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

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  #136  
Old 04-25-2008, 10:53 AM
Erif Lionheart Erif Lionheart is offline
 
Join Date: Apr 2007
Posts: 15
I am excited about crafting being wrapped up in the game. I am ready to go back to being a Droid Engineer. I enjoyed making droids, it was alot fun knowing, when you were walking around a city and you saw a player with a droid following him/her, you kinda said to yourself, "Hey self, that might be one of the droids I made for that person." Its a rewarding feeling.
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  #137  
Old 04-25-2008, 03:47 PM
phreack phreack is offline
 
Join Date: Dec 2006
Posts: 22
wow...haven't checked in on the emu in a long time, things are progressing amazingly. Been broke for a while, but as soon as I've got some spare dough, I'll chip in again...it's crazy that you guys do this all for essentially free.

Anyway, regarding the height mapping issue...I know you requested educated ideas, and this one isn't very much so, but just a thought that popped into my head when reading about it. I know of some games that use a fractal to generate terrain (the Tribes family of FPS's, for example). I assume that SW:G doesn't do this, but to go along those lines, would it be possible to find an equation that describes the terrain sufficiently instead of a huge database of x,y,z coordinates? Probably not, but just figured I'd throw it out there.

keep up the great work devs...I can't wait to play Pre-CU!
  #138  
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.
  #139  
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
  #140  
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.
  #141  
Old 04-26-2008, 02:14 PM
TAfirehawk's Avatar
TAfirehawk TAfirehawk is offline
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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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  #142  
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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  #143  
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 .
  #144  
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
  #145  
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!
  #146  
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?
  #147  
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.
  #148  
Old 04-28-2008, 05:13 PM
XeroOrez XeroOrez is offline
 
Join Date: Apr 2008
Posts: 1
my god i love you guys, in a non sexual way
  #149  
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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  #150  
Old 04-28-2008, 08:58 PM
zetlaux zetlaux is offline
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Join Date: Nov 2007
Location: Bestine, Tatooine
Posts: 457
Quote:
Originally Posted by Jot'ika View Post
I am really impressed with the progress bein made in the last bit, good job guys.
Yeah I haven't been around the project that long, but I read a lot more than I post. These last few months have been really incredible for the emu. It is very exciting.
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