The Pentastar Alignment: Protectorate
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25

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145

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16:48:58

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Posted by Selatos on Year 15 Day 346 14:13

Update to revision 29030 (+302)

Bugs:
- Fixed mass-editing infofields (#3559)
- Boarding Rules updated (#3566)
- Items that are owned by NPC Market can no longer be made NPC owned when packing and unpacking them (#3428)
- Made it possible for the position view to display the tooltip for each subaction (#3542)
- City request now can be accepted without the Facility Build Requests privilege (you now need the City Build Requests priv) (#3152)
- Moved the Ship/Facility/Vehicle Type Name right before the Ship/Facility/Vehicle Name so that there is enough room to display the Infotext and the Party slot Size inside of the Borders of the Cockpit View (#3558)
- Fixed a bug that prevented forums from being moderated (unreported)

Rules:
- Corrected the creature spawning information on the Terrain Rules
- Corrected the skill reset information on the Character Skills rules. Characters must be below level 3 (not 4, as previously stated) and must not have had a previous character in order for the skill reset tool to work
- Corrected the IRC channel descriptions on the Live Chat page
- NPC type rules (such as tutorial NPCs) have been updated with a new design
- Added rules for Stealth
- Updated rules for new NPC scripts
- The ability to display LaTeX equations has been added to the rules pages
- All of the equations under "General" have had LaTeX versions added to improve readability (more to come next time)

Tweaks:
- When moving items/NPCs the suggested rooms will now also populate with any named rooms on the entity. Additionally, you can click on the room name/ID to have the Room ID box auto-fill.
- Mines that are full (or will become full with the current yield) will now properly look for a Silo in the city that is owned by the mine owner. If there is space in the silo, the extra materials will be loaded into it at a cost of 75*unit credits. This is automatic and requires no further option selection on existing mines.

Features:
- A new page to view development projects and descriptions has been added.
- A journal to track quest progress has been added (for real this time). There aren't any quests yet, but I'd keep an eye on the GNS.
- A new NPC control interface has been added, which allows you to directly modify NPC equipment at your location, as well as add, modify, or delete fitouts.
- A new stealth system has been added, which allows you to hide from other players on the ground or inside ships, facilities, etc.
- A new scripting engine based on the LISP family of programming languages has been added, replacing the existing NPC script system. It will be used for any in-game scripting that comes up in the future.

Philosophy:

Things seem to keep popping up to delay previously announced goals. In this case, facility combat. Because of the decision to push for a quest release (and lightsaber quests) and to use it to support some in-game events, we spent time looking at and talking about the quest system as it was two weeks ago. Basically, NPC scripts were very weak due to the syntax and organization they used. To remedy this, SWC will be using an in-house flavor of LISP/Scheme to do NPC scripts as well as other in game content scripts. LISP was chosen for ease of implementation (less than a thousand lines of PHP), ease of use (very simple syntax, only one "form" to know), and its power as a programming language.

Implementing the language interpreter, migrating the quest system and NPC script system to the new language, and expanding its capabilities far beyond what the current system can do became the primary goal for this sync. Ideally, new game features will actually be implemented using this scripting language as we move forward, but for now it is only used for NPC, item, and quest scripts. This itself though opens a door to allow players to increase the sophistication of NPC interactions and provide deeper immersion.

In general, Zhao and I also discussed and realized a few things about how SWC has been implemented that are perhaps obvious in hindsight. SWC is a game with a "real" game engine, but it is not implemented as a traditional monolithic engine with multiple subsystems would be, in C++ or another language. Instead it's implemented as a bunch of PHP scripts that organize and make library calls to try to read and update database state. The process of managing game state through the database and the game logic are tightly integrated, as a result. This is a major issue and likely a source of a lot of problems, because we don't have concrete systems for things like notifying objects in game of events happening to other objects that they might be interested in (different events from the ones players receive in the notification bar). In other games this system would be called a trigger system.

We're still aiming to release actual features (facility combat and repair, that have been announced), but implementing a trigger system, improving some outstanding issues with the actions system, and integrating a proper scripting language are all necessary to create a game engine that we can use to move forward with SWC on the whole. At the very least, expect (minor) features to accompany the integration of any systems that are improved or added, such as the ability to heal a party or squad of friendlies at once using the planned (skill-based) multiple-action support.

Repair is still showing progress as scheduled and will enter beta testing soon. We have plans for changing how power generators work to improve targeting priority in facility combat, a thread on the plans will be posted shortly as well. We're also devloping new player quests in order to help guide new players through the game as soon as they join, through the game itself, rather than delegating the task to factions.

Additionally, I would like to thank Mikel (quests, journal, tweaks), Lan (npc interface, stealth), Kendall (repair), Abyhsen (projects, bug fixes), Olwin (bug fixes), and Marsen (HTML/CSS everywhere) for their significant contributions and excellent work these past few weeks.

Also, there were some technical considerations that had to be taken care of (PHP version upgrade). Hopefully the server stability has returned to normal but we'll be keeping an eye on the situation.

Edit: We've encountered a small bug where if you are in the cooldown for a force power and in the stealth reroll cooldown, and you change containers (board/unboard or cross terrain), it breaks your stealth action and everything (including movement) stops working. We're working on a code fix to be updated asap, but in the mean time please don't change containers while in both cooldowns! If you do get stuck though, contact an asim as it can be taken care of relatively quickly.

 
(Edited by Selatos on Year 15 Day 346)