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

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  #46  
Old 11-16-2009, 05:42 PM
bladez bladez is offline
 
Join Date: Jan 2008
Location: Uk
Posts: 8
You guys are doing a really great job here and i really cant wait to play the finished product ;D

Good luck! and well done
  #47  
Old 11-16-2009, 06:30 PM
Dark'Soul Dark'Soul is offline
 
Join Date: Nov 2009
Location: CT
Posts: 2
Keep up the good work
  #48  
Old 11-16-2009, 06:48 PM
Ovale Ovale is offline
 
Join Date: Sep 2009
Location: Wisconsin, USA
Posts: 194
Great update! Thanks.
  #49  
Old 11-16-2009, 07:58 PM
amphitryon amphitryon is offline
 
Join Date: Jan 2007
Posts: 274
The Emu team is seeking to avoid legal entanglements with SOE when it comes to client modifications because unlike the server, the client executable *IS* SOE code, as such is SOE intellectual property and the client's EULA is still applicable.The client simply does not belong to the SWGEmu team and the team holds no license to use the Star Wars IP. legally that is why the focus is on using what is already there, and NOT on adding brand-new things.

HOWEVER, the team is free to use whatever materials are already there, but in new ways. The good news is there is a LOT of stuff already in there to work with, and near infinite numbers of new content combination possible.

As such the team's conservative approach in regards of what is supported on the client is appropriate. Besides, there are 6 years worth of artwork, models, meshes, layouts. objects,sounds, etc. already on the client, so making use of what we already have in new ways makes a LOT more sense.

The $64,000 question imho is going to be figuring out a way to access all those post-CU assets,make them usable for development w/o having to take over responsibility for distribution of the files, and avoiding doing too much client side 'modding'

Here is the situation, as you know updates to the game come via the patcher in the form of TRE files that contain all the assets added/modified for that Publish. However, all the post-CU assets/objects are already on the client, contained within the SOE published TRE files. So, a way has to be divined that allows access to the objects contained within those TRE files to build a new TRE file (like a new Publish 15.0).

I am guessing the only way to do this is to create some kind of client-side app/script that gets pushed to the client via LPE to basically 'parse' the SOE published TRE files for the needed objects/assets, then build a new TRE file on the client that contains them. That way, the Emu team is not put int he precarious legal position of distributing SOE copyrighted material.

What I am suggesting is basically a 'shell' of the TRE Explorer app that can be scripted, basically feed it a manifest of what objects are needed from the SOE Publish 15.0 TREs and beyond. The user could provide a path to their NGE installation as the 'source' location and their SWGEmu dir as the destination where the new TRE file will be constructed.

Then original, team generated objects, like schematics and quests could then be patched into that new TRE file.

Obviously TRE Explorer works, so its quite possible to read the TREs, and extract objects from them, and its possible to write to them as well, so creation of new TREs should be within reach.
  #50  
Old 11-16-2009, 08:04 PM
Valkyra Valkyra is offline
 
Join Date: May 2008
Location: Virginia
Posts: 1,664
Quote:
Originally Posted by amphitryon View Post
The Emu team is seeking to avoid legal entanglements with SOE when it comes to client modifications because unlike the server, the client executable *IS* SOE code, as such is SOE intellectual property and the client's EULA is still applicable.The client simply does not belong to the SWGEmu team and the team holds no license to use the Star Wars IP. legally that is why the focus is on using what is already there, and NOT on adding brand-new things.

HOWEVER, the team is free to use whatever materials are already there, but in new ways. The good news is there is a LOT of stuff already in there to work with, and near infinite numbers of new content combination possible.

As such the team's conservative approach in regards of what is supported on the client is appropriate. Besides, there are 6 years worth of artwork, models, meshes, layouts. objects,sounds, etc. already on the client, so making use of what we already have in new ways makes a LOT more sense.

