SWGEmu TC:Nova Update 2/13/2009
February 13, 2009 by Kellina
Filed under SWGEmu Test Center Updates, Test Center - SWGEmu
Update 02/13/2009
TC Rev: 1282
Doctor
- Added Doctor Poison/Disease enhance packs.
- Added Doctor Area Cure
- Fixed Battle Fatigue now correctly affects stimpacks, woundpacks, and enhancepacks.
- Consent lists work properly again.
- Resuscitation is possible once again.
- No longer says you incapacitated your target twice.
- Fixed A bug causing some players to log in as incapacitated, unable to recover from incapacitation.
- You now have 30 minutes to resuscitate a player.
Teras Kasi Artist
- fixed Poison/Disease healing when meditating.
Combat Medic
- Added Minor Pool Diseases.
- Added Poison/Disease
Creature AI
- Fixed Creature aggro.
- Updated Misc City Spawns
Cloning System
- Fixed A bug that would allow you to die again when trying to clone.
Commands System
- Changed @commands now shows commands in a listbox.
- Added @eventMessage command sends an [Event] system message, to be used wtih events.
Objects and Equipment
- Fixed items in backpacks/containers within the inventory can be deleted/equipped/used now
- Added items in backpacks will be moved to top level inventory on use/equip
- Fixed mount “non-movement” bug
- Fixed “corpse of a swoop speeder”
- Fixed vehicle bug (dying instead of getting disabled)
- Fixed Female Medic Starting clothing.
Medic
- Fixed /healDamage should work now.
Combat System
- Fixed After incapacitating your target, you will now be removed from combat.
Miscellaneous
- Teach option no longer appears in radial menu of incapacitated/dead players.
Creature Spawns
- Updated Tusken Bunker spawns.
- Updated Squill Cavern Spawns
- Updated Aakuan Champion’s Cave
- Added Veermok Cave
- Added Lost Village of Durbin
- Updated HuttHideout Spawns
- Updated Woolamander Palace Spawns
- Added Narglatch Cave
Mise à jour du 31.01.2009
February 2, 2009 by Kellina
Filed under AURORA News
Bonjour, voici les mises à jours Bi-mensuel, n’hésitez pas à consulter notre forum pour en savoir plus !
- * Progrès du Crafting *Nouvelle excitante!*
- * Core center Base de donnée effacé
- * Squad Leader Progrés
- * Combat Medic Progrés
- * Camps et Scout
- * Les vendeurs et bazars
- * Nouvelles Mises à jour quotidiennes
- * Interruption du core center
- * Amélioration et changement du Launchpad
- * Corrections Majeurs
IRC Network
February 2, 2009 by Kellina
Filed under Bria Reborn - Annoucements
http://www.briareborn.net/showthread…=1513#post1513
SERVER ADMINS: WE WANT YOU TO JOIN US IN THIS. OUR IRC NETWORK IS GOING TO BE RENAMED THE UNIFIED SERVERS IRC NETWORK. CONTACT JAY FOR MORE INFORMATION!
As each day in the new year goes by, Bria Reborn becomes a bit larger. As each day goes on, Bria Reborn becomes an even more dangerous competitor. As each day goes on, Bria Reborn becomes an even more reliable ally. As each day goes on, Bria Reborn has yet another feature to offer to our community members.
I am proud to announce the launch pf our IRC Network Unification Project. We invite all server communities to join us on the IRC Network provided to us by Hinch and Euro-Chimaera. By using IRC as an additional medium to converse with each other and members of other communities, we strengthen our bonds with each other. IRC gives us the ability to chat in real tme, without the cluttering of the forums for a simple conversation. Each user is also allowed to register up to 5 channels and discuss whatever they want.
While the network is currently called the ‘Bria Reborn’ IRC Network, it is not the final name. That name is being used as a placeholder until we can find a more suitable name for the network.
Others may ask why we would start our own IRC Network instead of joining SWGEmu’s network. While I am an active member in the SWGEmu community, I feel that their IRC leaves something to be desired. That is my personal opinion and is not in any way a flame or insult to their community or network. This IRC Network has the tools and services to provide communities with the chatting experience they desire. And other servers have their control over the power.
