Archive for the ‘Juegos’ Category

Los juegos más influyentes de cada generación

Tuesday, April 10th, 2007
Aqui pongo una relación de juegos han influenciado más a cada generación de plataformas, aunque eso de las generaciones sea más algo de marketing que real.Como las opiniones no tienen porqué ser perfectas, espero que aporten también las suyas. Por cierto, la numeración es ilustrativa. Si quieren enumerarlos ustedes, adelante.

Vamos allá:

Primera generación (Desde Spacewar hasta la Nes, no inclusive):

  1. Pong
  2. Pacman
  3. Space Invaders
  4. Donkey Kong
  5. Colossal Cave
  6. Defender
  7. Robotron: 2085
  8. Pole Position
  9. Microsoft Flight Simulator
  10. Ultima
  11. Rogue
  12. Artillery
  13. Crossbow
  14. Manic Miner
  15. Moon Patrol

Como comentarios, decir que podríamos haber puesto Akalabeth en vez de Ultima, pero este fue el influyente. Igualmente, Dragons Lair es un ejemplo de esta época, pero debido a las dificultades técnicas no fue imitado hasta mucho más tarde. Manic Miner casi pertenece a la posterior, por los pelos.

8 bits (desde la Nes hasta la Mega Drive, no inclusive)

  1. Super Mario Bros
  2. Tetris
  3. Elite
  4. Bubble Bobble
  5. Knight Lore
  6. Match Day
  7. Marble Madness
  8. Gradius
  9. King Quest
  10. Gauntlet
  11. Maniac Mansion
  12. Contra
  13. Driller
  14. Yie Ar Kung Fu
  15. Space Harrier
  16. Kung Fu Master
  17. Hang On
  18. Dragon Quest
  19. Double Dragon
  20. Dungeon Master
  21. Impossible Mission
  22. Track & Field
  23. Megaman

Me van a decir que Metroid, que Zelda… creo que estos dos ejemplos son más importantes en la generación siguiente.

16 bits (Desde la Mega Drive hasta la 3dO, no inclusive)

  1. Herzow Zwei
  2. Simcity
  3. The Legend of Zelda
  4. Alone in the Dark
  5. Wolfenstein 3d
  6. Street Fighter 2
  7. Kick Off
  8. Ultima Underworld
  9. Sonic
  10. F Zero
  11. Super Mario Kart
  12. Fire Emblem
  13. Lost Vikings
  14. Golden Axe
  15. Virtua Racing
  16. Civilization
  17. Super Metroid
  18. Micromachines
  19. Madden
  20. Lemmings
  21. Arch Rivals
  22. Tokimeki Memorial
  23. Prince of Persia
  24. Formule One Grand Prix
  25. Starfox
  26. Tamagotchi
  27. Pc Futbol

Si, he puesto Herzow Zwei y no Dune 2, aunque este segundo sea mucho más conocido. Si lo pongo aquí es porque ellos reconocieron su influencia (hace muchísimo, claro está). Lo de Pc Futbol no he podido evitarlo (aunque realmente ha influenciado, de hecho llegó a Reino Unido). Además podemos añadir la saga Fifa, que algo de influencia tuvo, pero enseguida se cambio a las 3d.

32-64 bits (Desde la 3dO a la Dreamcast, no inclusive)

  1. Need For Speed
  2. Virtua Fighter
  3. World Wide Soccer
  4. Choro Q
  5. Final Fantasy 7
  6. Descent
  7. King of Fighters 94
  8. Diablo
  9. Warcraft
  10. Super Mario 64
  11. Tony Hawk Pro Skater
  12. Beatmania
  13. Dance Dance Revolution
  14. Quake
  15. Tomb Raider
  16. Metal Gear Solid
  17. Super Smasn Bros
  18. Sega Rally
  19. Pandemonium
  20. Tokyo Xtreme Racer
  21. Baldur’s Gate
  22. Puzzle Bobble
  23. Ultima Online
  24. Goldeneye
  25. Commandos: Behind the Enemy Lines
  26. Myst
  27. Age of Empires
  28. Pokemon
  29. Coolboarders
  30. Animal Crossing
  31. Mario Party
  32. Dream Audition
  33. Soul Edge
  34. DoDonPachi
  35. Wave Racer
  36. Crash Bandicoot
  37. Wipeout

Si, he puesto World Wide Soccer y no “Winning Eleven” porque Shingo Tezuka dijo que le habían influenciado especialmente ese juego, además de Virtua Striker y la saga Perfect Striker, además del desconocido Soccer Shotout.

