
Location: California
Posts: 10
excellent, however i did notice one thing and i'm not sure if it's there and just hasn't been implemented yet, when you gain ranks in a artisan class you don't neccicarily get the schematics transfered to your data pad... not sure if it just hasn't been handled yet or what?
  #13  
Old 04-28-2008, 09:14 AM
Jot'ika Jot'ika is offline
 
Join Date: Jan 2008
Location: Kentucky
Posts: 3
I am really impressed with the progress bein made in the last bit, good job guys.
  #14  
Old 04-28-2008, 06:05 PM
Legoklas Legoklas is offline
 
Join Date: Dec 2006
Posts: 367
Quote:
Originally Posted by Jot'ika View Post
I am really impressed with the progress bein made in the last bit, good job guys.
Man ur a bit late arnt ya?
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  #15  
Old 04-29-2008, 10:10 PM
Jot'ika Jot'ika is offline
 
Join Date: Jan 2008
Location: Kentucky
Posts: 3
Quote:
Originally Posted by Jot'ika View Post
I am really impressed with the progress bein made in the last bit, good job guys.
Quote:
Originally Posted by Legoklas View Post
Man ur a bit late arnt ya?
I thought i was still early, hehe.
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