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

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  #76  
Old 04-18-2008, 12:37 AM
Arrin Arrin is offline
 
Join Date: Dec 2006
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I love you.
SWGEMU> >>>>>>>>>>>>>>>>>>>>>>ANH
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  #77  
Old 04-18-2008, 02:03 AM
Davickk Davickk is offline
 
Join Date: Feb 2007
Posts: 363
Thanks guys for all the dedication and hard work you guys are putting into this project, although the community may not show it all the time, your hard work, time, and effort put into this project means the world to all of us and Id just like to personally thank you guys.

Awesome Vid, Kyle told me crafting was coming along nice.
when it hits TC its gonna be like Christmas all over again!
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  #78  
Old 04-18-2008, 02:20 AM
Ekaika Ekaika is offline
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Quote:
Originally Posted by Ramsey View Post
Added my portion to the round table section of the update, elaborated on heightmaps in the closing.
Woowooooot!
  #79  
Old 04-18-2008, 04:12 AM
Aremathiea Aremathiea is offline
 
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Quote:
Originally Posted by ekaika forge View Post
Woowooooot!
agreed


.......................
Actually I think im late on all this new news... I was not going to post anymore, but this is good.
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  #80  
Old 04-18-2008, 04:38 AM
Maccajnr Maccajnr is offline
 
Join Date: Feb 2007
Posts: 55
Quote:
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.

I'm not undertanding this really well. The client and the character is moving correctly on the map, following the surface correctly for every ups and down. So what prevents the Npcs and structures to follow the same rules?
  #81  
Old 04-18-2008, 04:57 AM
vorta vorta is offline
 
Join Date: Dec 2006
Location: MA
Posts: 393
oh wow can't wait miss that so much
  #82  
Old 04-18-2008, 05:18 AM
Seaseme Seaseme is offline
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Quote:
Originally Posted by Maccajnr View Post
I'm not undertanding this really well. The client and the character is moving correctly on the map, following the surface correctly for every ups and down. So what prevents the Npcs and structures to follow the same rules?
Because the client doesn't send that data to prevent things like clipping or to determine if you can or can't shoot through a hill or a wall. It's all stored server side which is what they're trying to figure out.
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  #83  
Old 04-18-2008, 06:27 AM
bongandbeer bongandbeer is offline
 
Join Date: Dec 2006
Posts: 644
Gänsehaut,.... thats the word that describes the feeling i get when i see your work,... i dont know the word in english, ... its ... thrilling !!!

i love you all devs !!!
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Never.
  #84  
Old 04-18-2008, 07:11 AM
Legoklas Legoklas is offline
 
Join Date: Dec 2006
Posts: 367
Hmm that heightmap problem seems to be a huge task
Hope we have a smart ass on the forum who can help you guys
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  #85  
Old 04-18-2008, 08:39 AM
Xeonz Xeonz is offline
 
Join Date: Mar 2007
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Good Job, Where getting ever closer to the rebirth of galaxies, woot ^^
  #86  
Old 04-18-2008, 09:09 AM
Traged-G Traged-G is offline
 
Join Date: May 2007
Posts: 8
Quote:
Originally Posted by bongandbeer View Post
Gänsehaut,.... thats the word that describes the feeling i get when i see your work,... i dont know the word in english, ... its ... thrilling !!!

i love you all devs !!!
Goosebumps is the word you're looking for, which is a pretty accurate description.
  #87  
Old 04-18-2008, 09:10 AM
TheA-froChild TheA-froChild is offline
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Join Date: Jun 2007
Location: Florida
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Yay for the devs!
  #88  
Old 04-18-2008, 10:29 AM
Maccajnr Maccajnr is offline
 
Join Date: Feb 2007
Posts: 55
Quote:
Originally Posted by Seaseme View Post
Because the client doesn't send that data to prevent things like clipping or to determine if you can or can't shoot through a hill or a wall. It's all stored server side which is what they're trying to figure out.

So the client knows the hight and not the server? Sorry my brain is slow this friday
The mini radar knows this at least, it shows the exact hight where I stand. So where does it find that info from? I mean, can't the npc (the server) read its current hight from the same location, like a copy of that on the server?
  #89  
Old 04-18-2008, 10:35 AM
Macrona Macrona is offline
 
Join Date: Dec 2006
Posts: 413
It already does, that syncs the players, but that doesn't help the NPCs.
  #90  
Old 04-18-2008, 11:21 AM
andy012538 andy012538 is offline
 
Join Date: Dec 2006
Posts: 29
heya great news on the up date and i just wonted to say i love the new format of the bi weekly update very efficiant and help full
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