128 bits (desde Dreamcast hasta xbox 360, no inclusive).

  1. Shenmue
  2. Grand Theft Auto 3
  3. Onimusha
  4. Crazy Taxi
  5. Half Life
  6. Virtua Tennis
  7. Pro Evolution Soccer
  8. Dinasty Warriors 2
  9. Halo
  10. Puzzle Loop
  11. Counter Strike
  12. World of Warcraft
  13. Shogun: Total War
  14. The Sims
  15. Quake 3
  16. Half Life 2
  17. Battlefield
  18. Blinx
  19. Brain Training
  20. Eye Toy: Play
  21. Shadow of the Colossus
  22. Wario Ware
  23. Final Fantasy XII
  24. Resident Evil 4
  25. Nintendogs
  26. Max Payne
  27. Jet Set Radio

Puzzle Loop tal vez no os suene, pero es el juego que Zuma ha calcado. He puesto Jet Set Radio a pesar de que el primero que recuerdo con Cell Shading es “Wacky Races” para dreamcast.

Next Gen (Desde la 360 en adelante):

  1. Gears of Wars
  2. Loco Roco
  3. The Elder Scrolls IV: Oblivion
  4. Ya veremos que más

Bueno, creo que la lista es bastante extensa. Comentarios?. Cosas que haya olvidado, o crean que haya olvidado?

Alex Celi

Liberated Games: Juegos para descargar Gratis y Libres

Wednesday, April 4th, 2007

Liberated Games es una web en la que podemos descargar juegos comerciales cuyos autores, debido al tiempo ya pasado, han decidido liberar sus juegos y como consecuencia han sido puestos a disposición del público, totalmente gratis. ¡ Ojo ! Y NO es piratería.

Liberated Games

No solo encontrarán juegos gratuitos, sino que algunos, incluyen también la liberación del código fuente, es decir, que cualquiera puede modificar y usar el motor del juego como le de la gana.

En la lista hay juegos como: King of Chicago, BMX Simulator, Doom I y II, Duke Nukem 3D, Grand Theft Auto 1 y 2, Trivia Whiz, X-Men, Quake I, II y III, Return to Castle Wolfenstein, Wolfenstein 3D, etc…