How do you join us in this chat? Easy.
Open up your favorite IRC Client and connect to
IRC.BRIAREBORN.NET:6667
You will be automatically joined to the network’s lobby.
Enjoy chatting.
For more information on the services our IRC Network provides, please visit the IRC NETWORK forum.
[INFO] Featured User
February 2, 2009 by Kellina
Filed under Bria Reborn - Notices
We apologize for any inconvenience or disappointment this may cause.
SWGServers News Feeds
February 2, 2009 by Kellina
Filed under SWGServers.com
Hey all you SWG Community Server admins out there!
We are working on adding a news feed section, so all you that have feeds/rss/syndication setup on your sites could you please contact us and let us know the urls we can use to add to the system.
Thanks
Schmunzels development Blog
February 2, 2009 by Kellina
Filed under SWGANH - Development News
Hi everyone *waves all around*
As we now have our new and shiny Forums in order to communicate more with you guys out there I thought that I give it a go and start with the communication process.
In this "blog" of mine I intend to post in an irregular way about my development endeavors so that you guys out there can have some basic idea of what I am doing here with our beloved precu.
Today I want to tell you about our general server layout.
As you possibly know (and if not you will learn it now) one of the major features of our server is its scalability which allows any possible layout starting from a small private party server to a fully fledged data-center install.
Scalability mainly boils down to the organization of data between different nodes of processing.
In a server layout were you allow a zone (say planet) being divided into different subzones which then might be run on a different cpu or an entirely different box, you have to organize your data-flow and the data ownership between them. In a real server implementation this would mean that you would have one central data-broker who would serve the nodes data-requests with potentially a lot of organizational overlap and a huge amount of inter-server communication to coordinate objects and their interactions between your nodes.
In our planet-based MMO this approach would be especially effective when you have large amounts of players evenly distributed over an entire planet which - in a perfect world- wouldn’t interact with each other like by seeing each other.
And this is exactly where the problems start. When our players are near each other but on different zones we need to inform the neighboring zones of what is happening on their adjacent zones. Players will interact with each other and the world around them regardless of zone boundaries - this subzone communication will require huge amounts of processing power and bandwidth.
Bearing this in mind we decided early on in development that given the amount of CPU power available nowadays the only real bottleneck a server would be likely to face is bandwidth.
While the bandwidth necessary in inter-server communication will be huge it will not be the main problem as servers usually should be interconnected by fast lan connections. However for the connection to the player this is quite markedly different - ignoring the extreme case of a lan-party with 1000 players.
As an example I will tell you that our private test center in Canada - which is on a 1MB upload line - can support around 40 to 50 players running around and interacting (combat socializing etc). The cpu is at this point hardly affected by one single zone (though in our case we host all 11 servers on a dualcore machine).
On my private machine (a 6000 Athlon dualcore) I have up to 300 bots running around in a single city in debug mode when debugging/testing the network layer, reaching around 40% load with the occasional spike upwards when new players log in.
Thus we made for ourselves the decision to go a markedly different way in terms of server design.
Our layout has a central connection server which handles the communication between the different zones and the players and one zoneserver per planet (and / or instance). The advantage here is mainly that the interservercommunication between planets is very limited - mainly to chat and travelling players.
This means that the community - or private person out there - will be able to decide whether they want to run a big scaled server with one zone sitting on one machine connected to the other zones over high speed network or whether they want to go for a smaller party server were all zones can be run on a single machine with the option of running only selected planets if this should be desired.
The upside to this is that our network layer has a much smaller overhead both in processing power and interserver bandwidth while it is only truly limited in the size of the outward connection.
The downside to this is that given a huge outward line it will in theory be possible to reach the limits of the CPU. This will quite certainly happen on older low memory machines.
However, the shared distribution approach will have its tangible limits reached in nearly the exact same situation as ours - when we are dealing with huge amounts of players on one spot, whereas its benefits of course are that the theoretical amount of players will be much higher, when the players are evenly distributed over the entire planet.