The $64,000 question imho is going to be figuring out a way to access all those post-CU assets,make them usable for development w/o having to take over responsibility for distribution of the files, and avoiding doing too much client side 'modding'

Here is the situation, as you know updates to the game come via the patcher in the form of TRE files that contain all the assets added/modified for that Publish. However, all the post-CU assets/objects are already on the client, contained within the SOE published TRE files. So, a way has to be divined that allows access to the objects contained within those TRE files to build a new TRE file (like a new Publish 15.0).

I am guessing the only way to do this is to create some kind of client-side app/script that gets pushed to the client via LPE to basically 'parse' the SOE published TRE files for the needed objects/assets, then build a new TRE file on the client that contains them. That way, the Emu team is not put int he precarious legal position of distributing SOE copyrighted material.

What I am suggesting is basically a 'shell' of the TRE Explorer app that can be scripted, basically feed it a manifest of what objects are needed from the SOE Publish 15.0 TREs and beyond. The user could provide a path to their NGE installation as the 'source' location and their SWGEmu dir as the destination where the new TRE file will be constructed.

Then original, team generated objects, like schematics and quests could then be patched into that new TRE file.

Obviously TRE Explorer works, so its quite possible to read the TREs, and extract objects from them, and its possible to write to them as well, so creation of new TREs should be within reach.
We can already create new .tre files... Also by your second paragraph it doesn't seem like you read the Client Development vs. Client Modifications section in its entirety.

Anyway, this is a great update!
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  #51  
Old 11-16-2009, 08:17 PM
JohnStrope JohnStrope is offline
 
Join Date: Nov 2009
Posts: 5
Hurrah!
  #52  
Old 11-16-2009, 08:30 PM
nazoreen nazoreen is offline
 
Join Date: Oct 2008
Posts: 75
@Valkyra : I didn't understand very well, does the team make Client Development or Client Modifications ?
  #53  
Old 11-16-2009, 10:36 PM
deltarevan deltarevan is offline
 
Join Date: Jul 2009
Posts: 19
Great job guys!
  #54  
Old 11-16-2009, 10:58 PM
Tiana Tiana is offline
 
Join Date: Apr 2007
Location: chicago/dantooine
Posts: 82
Quote:
Originally Posted by nazoreen View Post
@Valkyra : I didn't understand very well, does the team make Client Development or Client Modifications ?
The team develops the client.

They do not modify it from their own definition.
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  #55  
Old 11-17-2009, 04:43 AM
nazoreen nazoreen is offline
 
Join Date: Oct 2008
Posts: 75
Thx Tiana
  #56  
Old 11-17-2009, 06:16 AM
Klanagh Klanagh is offline
 
Join Date: Dec 2006
Posts: 66
I haven't posted in a long time. This bi-weekly, however, really got my attention.

Look at those numbers for the past two weeks for Nova. Unbelieveable. This is an Alpha server they're talking about! Being run by unpaid developers! That is friggin' awsome. Averaging 6400 log-ins a day.

Coming from a day three Vet, please accept this shout out Devs: You guys are doing a fantastic job. Thanks to all of you. I can't wait for OR to hit for us to test and help hammer out the bugs.
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  #57  
Old 11-17-2009, 07:09 AM
Kyrm347 Kyrm347 is offline
 
Join Date: Sep 2008
Location: Michigan
Posts: 230
Thank you Devs for clarifying about the client side questions.
  #58  
Old 11-17-2009, 01:55 PM
old.Zi old.Zi is offline
 
Join Date: Mar 2007
Location: UK
Posts: 2
Beta 3 veteran; "WELL DONE!!"
  #59  
Old 11-18-2009, 05:53 AM
Raxxus Raxxus is offline
 
Join Date: May 2009
Location: Spain
Posts: 141
Amazing! Great job. /clap /clap
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  #60  
Old 11-18-2009, 10:35 AM
Kateb Ibliss Kateb Ibliss is offline
 
Join Date: Jun 2007
Location: Indiana
Posts: 43
Nice update guys!
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