Para ver la lista completa de juegos disponibles

Alex Celi

3 in Three Computer Puzzle
Abuse Side-scrolling platformer
Adventures of Fatman, The Batman-parody Adventure Game
Adventures of Maddog Williams Adventure
Aliens vs. Predator First-person shooter
Allegiance Online 3D Space Combat
Anacreon Galactic Conquest
At the Carnival Amusement Park Puzzle
BackLash Arcade
Battle of Britain Air Combat Simulator
Beneath a Steel Sky Science Fiction Adventure
Beyond Castle Wolfenstein Top-down Spy Action
Beyond the Titanic Text adventure
Bio Menace Action
BMX Simulator BMX Simulation
Boppin’ Puzzle
Castle of the Winds: A Question of Vengeance Role-Playing Game
Castle of the Winds: Lifthransir’s Bane Role-Playing Game
Caves of Thor RPG
Chinese Checkers Board game
Civilization: Call to Power 2 Managerial Strategy
Defender of the Crown Medieval Conquest Simulator
Descent 3D Flight Combat
Descent II 3D Flight Combat
Dink Smallwood RPG
Doom First-person shooter
Doom 2 First-person shooter
Duke Nukem 3D First-person shooter
Elder Scrolls: Arena, The First-person RPG
Enemy Engaged: Comanche Hokum Helicopter Combat Simulation
F.E.A.R. Combat Multiplayer Only
Fish Fillets Puzzle
Flight of the Amazon Queen Adventure
Fool’s Errand, The Fantasy Puzzle
Freespace 2 3D Flight Combat
Galactic Patrol 3D Arcade Space Shooter
Glider 4.0 Paper Airplane Aviation Simulator
Glider PRO Paper Airplane Aviation Simulator
God of Thunder RPG
Golgotha 3D Real-Time Strategy
Grand Theft Auto Criminal Activity Simulator
Grand Theft Auto 2 Criminal Activity Simulator
Ground Control 3D Real-Time Strategy
Helherron RPG
Heretic First-person shooter
Hexen First-person shooter
Hexen II First-person shooter
Hidden & Dangerous First-person shooter
Homeworld 3D Real-Time Strategy
Inner Worlds Side Scroller
It Came from the Desert Sci-Fi Adventure with Giant Insects
It Came from the Desert II: Antheads Sci-Fi Adventure with Giant Insects
Ken’s Labyrinth 3d-Shooter
King of Chicago Mafia Simulator
Labyrinth of Time Adventure
Lords of the Rising Sun Samurai simulator
Lure of the Temptress Adventure
Maelstrom 2D Space Shooter
Marathon First-person shooter
Marathon 2 First-person shooter
Marathon Infinity First-person shooter
MechCommander 2 Real-time Strategy Game
MiG Alley Air Combat Simulator
No Gravity 3D Space Shooter
One Must Fall: 2097 2D Robotic Fighting
Quake First-person shooter
Quake II First-person shooter
Quake III: Arena First-person shooter
Railroad Tycoon Strategy
Redhook’s Revenge Pirate-themed board game
Return to Castle Wolfenstein: Enemy Territory First-person shooter
Rise of the Triad First-person shooter
Robot Battle Programmatic Robotic Combat
Rocket Ranger Fight-the-Evil-Nazis Simulator
S.D.I. Save-the-Earth-from-the-Evil-Russians Simulator
Savage: The Battle for Newerth Real-time strategy/First-person shooter
Shadow Warrior First-person Ninja Combat
Sinbad and the Throne of the Falcon Swashbuckling Arabian Sailor Simulator
Spear of Destiny First-person shooter
Star Wraith 2 Space combat simulator
Star Wraith: Shadows of Orion Space Simulation
Stargunner Sidescrolling Shooter
Starsiege: Tribes First-person shooter
Supernova Text adventure
Treasure Island Dizzy Egg-centric Platformer
Tribes 2 First-person shooter
Trivia Whiz Trivia Game
TV Sports: Baseball Baseball
TV Sports: Basketball Basketball
TV Sports: Boxing Boxing
TV Sports: Football Football
Tyrian 2000 Shoot-em-up
Ur-Quan Masters, The (Star Control 2) Space Adventure
Wari: The Ancient Game of Africa Board game (Mancala)
Warzone 2100 3D Real Stime Strategy
Weekend Warrior 3D Game Show Combat
Wild Metal Vehicular Combat
Wings World War I Aviator Simulator
Witches Witch-themed Platformer
Wolfenstein 3D First-person shooter
Word Whiz Trivia Game
X-Men: The Ravages of Apocalypse Total Conversion for Quake
Xenophage: Alien Bloodsport Action Fighting

Lions and Tigers and Vendors Oh My!

Friday, December 15th, 2006
Time for an update like we promised.http://www.swgemudev.com/videos/swgemu-vendors.wmv

Vendors fully working. Mail/Item generator/credit deduction.

We are hard at work on our new server and updates should be flowing in for the next little while. We are almost done all of the packet structures and are now focusing on writing a good server.

Thank you for continuing to support us through all of this and we will never stop until we bring back the precu experience.

Thanks Guys/Gals..

-SWGEmu

__________________
- SWGEmu Developer -

From: http://www.swgemu.com/forums/showthread.php?t=158

SWGEmu Commemoration Update

Saturday, November 18th, 2006

Thursday, 16 November 2006

Ok… Thank you all for coming again…. We really appreciate the turnouts when we announce something big and love to see the community come together like this.

