SWGEmu Old Forums Archive  

Go Back   SWGEmu Old Forums Archive > Announcements > Bi-Weekly Updates


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

Thread Tools Rate Thread Display Modes
Prev Previous Post   Next Post Next
Old 09-14-2008, 04:11 PM
Ramsey Ramsey is offline
Join Date: Dec 2006
Location: VA, USA
Posts: 714
Bi-Weekly Update 9/14/08

1) Update Overview: (TOC)
-Packaged Community Portal Updates
-SVN Branch Structure Change
-Medic/Doctor Updates
-Mission / ActionNPC Updates
-Client Emulation
-Crafting: Schematic Tool
-Various fixes

2) Body:


PCP Updates
The Packaged Community Portal has made some significant progress, but we are still looking for more help. We are actively seeking Graphic Artists, Web Developers, and Security Analysts. Project details can be found on the PCP Wiki Page.

These past two weeks, we have achieved some of the following updates:
  • Preliminary Authentication System ties in with SWGEmu server.
  • MyCharacters retrieves characters from your account and displays information about them from the most recent save.
  • News/Updates system is mostly completed, but undergoing a few internal tests and optimizations. - Thanks Tyrant.
  • Automatic parsing of common abbreviations to be formatted with XHTML/CSS markup. - Thanks Bryant.
  • Multiple themes are in the works, most notably are JtlBlue by Valkyra, Default Rebel by Towlin, and YT1300 by Washproof! These can be viewed on the live demo.
Be sure to stop by the demo page http://pcp.swgemu.com to watch as this project explodes into a full fledged CMS. Please stop by #swgemuwebdev if you would like to help or just follow the progress.



Another social/community function goes live: GUILDS!

I (Farmer John) was working the last weeks on implementing guilds they way we know them from the live days.

A very first version (V.1.0.0) was added to the server code today.

We have terminals around Anchorhead and Theed, so feel free to stress-test it all out.

It is a huge chunk of code and changes and i am sure it might have "some" bugs and stability issues which might only arise under heavy load on TC.

Have fun, guilds !

Currently working:
# Guildcreation
# sponsoring
# accepting
# kicking
# full permission system
# guild renaming
# guild disbanding
# guildremove (target player)
# buttload of checks
# guildinformation
# election radial (disabled for now, no PA halls are in yet)
# guildrenaming under 24 h policity
# transfer leadership
# guild wide mails on actions
# guild leader mails
# Name check

Guild creation and guild renaming is checked against the restricted name list and profanity.


SVN Branch Structure Change:

We have changed the branch structure in our SVN. If you regularly checkout the source code from the public SVN, be sure to switch the repository URL to "core3/trunk/MMOCoreORB".

We have shifted our SVN structure to better accommodate large code changes with the least amount of disruption to the main trunk. Examples of branches we've made to the trunk are for Jedi development & restructured combat code. Both trunks are making major backend changes that could possibly disrupt the latest stable trunk on SVN. Essentially, this means we can develop / improve more features simultaneously with less bugs popping up!


Medic/Doctor Updates
Recently, Medic and Doctor professions received the /tenddamage, /tendwound, and /firstaid skills as well as knocking out almost all bugs associated with the profession. This pushes it closer to being fully implemented; however, Medic and Doctor are currently undergoing some restructuring to make the code more efficient and to make it ready for Combat Medic which Valkyra has started some early work on.

Some of Valkyra's work can be seen here:

Anyone who can lend a hand to the internal testing of the new Medic/Doctor structure should hang out in #swgemuheal.


Mission / ActionNPC Updates:

Earlier this morning, the mission manager & objects, Action NPC, and the special mission terminal hit SVN. Certain parts of the code have been omitted because they are either unstable or incomplete. There are two test missions and an ActionNPC hard coded that work, but have been commented until the Item actions and scripting have been completed.

When Item actions do get implemented, you will start to see deliver missions popping up on the Test Center. I will make a post in the general forum when this happens, and you can check the special mission terminal in Theed (around (-4843, 4156)).


Client Emulation:

Before Engine3/Core3 gets to the point where it will rule the world, Oru has added client emulation functionality to the core. This means we will be able soon be able to spawn "bots" that can stress various features and fixed bugs that cannot be completely apparent through TC feedback.

A more stable server & precu environment, in layman's terms.


Crafting: Schematic Tool:

While it might appear that everything has been quiet on the crafting front, it simply is not the case. Most people here have no comprehension of the enormity of crafting. Over the last month or two, I have compiled all of the info we have collected thus far on to schematics into 1 database which is now accessible by a tool. The tool gives us the ability to quickly edit schematics, enter in missing information and make the data accessible to each person in the Crafting Data team in real time. Essentially, we can manage, edit, create, and generate schematic LUA's 100x faster than before. Also, the data entry format is independent to the script format, so we can easily make script format changes and just regenerate all of the scripts at will. This tool reached it's first functioning state last night, and we have been working all day with it to get people trained on how to use it. I have also been working on updates for the crafting system, which should see SVN in the next few days.


Various fixes:

Along with the spectacular stability fixes provided usually by Oru/TA, here are SOME gameplay tweaks/fixes have been made:

-You can cure conditions on other players now.
-Added Intimidate statepacks
-Wounds can no longer be healed while meditating.
-/healstate heals first state that it comes to that you have medicine for (that you can use) in this order: dizzy, intimidated, blinded, stunned.
-Bothan base stats have been fixed.
-Enhance, Wound, Cure, Heal, Healstate timers adjusted to their real formulas.
-/firstaid, /tenddamage and /tendwound now work.
-Can no longer use medical packs or medical skills while meditating
-Added Vehicle Deeds to Blue Frog, datapad deeds removed.
-Non Humans should now be able to stat migrate properly
-MonCal female artisans no longer spawn naked (uhh..)
-Added More Lairs, Currently Just Corellia Till i can fix/update the rest
-Preliminary House work started.

┌( ಠ_ಠ)┘
SWGEmu is a non-profit, open source community project.

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

All times are GMT -4. The time now is 12:42 PM.

Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
All Contents Copyright 2004-2010, SWGEmu.