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27.01.2012 09:48 - [SWGEMU] Stresstest die Zweite
Auch an diesem Wochenende bittet SWGEMU um zahlreiches erscheinen um den Server unter Last zu testen:

http://www.swgemu.com/forums/content...d-Two-01-28-12

Viel Spass!
Kommentare (0)
20.01.2012 12:16 - [SWGEMU] Stresstest am Samstag
SWGEMU veranstaltet am kommenden Samstag den 21.01.2012 einen Stresstest und bittet um zahlriches Erscheinen

Original:

http://www.swgemu.com/forums/content...801-21-2012%29
Kommentare (4)
31.12.2011 20:09 - [EUNEX] Wir wünschen euch ein frohes neues Jahr
Wir wünschen euch ein frohes neues Jahr und hoffentlich wird sich das angesammelte Sitzfleisch vom Warten mal 2012 auszahlen!

- das Europe-Nexus Team
Kommentare (6)
26.10.2011 14:51 - [SWGANH] Informal Testing this Weekend, Oct 28, 29, 30
A short meeting was held tonight and an upcoming release was announced, as well as some testing that will take place this weekend! Here are a few highlights...

Apathy:
We've been working hard the last couple of months. We went back to the drawing board once or twice, but I think we've finally got ourselves a really nice platform going where we'll be able to quickly and easily add features. On the test center we can now see each other moving around which is a really big step because it implies a number of really important but fundamental pieces of code are working.

We're now in the process of polishing up and finishing a few loose ends, but the majority of this release is now done. Given where we are, I'm confident we'll have this release wrapped up in the next couple of weeks.

I'd like to try and get some people on the test center this weekend to test a few things. It'll be spontaneous and probably focused on making something particular crash. We’d like people to test character creation and logging in and out. Testers should also try "to do bad things." It will be similar to the testing done after the last release, except this time you should see other people, and your name/appearance will work, as will hair and default clothes.

We also got a couple of plugins written. We can now switch authentication systems on the fly to use our forum logins on the test center, so testing should be easier going forward.

The specifics on when the server will be up and the IP address for testing has not yet been determined. Those wishing to join the tests should come to the irc channel beginning Friday evening (EST) for real time information or check the forums to get the latest updates. The game client can be found here: https://github.com/downloads/swganh/...ient_setup.exe

Our most recent client installation guide can be found here: http://www.swganh.com/anh_community/...php?f=71&t=445

Hope to see some of you this weekend in Bestine or Coronet!

Weiterlesen...
Kommentare (12)
12.08.2011 19:29 - [SWGANH] Testing so far...
The testing is going quite well!

There were some threading issues that were fixed right away. Also, testers found that wookiees could not be deleted, but Kronos solved that in a flash. The problem was an extra space after a wookkiee's name that should not have been there!

A few days later, when we moved from the original server to a different one, we had another issue with naming characters. All character names were said to be in violation of the naming rules. But that was fixed very quickly, as well.

There were only two crashes, that I recall. There was one on the first day and one on the second day, but none in the week since! And we have really tried hard to bring it down.

In summary, there were only a very few issues, they occurred in the first couple of days, and were solved very quickly. Since then, it has been smooth sailing!

At the end of the month we have been told to expect version 0.3.0 which will give us the ability to see each other in the game, which will be a welcome change. Coronet is a nice place, but it can be very lonely when you are by yourself all the time!

Weiterlesen...
Kommentare (12)
13.07.2011 10:11 - [SWGANH] QA Scoop, July 12, 2011
At tonight’s Dev Meeting, Apathy announced:

“We have a prototype server running on the new shiny technology we've been working on over the last few months. Last week saw us log in and zone for the first time. Today Kronos successfully created a character and logged in.”

Yes, QA members, the long wait is coming to an end! Within the next few weeks SWGANH will release Version 2.0 and we will have a place to begin testing again! Version 2.0 will be a solid platform for adding features and content to the game. The team has taken the time to get it done right. According to Apathy, the primary goal of this release is “making sure everything under the hood works like we want it too, so we don't get ‘tripped up’ down the road."

When we begin testing we will not have many features available to us. In fact, it will be bare bones at first, as we test the whole process of zoning and character creation to be sure we have it right. But it is my understanding that the features will come in fast and that the devs want to work on ‘fun’ things first, which means more fun for us!

Dev Kronos sent me a username and password, and as I write this post, I have a character in Bestine! I am seeing the sights and hearing the sounds we all know and love so well. So testers, get ready! We will be back at work before you know it!

A note to those who have applied for testing positions during the time when we were not testing: I have your addresses and will contact you when we are ready to add new members to the team. It will not be very long!

Dare I say it? Yes, I do! Good things are happening at SWGANH!



Weiterlesen...
Kommentare (15)
05.06.2011 16:32 - [SWGANH] The blast doors are open...the target has been aquired
The last couple of weeks at ANH have been very eventful, a number of events have come together, not to create a perfect storm, but to create what amounts to perfect weather for finishing a SWG server emulator!