As you know, we’ve had our dark times over the past year, with theft of code, theft of money, theft of our pride. But we dont need to go into that again. I’ve said my peace to the people involved and removed the problem people from our network. Leaked code is wrong, and using it while calling it your own just plain sucks.

ANYWAYS.

In Xeno’s absense from the team we continued on and developed a full fledged combat system that we thought we might possibly never achieve. As it stands right now, if you logged in, and had a duel with someone, you wouldnt be able to tell the difference between Live and the Emu. Its that good.

Then Xeno rejoined us. And we really began to work as a team again. Xeno is a natural leader and is the face of this project. I know it comes off that I’m always in charge but I take second to Xeno. So please dont short-change Xeno on anything. He’s a great reverser and figures ALOT of things out for this project.

So tonight, We’d like to share with you the progress that we’ve made over the last little while with a montage of video showing our history. Since making this video, we’ve also figured out player housing, force run, force meditate, all client effects, mounts on both swoops AND creatures, and as of 30 minutes ago, we fixed movement so it is no longer stop and go. It’s smooth as a babies bottom.

I wanna make one thing clear. We are not flaming SOE with this video. We just chose to release it on a milestone day of SWG to show that we are around and not going away. When you tell someone that something can’t be done, it only makes them want to do it more.

Videos/screenshots of all of that other stuff will come later, but for now please enjoy the Commemoration, of that which is SWGEmu.

(dramatic pause)

http://www.swgemu.com/nov15-2006.php

(audune likes loli)

Audune: GOD FUCKING DAMMIT >.<

SWGEMU is very near…. PVP

Saturday, September 30th, 2006

Well. You asked for it. And here it was.

www.swgemudev.com/videos/swgemu-pvp01.wmv

www.mmo-centric.net/swgemu/swgemu-pvp02.wmv

As I’ve said time and time again. The best place to get info and get in on tests is to be on IRC. We opened up our test server with a form of pvp and we had 46 people on at its peak.  It was quite fun as everyone has said so far. It has a long way to come but this is a huge step.  Thanks to everyone for their continued support.

And btw, IRC has LOGGING capabilities so you dont have to sit and stare at your monitor 24/7 like some people tend to think like Kaukiji who are idiots.

Anyways, Ya. Thanks!

Posted by Ultyma

Super Mario Bros 3 en 10 minutos

Tuesday, September 19th, 2006

Este video lo mandó Devil hace mas de 1 año, y buscando por el internet lo encontré. Y para que, el Bendito Super Mario Bros 3 (sMB3) un japones se lo termina en 10 minutos. Miren bien el video para que saquen su linea.

Y para colmo ¡¡¡ No lo mataron ni UNA SOLA VEZ y todas las vidas las saca en el mundo Nº 8!!!

Alex Celi

SWGEMU: To clear up the confusion + little tidbit of news..

Friday, September 15th, 2006

From: forums.swgemu.com

Ok. Since alot of people seem somewhat confused even though I’ve explained it in plain english numerous times, I will say it again.

CU is being worked on so we can test these packets from our packet logs to see what they actually do.

Now, my reasoning was, once we got CU working, why dont I release all the packet information / code so there can be a CU emulator as well. It seems logical.

The whole dev team hasnt switched to making the CU emulator like everyone seems to think. All it requires is a few switching of packets. But thats really a moot point. The original intention of the CU emulator is to help us understand the packets more.

And just to show you exactly what I mean, while we were doing this, TheAnswer fixed the 1 combat packet we were having problems with, and then I figured out the attackid list, so we now have a semi-functional combat system. Without delving into the CU emulator, this never would have happened, as we were practically out of ideas. But now we have the momentum.

There will be a nice big update/announcement live from us at PDXLAN on September 22-25. Haven’t decided which day yet.

So stay tuned Smile

Hopefully this clarifies a few things.
_________________
- SOE Broke the game. We fixed it. -
- SWGEmu Developer -

SWG EMU Project Plan – July 2006

Friday, August 4th, 2006

DOCUMENT PURPOSE
This purpose of this project plan is to outline the tasks and deliverables required to reach various developmental milestones . With this plan we will be able to better gauge what progress has been made as well as what tasks and deliverables need to be completed.