I hope that you had fun having this first look into our server design and I’ll promise to be back soon
sch
Communities
February 2, 2009 by Kellina
Filed under SWGANH - News & Articles
Please if you are a community leader please send us your info for our communities pages.
http://www.swganh.com/anh_communities/
SWG:ANH - Desktop Wallpapers
February 2, 2009 by Kellina
Filed under SWGANH - News & Articles
Hi Everyone,
as with everything in regards to the website look & feel, thanks to DavidTirno, the Downloads Section is now live. Featured on this page are a number of Wallpapers made by Temploiter who’s currently part of our QA group.
We hope that you’ll enjoy the downloads and if you have a submission that you’d like to perhaps have featured as a download please let us know, if it’s something that fits within the SWG:ANH theme & mentality we’ll be sure to include it here…
Best wishes from all of us here at SWG:ANH!
SWGANH QA Scoop (Weekly QA News)
February 2, 2009 by Kellina
Filed under SWGANH - News & Articles, SWGANH - Weekly QA Updates
The Sunday Scoop: January 31, 2009
Note: QA has a weekly information column on the Developer Forums and we wondered if visitors to this site might enjoy reading about what happens at SWG:ANH during the week from the QA perspective. So I have reprinted it here. Happy reading!
![]()
Dev News (and some tester news mixed in!)
Eruptor has been quietly working away on the tutorial for some time and this week we were able to get another look at his progress! The tutorial is made up of nine parts. Eru has completed Parts I through III and is well into Part IV.Most of us probably took the original tutorial once or twice. But, it was likely to have been in 2003! You may feel a strange sort of ‘déjà vu’ when you are in the tutorial again. So testers, if you haven’t been to the tutorial since Eru added the latest stuff, you must go!
In Part I, you learn how to navigate and go from third to first person. You learn to chat also. Then in Part II, you are shown how to use the radial menu and collect your basic supplies from the Imperial Officer. Moving to Part III, you learn about banking and the Bazaar, and in Part IV, cloning and insurance. You will notice that Eru also added some new NPCs. He gave us this hint: ‘the tutorial space station is now populated with more NPCs who have a lot of opinions of what you do in there
’
Welcome Bria Reborn to SWGServers.com
February 2, 2009 by Kellina
Filed under Bria Reborn Server, Server Welcome
Bria Reborn is a community driven server project for the Star Wars Galaxies Emulation (SWGEmu) project, with a heavy focus on Player versus Player (PvP) combat. Bria, even after the CU and NGE, was one of the most active PvP communities around. Our goal is to recreate that dynamic so that players can once again participate in the intense server-wide battles and forum drama that took place after. Gameplay will be centered around Star Wars Galaxies Publish 14.1, and remain locked there for a more ‘vanilla‘ Pre-CU experience. New content will be limited to story arcs, events and perhaps GCWish things. There will be absolutely no changes to the core gameplay ever. For a more in-depth look at our server/gameplay plans.
However, just because our server is named after and plans to recreate the Bria experience doesn’t mean that we won’t welcome other people. Our administration team welcomes all players to join our community, whether you are a chiseled veteran or unsure of what Pre-CU really was. Just be sure to keep in mind that Bria players were very passionate gamers and thus sometimes may seem aggressive towards players that don’t see things eye-to-eye as they do. We ask that you ignore these players if you feel threatened, as our rules towards moderation and harassment are a bit more lax than other servers. If a situation arises that does, however, spiral out of control, our administration team will evoke severe penalties against the offending party(ies).
So, even if you aren’t interested in what our community has to offer, join us anyway. Take a browse through the forums and put your two cents in somewhere. Start an argument with someone that ticks you off in the Bria forum. Perhaps you’ll realize that Bria Reborn has something to offer you after all.
Don’t miss out on a chance to R E V O L U T I O N I Z E Star Wars Galaxies. Visit us today, tomorrow and the next day. You’ll be glad you did.