The ANH team has been working for a few months now, on taking the lessons we learned from the current server code and apply them to the next major revision, and have been hard at work making those designs into functional code, and the results of those efforts are here. To make it even better, the team has gained some very experienced devs who are quite familiar with SWG development who have helped hasten this phase of the project.

A while back, the team realized that Lua was not going to give us the flexibility desired, especially when it came to implementing game features. The goal was to be able to write many of the game features via scripting as opposed to putting them in the server core. The performance difference was minimal and implementation of new features would be far less likely to impact other game systems if added via scripting, as well as it would then be possible to get more features added faster by people scripting as opposed to having lots of people in the core learning C++ at the same time.

So a new, Python scripting engine was developed for ANH and is complete.

That effort will be bringing us a Python scripting API, a toolkit for feature and content developers to embark on their development tasks, and in some cases the API can even be used to override some settings in the core (useful for those who wish to create highly customized server rulesets), not to mention those who wish to develop custom content, like scripted events, quests, etc

Now before the dev team can integrate this new scripting engine, the next major revision of the server code has to undergo some changes to support it, so that it can properly support the scripting engine and API. This part is called 'SOFI', which stands for Structured Object Focus Initiative, where the dev team will be going through and making the necessary changes to the core to ready it for the script engine and API.

This new revision of the server code will start in its own repository on Github located here;

https://github.com/anhstudios/swganh

Be aware the first checkins of this code will NOT be playable, not even able to log in. The early part of SOFI will be on the build process and other foundational work. Work on this is progressing at a rapid clip, and it will not be long before the new revision of the server code will be back to a state where logins are working again. Stay tuned as this phase is moving along rapidly.

Other major features of this new revision


Use of client/TRE loaded objects on the server side. In a major change from the current implementation, the server will begin using key objects from the client, on the server side, such as;

1. Height and water data from the original TRN (terrain files) instead of from heightmaps
2. Reducing the amount of data stored in the database (like quest data, and other object data
3. Being able to sync data between the client and the server (a major aid in combating cheating)
4. Only one set of objects to mod/create when creating custom content making it unnecessary to mod both server and client files.

The current PingServer functionality will be integrated into the Connection Services
Current timing issues between the server components will be resolved under SOFI

The ANH team will also placing many of its tools into the public repositories, such as;

* The ANH Client Launcher, which is a full featured SWG client launcher app.
* A fully functional TRE packer application for server admins to use for pushing modifications to their clients
* We will also be hosting a repository for the popular modding app, TRE Explorer. As many know it was made open source sometime back and is THE tool for SWG client modding.

Quality Assurance Testing

QA enters a new phase with these efforts. For the near term, testing will be a mostly 'white-box' affair, meaning that game features are not the focus of test, but things like the build system, the scripting API, and the server core are the focus. There will also be a clean Mantis bug database to be used for this next phase of development.

There will be a official ANH test center however, two in fact. These will not be 'play centers', one will serve as a development sandbox, and for the ANH QA team to test as needed, the other will serve as a place to validate/recreate bugs submitted by the server communities. Both will be subject to frequent wipes.

There will be 'play centers' before long hosted by the various server communities where player may go about the daily business of play testing. The ANH TC will remain a private server used by members of the ANH QA team (of course we are accepting applications for the QA team, as we need more tested, it is assured that more and more testers will be required).

Community Servers

The last, but most important piece of all this are the Community servers, as part of this I want to reach out to all the various communities waiting for usable code, and keep them informed of whats going on, as part of a lasting effort to maintain communications and to enlist their aid in the testing efforts. In this I ask all community leaders to PM me with their contact info so they can be kept directly appraised of happenings that directly impact them.
Kommentare (4)
04.03.2011 00:49 - [SWGANH] THe blast doors are open...the target has been aquired
The last couple of weeks at ANH have been very eventful, a number of events have come together, not to create a perfect storm, but to create what amounts to perfect weather for finishing a SWG server emulator!

The ANH team has been working for a few months now, on taking the lessons we learned from the current server code and apply them to the next major revision, and have been hard at work making those designs into functional code, and the results of those efforts are here. To make it even better, the team has gained some very experienced devs who are quite familiar with SWG development who have helped hasten this phase of the project.

A while back, the team realized that Lua was not going to give us the flexibility desired, especially when it came to implementing game features. The goal was to be able to write many of the game features via scripting as opposed to putting them in the server core. The performance difference was minimal and implementation of new features would be far less likely to impact other game systems if added via scripting, as well as it would then be possible to get more features added faster by people scripting as opposed to having lots of people in the core learning C++ at the same time.

So a new, Python scripting engine was developed for ANH and is complete.

That effort will be bringing us a Python scripting API, a toolkit for feature and content developers to embark on their development tasks, and in some cases the API can even be used to override some settings in the core (useful for those who wish to create highly customized server rulesets), not to mention those who wish to develop custom content, like scripted events, quests, etc

Now before the dev team can integrate this new scripting engine, the next major revision of the server code has to undergo some changes to support it, so that it can properly support the scripting engine and API. This part is called 'SOFI', which stands for Structured Object Focus Initiative, where the dev team will be going through and making the necessary changes to the core to ready it for the script engine and API.