DOCUMENT HISTORY
***IF YOU EDIT THIS DOCUMENT IN ANY WAY WHATSOEVER PLEASE ADD AN ENTRY HERE ***

*** Twisted Evil IF YOU EDIT THIS POST PLEASE DON’T SCREW UP THE SPACING OR FORMATTING. THANKS IN ADVANCE Twisted Evil ***

July 30, 2006 (Anzel): This is the initial project plan for SWG EMU. It is meant to be a framework for the other members of the EMU team as well as the EMU community to build upon. PLEASE NOTE: This first draft is subject to revisions by other members of the team based solely on their subjectivity and digretion.

July 31, 2006 (Anzel): Added information regarding EMU TRE.

July 31, 2006 (Antman): Zone and Login Servers ARE separated as much as need be.

I. PROJECT ARCHITECTURE:

    a. TIERS: The EMU is currently a 3 tier application (see below).
    i. TIER 1: Zone Server
    ii. TIER 2: Login Server
    iii. TIER 3: Database Server

b. LAYERS: Perhaps the most important aspect of this plan is to better define the logical layers that the EMU implements.

    i. Database Layer (DB Layer): This is currently a MySQL database. The purpose of this layer will be to store and manage galaxy data for the EMU. The MySQL database will contain all of the tables and stored procedures necessary to support the remaining layers.
    ii. Data Access Layer (DAL): The DAL will be the only interface between the DB layer and the rest of the application. For the MySQL implementation of the EMU the DAL should make use of SQL Stored Procedures rather than the use of inline SQL. All layers above the DAL should NOT have any data access code whatsoever.
    iii. Packet Delivery Layer (PDL): All of the network packets required to be sent between the EMU client and server are to be defined in the PDL. Any other module or object that has a need to deliver or receive network packets should reference the PDL.
    iv. Galaxy Definition Layer (GDL): All of the objects required for the login server and galaxy server tier should be contained in the GDL. GDL objects should reference the PDL and DAL in order to maintain complete functionality.

c. SUPPORTING APPLICATIONS: In addition to the server distribution we will also need two key support applications in order to achieve our development goals.

    i. EMU Launcher: This application will allow a user to manage a list of Galaxies to connect to. Currently our official EMU Launcher is Jump To Freedom by Ravatar.
    ii. EMU Administrator: This application will allow a server administrator to control the galaxy database through the use of a forms application rather than directly editing the MySQL database.
    iii. EMU TRE: We will need a small application to pack resources into a SWG .tre file which the client will recognize and read. This will allow servers to repackage assests from other publishes such as faction armor and expansion rewards as well as custom paintings, clothing, etc.

II. PROJECT SCOPE:
Since the goal of this project is to emulate publish 13 of SWG the items which are considered to be in scope will be defined by the TASKS AND DELIVERABLES section below. SWG publish 13 was a product that had undergone over 4 years of development and it would be impossible to recreate all of its systems and features in a reasonable amount of time. Therefore we are going to need to be judicious when choosing which systems to include in the first version of the EMU.

    a. EXCLUSIONS: The following systems and features will be explicitly excluded in the first version of SWG EMU.
    i. Crafting
    ii. Creature Handler / Pets
    iii. Vehicles
    iv. Shuttles
    v. Resource Mining
    vi. Entertainer Buffs
    vii. Image Design (as a profession)
    viii. Politician
    ix. Player Cities
    x. Jump To Light Speed
    xi. Dungeons
    xii. JEDI

