adidas Originals los invita para juntarse con David Beckham, Daft Punk, Snoop Dogg, Franz Beckenbauer, Noel Gallagher, Ian Brown, Ciara, Jay Baruchel, DJ Neil Armstrong, para el campeonato intergaláctico 2010 FIFA World Cup™, una fiesta que no olvidarán.
Aqui hay un video muy interesante, en donde se muestra como era el SWG, hasta que los de SOE decidieron destrozar tan espectacular juego con su revamp.
En el video hay una frase interesante
I loved SWG, it was fantastic. Like many I was a loyal day-one fan of the game that left the game come the ‘retooling’.
Nothing but a spit in the face by soe with that ‘improvement’, the only people remaining now are OMFG I CAN BE JEDI!? people.
Its ironic that they tried to copy wow and ended up KILLING their game, while the fans left to play wow!
“que ironico que trataron de copiar a WOW y terminaron de MATAR el game, y
luego todos los fans (SWG) se fueron a WOW….”
Hasta el minuto 9:26 del video el juego era espectacular con sus bugs y problemas, a partir de ese momento empezó su caida (gracias SOE) y de ahi todos los jugadores empezaron a irse del juego.
Hace bastante tiempo que no sabia nada de Star Wars Galaxies, ni de su proyecto hecho por la comunidad SWGEMU. Dándole una revisada a los forums, encuentro que el emulador esta bastante avanzado y me da mucho gusto.
Quizas en algún momento CAPO City/Guild vuelvan a reflotar.
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.
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.
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.
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
Hopefully this clarifies a few things.
_________________
- SOE Broke the game. We fixed it. -
- SWGEmu Developer -
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 ***
*** IF YOU EDIT THIS POST PLEASE DON’T SCREW UP THE SPACING OR FORMATTING. THANKS IN ADVANCE ***
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