This new revision of the server code will start in its own repository on Github located here;

https://github.com/anhstudios/swganh

Be aware the first checkins of this code will NOT be playable, not even able to log in. The early part of SOFI will be on the build process and other foundational work. Work on this is progressing at a rapid clip, and it will not be long before the new revision of the server code will be back to a state where logins are working again. Stay tuned as this phase is moving along rapidly.

Other major features of this new revision


Use of client/TRE loaded objects on the server side. In a major change from the current implementation, the server will begin using key objects from the client, on the server side, such as;

1. Height and water data from the original TRN (terrain files) instead of from heightmaps
2. Reducing the amount of data stored in the database (like quest data, and other object data
3. Being able to sync data between the client and the server (a major aid in combating cheating)
4. Only one set of objects to mod/create when creating custom content making it unnecessary to mod both server and client files.

The current PingServer functionality will be integrated into the Connection Services
Current timing issues between the server components will be resolved under SOFI

The ANH team will also placing many of its tools into the public repositories, such as;

* The ANH Client Launcher, which is a full featured SWG client launcher app.
* A fully functional TRE packer application for server admins to use for pushing modifications to their clients
* We will also be hosting a repository for the popular modding app, TRE Explorer. As many know it was made open source sometime back and is THE tool for SWG client modding.

Quality Assurance Testing

QA enters a new phase with these efforts. For the near term, testing will be a mostly 'white-box' affair, meaning that game features are not the focus of test, but things like the build system, the scripting API, and the server core are the focus. There will also be a clean Mantis bug database to be used for this next phase of development.

There will be a official ANH test center however, two in fact. These will not be 'play centers', one will serve as a development sandbox, and for the ANH QA team to test as needed, the other will serve as a place to validate/recreate bugs submitted by the server communities. Both will be subject to frequent wipes.

There will be 'play centers' before long hosted by the various server communities where player may go about the daily business of play testing. The ANH TC will remain a private server used by members of the ANH QA team (of course we are accepting applications for the QA team, as we need more tested, it is assured that more and more testers will be required).

Community Servers

The last, but most important piece of all this are the Community servers, as part of this I want to reach out to all the various communities waiting for usable code, and keep them informed of whats going on, as part of a lasting effort to maintain communications and to enlist their aid in the testing efforts. In this I ask all community leaders to PM me with their contact info so they can be kept directly appraised of happenings that directly impact them.

Weiterlesen...
Kommentare (0)
09.02.2011 11:56 - [SWGANH] Overheard at a recent Dev Meeting...
Apathy: I am currently working on a prototype application that makes use of all the ‘bells and whistles’ that I've been working on the last few months, particularly the event system, server directory and database code.

Here is a quick brief. The event system is a means by which all of our individual components communicate with one another and with game clients, basically a message routing service. The server directory is a tool that's used by all the processes running in a cluster to register themselves and to look up other processes in the cluster. It is also the tool that is used to handle starting and stopping of processes. We have a completely revamped the database manager that allows us to use things like prepared statements which improves security and data integrity by automatically escaping data passed to it. All this is terribly boring things unless you’re a nerd. But it does bring together a lot of work done over the last 6-8 months. That’s what I’ve been up to. For further updates you can follow me on github: https://github.com/apathyboy.

Kronos: I've been working a little bit on the component code that Dead1ock has created and it's really awesome so far. It also gave me another reason to jump into the scripting engine I have been working on. Just within the last few days I've created a way we can use python code within C++ which gives us great flexibility when it comes to creating new features from scratch and using them directly in C++. This was brought about by trying to see if we could build prototype components in python to use in C++.

I'll be continuing to work on the integration of the scripting engine and passing objects to and from python. I hope that I can really make it a pleasure to work with. We expect that once these features we've been working on are integrated and we have kind of a base content layer create, we can really start reaching out to the communities for submissions via python scripts to create content extremely fast. Follow me on github: https://github.com/Kronos11/mmoserver


Dead1ock: I am mostly just polishing up the component system. All the functionality is in place for a first iteration. Now I’m just working on extending functionality to work on remote components. We will be able to literally split up an object onto different computers. Everything is going to be completely seamless, too. It'll look like you’re developing something all as one server. But in reality it’s all spread out.

Meanmon13: Split up an object over different computers across a network??

Apathy: Unlimited power to distribute the galaxy! We're doing some pretty crazy stuff. Our server technology should be up there with the big leagues. It should make doing all the content much simpler in the long run. It's not just pipedream stuff anymore.

Weiterlesen...
Kommentare (0)
03.12.2010 10:28 - [SWGANH] On Your Marks, Get Set, .....
Hey, QA testers and TG testers, there is work for us to do!

If you have your SWGANH client currently installed and are looking to get back in the game, join us in irc for more information about our task. I will try to be there daily between 4 pm and 8 pm EST, but there may be someone in the channel who can help you at other times. If you can't catch anyone, drop me a pm and I will send you the particulars.

IRC SERVER: irc.swganh.com
PORT: 6667
Channel #swganhqa

Weiterlesen...
Kommentare (8)

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