III. TASKS AND DELIVERABLES

    a. Login Server
    i. DB Layer Tasks
    ii. DAL Tasks
    iii. PDL Tasks
    iv. GDL Tasks

b. Character Creation

    i. DB Layer Tasks
    ii. DAL Tasks
    iii. PDL Tasks
    iv. GDL Tasks

c. Zone Server

    i. Zone Insertion and Removal
    ii. Zone Range
    iii. Zone Update
    iv. Zone Stability and Load
    v. Movement
    vi. Chat System
    vii. Tells
    viii. Emotes
    ix. System Messages
    x. System Broadcast
    xi. Player Attributes (HAM)
    xii. Player Skills and Skill Modifications
    xiii. Player Titles
    1. Set title using /setcurrentSkilltitle
    2. Set title using UI
    3. Restrict titles based on player skills

xiv. Player Items (Inventory)

    1. Clothing
    a. Clothing Customization

i. Set Color
2. Consumables
3. Buffs
4. Weapons
5. Tangible Items
6. Containers (Backpacks)
xv. Waypoints

    1. Create Waypoints
    2. Auto-warp/Shuttle?

xvi. Trade System
xvii. Bazaar System
xviii. Mail System
xix. Combat System

    1. Base Combat
    a. Trainers
    b. Special Attacks
    c. States

2. PvP
3. PvE
xx. Mission System

    1. Non-Faction Missions
    2. Faction Missions
    3. Quests

xxi. NPC System

    1. NPC Wild Spawns
    2. NPC AI
    3. NPC Loot System

xxii. GCW

    1. Faction Recruiters
    2. Faction Ranks
    3. Faction Rewards

xxiii. Player Housing

    1. Place Structure
    2. Name Structure
    3. Admin/Entry List
    4. Structure Maintenance
    5. Decorate Structure
    6. Destroy Structure
    7. Reclaim Structure
    8. Move Structure???

xxiv. Player Guilds

    1. Place Guild Hall
    2. Create Guild
    3. Name Guild
    4. Guild Permissions
    5. Member Management
    6. Disband Guild

SWGEMU: How to Compile and Run A Server!

Wednesday, July 26th, 2006

Part 1: Getting the Goods

1.) Download all of these files:

http://tortoisesvn.sourceforge.net/downloads
http://msdn.microsoft.com/vstudio/express/visualc/download/
http://www.microsoft.com/downloads/details.aspx?FamilyId=A55B6B43-E24F-4EA3-A93E-40C0EC4F68E5&displaylang=en
http://dev.mysql.com/downloads/mysql/5.0.html
http://www.navicat.com/
http://www.emukettemoor.com/swgemu_client.zip

Code:
NOTE! YOU ONLY NEED THESE IF YOU DON’T HAVE THIS IN YOUR ROOT SWG DIRECTORY!http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_01.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_02.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_03.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_04.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_05.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_06.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_07.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_08.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_09.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_10.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_01.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_02.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_11_03.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_12_00.tre

http://patch.starwarsgalaxies.com:7040/patch/swg/main/patch_13_00.tre

(You must have Windows SP 2 to install the SDK!)

2.) After downloading all of the files, install them in this order (RECOMMENDED):

Service Pack 2
Windows® Server 2003 Platform SDK Web Install
Tortoise SVN
VStudio 2005
MySQL We will be running this from the auto install! We will also be installing it into the C:\MySQL folder. Don’t forget when installing to choose customize, and install EVERYTHING. That way there cannot be any missing folders. This step is probably vital to not getting any errors.
Navicat

Part 2: Compiling the Core

1.) Create a new folder on your desktop. The name doesn’t matter, but I named mine SWGEmu.

2.) Right click that folder, and press SVN Checkout. When a window comes up, for the “URL of repository box”, paste in: http://opensvn.csie.org/SWGEmuPub/ Next, for revision, make sure head is selected.

3.) After the files are done downloading, run VStudio Compiler. It’s located under Start->All Programs->Visual C++ 2005 Express Edition.

4.) When it opens, go to Tools->Options->Projects and Solutions-> VC++ Directories. Open the dropdown menu under Show Directories for, and select include files.

5.) Under $(VCInstallDir)include add a new line by clicking the folder or pressing Ctrl + Insert. In that line, type C:\MySQL\include

6.) Next, select Library Files from the same dropdown menu, and for the new line, add in C:\MySQL\lib\opt

7.) Go back to the main Visual C++ screen. Go to file -> open -> project / solution.

