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

 
 
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Old 11-04-2007, 02:20 AM
Smusatto Smusatto is offline
Former Community Manager
 
Join Date: Dec 2006
Posts: 926
Biweekly Wrap Up/Update 11/4

As many of you may have already noticed, Ramsey posted an update on the client issue. The client has been changed from publish 12.1 to 13. If you haven't already updated your client, please read that thread and do so before you do any more testing.

This should fix a number of bugs that were specific to the 12.1 client, most notably client crashes.

Quote:
Originally Posted by Oru View Post
this kind of constant crashes with vehicles are caused by the pub 12.1 client, i did have it until i switched to 13
Some of you may be wondering why the server hasn't had the usual impeccable up time over the past few weeks.

Quote:
Originally Posted by Oru View Post
it's been down a lot lately cause of a stupid bug that we can't fix easily now. the component responsible for the whole thing was brought over from core1 but seems we can't postone rewriting it anymore. expect some unusual downtime in the following week(s)
Oru has been working hard over the past few days to try to resolve this bug. The up time should be back to normal after he gets it worked out.

Oru has also been working on NPCs to fix their movement and give them better AI. The movement problem is tied in to height maps, which tell the NPCs where hills, buildings, etc are. Once the height map issues are resolved, the movement should appear smoother and they won't run through things. TheAnswer and Ramsey have been working on that.

On the topic of a GM console program, Ramsey said:

Quote:
Originally Posted by Ramsey View Post
We have the ability to create custom menus/windows/ui**** inside of the game and send them from the server. Although this is an interesting idea, an ingame admin pannel is much more secure and integrated.
Somebody asked just how much of the quests were client side. Oru provided some input.

Quote:
Originally Posted by Oru View Post
nearly everything is server side so we will have to put life in the whole thing
Quote:
Originally Posted by Oru View Post
we haven't researched much on this topic yet but as far as i see lua wouldn't be the best one to support creating the quest flows and such. probably the best way is to create our own quest specific scripting language and then maybe one time later make a visual editor for it.
Seaseme has informed me that most of the quest text is client side. Most of what will need to be done is the actual scripting, which shouldn't be too hard...just tedious.

Over the past couple of weeks, we have been gathering lots of combat specific information from the community. We have opened up profession specific forums for bug reports. There are also ongoing discussions on dodge, block, and counterattack as well as defense versus states. If you feel like you remember the combat mechanics of pre CU well, please look over these threads and provide some input.

Seaseme and TheAnswer have been going over these and will begin implementing the information from them soon.

TheAnswer has also been working on adding guild terminals. They will most likely be placed somewhere in Anchorhead, as guild halls haven't been added yet. Structure placement is on hold until a bug with cell movement is resolved. Cell movement is what allows everyone to see each other moving inside of structures.

That's all for now. May the Schwartz be with you.
 

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