8.) Browse to the SWGEmu root directory (The folder you Tortoise SVN-d) and then go to Win32. Open up swgemu-vc8.sln

9.) Press F7 or go to the Build menu, then build solution.

10.) If there are ANY errors, here are the solutions (Thanks ramsey and users!)

Q) fatal error LNK1104: cannot open file ‘libmysql.lib’
A) Tools -> Options -> Projects and Solutions -> VC++ Directorys
Then at the top right, click on library files
Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\lib\opt
If you installed it in the default path, it should be here:
C:\Program Files\MySQL\MySQL Server 5.0\lib\opt

~~~~~~~~~~~~

Q) mysql.h couldnt be found.
A) Tools -> Options -> Projects and Solutions -> VC++ Directorys
Then at the top right, click on include files
Add a path to the library which should be here: C:\MySQL\MySQL Server 5.0\include
If you installed it in the default path, it should be here:
C:\Program Files\MySQL\MySQL Server 5.0\include

Still getting the error? Go to Database_Mysql.h. Find: #include
Replace with: #include

~~~~~~~~~~~~

Q) winsock2.h missing
A) Make sure you install the platform sdk which can be found here:
http://forums.swgemu.com/viewtopic.php?t=2701

~~~~~~~~~~~~

Q) libmysql.dll is missing when i try to run the server.
A) \MySQL\MySQL Server 5.0\lib\opt
There should be a libmysql.dll. Drag that to your C:\WINDOWS\system folder. NOT system32. system.

~~~~~~~~~~~~

Part 3: MySQL and you!

1.) The first thing you want to do, is take note of the password you entered in when you were installing MySQL. If you didn’t enter one that’s fine, but if you did you WILL have to use that.

2.) Okay, you’re server should be up, since the MySQL should be the autoinstaller version.

3.) Open up Navicat, which is in the Premiumsoft folder in All Programs.

4.) Click the connections button in the semi-top left hand part of the screen. The connection name doesn’t matter too much, but I set mine as SWGEmu. Leave the hostname to localhost and the port to default (3306). The username will be root, (Unless you entered in a username for your mysql, which I’m not sure is possible since I can’t remember Smile ) and the password will be blank or the password you entered in whilst installing MySQL. Press test connection. If it doesn’t connect, you either have a firewall messing stuff up, or you typed the username and password wrong.

5.) A new server should show up! Yay! Now, right click on it and press new database. You’ll want to name it swgemu (I believe it’s case-sensitive) and leave the character set to default.

6.) On the new database, you want to right click, then press execute batch file. Select swgemu.sql from MySQL in your SWGEmu folder.

7.) Go do debug, then config in your SWGEmu folder, edit config and enter in the information listed. If you’re running on your home PC you probably only need to change the password that you entered in when you installed MySQL.

8.) With the unused zip, currently named as swgemu_client.zip you have sitting on your computer, it is now time to finally get into the game! Open up that zip and copy it into your LEGIT (I hope Smile ) SWG directory. Mine is C:\Program Files\StarWarsGalaxies. Copy all the files located in that zip to your directory. Now, if you are up to date on the patches, or have at least patch 13 installed, you’ll be set. If you don’t have any patches or something under 13, you’ll have to get them off the SWG website. If you’re OVER, take out ANY file with the prefix patch. Don’t delete them if you plan on going back into NGE. (If you even wanted to Smile ). It’s pretty sad that a game that only has the function of walking around the environment is more compelling to play than the NGE.

9.) If you’ve played the NGE or any other version of SWG lately, you can just take out anything but the files patch_00.tre – patch_13_00.tre. Take all the other patch files out.

10.) Make a shortcut of SWGEmu.exe somewhere. Right click it, then choose properties. After that, add this to the target field.

Code:
– -s Station subscriptionFeatures=1 gameFeatures=255

11.) Run SWGEmu_Setup.exe to set up your screen resolution, etc. After you’re done, press okay and get out of that. Now, run the SWGEmu.exe in your emu folder under debug. Then, open the SWGEmu shortcut you modified the target of. Wait till the login screen shows, then log in under test. The password will be test. You can now run around. Yay! Or in a better looking phrase

YOU CAN NOW PLAY PRE-CU SWG! Yay! Oh…and just incase you didn’t notice…YOU CAN ALSO STOP SPAMMING “I NEED HELP ZOMG!!1″ IN THE IRC. thx.

Have fun, please, read this before you ask any questions.

Troubleshooting:

Compiling Errors:
If you are getting errors such as winsock.h/windows.h and have reinstalled the SDK, follow the steps on this link:

http://msdn.microsoft.com/vstudio/express/visualc/usingpsdk/

Ignore step 5.

Next, You need to copy the files in the SDK’s include folder into VC’s include folder and copy the files in SDK’s lib folder into VC’s lib-folder.

The SDK’s director is C:\Program Files\Microsoft Platform SDK\

-------------------------------------------------------------------------
SWGEmu - Setting up and running the Publish 12.1/13 Client. By Ultyma.
(c)2006 SWGEmu Team. www.swgemu.com
-------------------------------------------------------------------------

1) Download the client from somewhere....

SWG TRES IF YOU NEED THEM
-------------------------

http://forums.station.sony.com/swg/board/message?board.id=Techsupport&message.id=295177

2) Extract the archive to your SWG directory. (Usually c:program filesStarWarsGalaxies)

3) Open up swgemu_login.cfg in notepad, and change the loginServerAddress0 IP address
to the server address that you would like to play on. (Or leave it at 127.0.0.1 for local).

4) Right click swgemu.exe and create a shortcut to it.

5) Right click the newly created shortcut, and change the Target field to the following:
"C:Program FilesStarWarsGalaxiesSWGEmu.exe" -- -s Station  subscriptionFeatures=1 gameFeatures=255

Note: If your SWG directory is different just modify that to the correct path. Leave the quotes on!

6) To run the game, just double click the shortcut. Voila. That simple. Login, and have fun.

NOTE:
If you are having problems getting the skill/emote/mood list to show up, its because its an error
between publish 12.1 and publish 13.

If you have SWG Explorer, open up the patch_12_00.tre. And extra ui_skill.inc from /ui to /ui in your
StarWarsGalaxies directory.

That SHOULD fix the skills/emotes not showing up in the command browser.

CRASHES
--------------
ERROR: unknown location : FATAL 82674e4e: unsupported SlotIdManager file format [0004]
CAUSE: You dont have all of the patches.
SOLUTION: Patch your SWG installation to AT LEAST publish 13.

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www.swgemu.com

SWGEMU now opensource!

Monday, July 17th, 2006

from SWGEMUStarwars Galaxies Emulator

SWG

Our public svn repository is now located at:

http://opensvn.csie.org/SWGEmuPub/

you can browse the source in a browser or download it via tortoise svn using the “checkout” feature when you right click an empty folder in windows. enter that url and hit okay, voila. you have the source.

To update, you right click that same folder and click svn update. this will ensure you have the latest version of our code which is ever-changing.

As it stands, char creation isn’t in yet. I’ve been busy worrying about zoning and sandbox to implement it. you can however, use the swgemu.sql file found in mysql/ to insert a test account that has a username of test and a password of test. this also includes a basic test character that you can zone into. THIS IS NOT YET AT SANDBOX STAGE but it will be very soon.

Right now there is only visual C++ 2005 project files, which works with express if you have the platfom SDK installed. to load the project, load up the file swgemu-vc80.sln found in the win32 directory. I shouldn’t have to explain how to compile it, but im sure someone will make a guide anyways so look for that on how to compile.

This assumes mysql is installed in C:\MySQL! so without modifying the project files install any 4.x/5.x mysql version to that location!

The default configuration file is located in Conf/, the swgemu.exe executable needs to be in the root directory where the “Conf” directory is located to run (in this case, the root directory that you downloaded the source too, unless you move Conf)

Default location of swgemu.exe is in Debug/ which is created after a successful build.

Any questions?

Enjoy

– The SWGEmu team