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Dlarr for SimMaster (Posted by Flich on Year 11 Day 80)
Dlarr for SimMaster!!!
 
[more]

*blink* (Posted by Raquel Shay on Year 11 Day 78)
*blink* *blink*
 
[more]

rar (Posted by Ellias Aubec on Year 11 Day 78)
tesyting testing
 
[more]

The Codetroopers Have Landed !!! (Posted by Veynom on Year 11 Day 67)
"A weapon they are. Obey orders without question for good or ill. For now they code for us. Who is to say what the future holds? -- Sim Master Veynom answering questions about Codetroopers. We have re...
 
[more]

The First Transport is Away (Posted by Veynom on Year 11 Day 66)
While writing these lines, our Aussie team (Sin Jade aka Zhao, Khan, BlackKnight, Clarr Solo) is packed up and sitting inside the plane, crossing half the world to get locked into a dark room for a fu...
 
[more]

SWC Meet-ups and Mini-Cons (Posted by Avid Soyak on Year 11 Day 65)
 StarWarsCombine! The Facebook of Star Wars fans! Well, not quite, but you know you want to meet some of these folks.  There are a few conventions out there, like ComicCon and Dragon Con to ...
 
[more]

srt hdrtdrt strgs
(Posted by Teodora Gincheva on Year 11 Day 73 9:19)

ftyrdty try drthgdrt hrsth drthvrdt dstydrt sth  

sdfsdf
(Posted by Todor Ginchev II on Year 11 Day 71 14:05)
Mayday, mayday, we are syncing, we are syncing!

------


What are we syncing about? Combat! Well, the first step towards combat. It's a small step for me, but a gigant leap for SWC! It's like finding water on Mars. You know there's something there, but you can't really confirm anything's alive. Just like here at the Dev Meeting.

Did that get your attention? I hope so!
We at DevCon2010 are still working hard(ly?) day and night without break. Ok, that's not exactly true. We've had plenty of Fish the last days and some fine Belgian beer. Yesterday it was a dark one, today a blonde. We're expecting a redhead tomorrow, so cross your fingers! The alcohol actually loosens up Clarr and Khan, we're getting a lot of laughter from them (we aren't sure if that's a good thing or a bad thing though, they have started throwing around unit tests!). The Art Monkeys created some beautiful images today and we've greatly reduced the amoung of feces they're throwing around, but that's most likely due to us no longer feeding them.

Instead of a Redhead, we got some awesome German beer today, though the Aussies apparently didn't like it. Interestingly, they've been chugging it down one after the other so far, so it can't be as bad as they claim.

Either way, we've actually moved some of the stuff from the development server to this one so you can enjoy it with us:

Features
- Reloading personal and mounted (i.e. ship/station/vehicle/facility) weapons. Explosive ammunition has had their RM requirements updated
- Added a sort by Uses option to Items Inventory to allow Cargo Containers to be sorted by the number of products left in them. (Bug 4176)
- Auto-payment for NPCs
- Automatic delay between 7-31 days for assets going to the NPC market
- New SimNews script to display different categories

Bug Fixes & Tweaks
- You may now only launch escape pods from rooms on the outside edge of a ship or space station.
- Fixed a bug where ships being piloted by characters who died were stuck in a semi-piloted state that would block travel for everyone.
- Fixed a bug in getting the active member count of factions that was blocking the daily jobs.
- Fixed a bug where characters were randomly appearing in privileges lists with no privileges. (Bug 4171)
- Fixed a bug allowing people to view faction owned tags without the correct privileges. (Create, Rename, Delete)
- Fixed admin tool managing top sites for CPs.
- Fixed bug where people kicked from a ship in a docking bay would end up in the entrance room. Now they end up in the docking bay. (Bug 169)
- All sheep have been removed from the Sim News (Bug 4414).
- Fixed bug causing hidden Force facet bonuses to show in certain places.
- Fixed bug where installing/breaking locks didn't take Force bonus into account.
- Fixed bug where FP regeneration used a base of 1 instead of 5
- SWC Banner Exchange management almost completely fixed (all major features work)

Maintenance & QA
- Wrote a scad of unit tests for killing characters, gravity wells and a bunch of other features.
- Wrote a unit tests (construction, station construction, ...) for features that caught a number of bugs.
- Harmonized the weapons back-end system between items and other entities, including DB issues
- Updated Admin tool to handle the updated weapon system.
- Fixed several notices related to errors when having no character or no location.
- Fixed several notices related to errors when recycling.
- updated admin tool to allow assigning available ammo to weapons
- updated contact us page

Rules Updates
- reloading rules have been added to the Weapons rules page

Artwork
- New Comic
- Hapan System (ID: 206)
- Lorell System (ID: 205)
- Alsace System (ID: 202)
- Abaem System (ID: 201)
- Charu System (ID: 275)
- Rebo System (ID: 271)
- Varn System (ID: 366)
- Mathonore System (ID: 207)
- Arxian System (ID: 203)
- Tirsa System (ID: 273)
- Dreema System (ID: 270)
- Zukan System (ID: 274)
- Sion System (ID: 272)
- Rii System (ID: 364)
- Sarr System (ID: 276
- Zaa System (ID: 368)

Descriptions
- Trading 1

See you soon(tm)
 
sdfsdf
(Posted by Todor Ginchev II on Year 11 Day 71 13:58)
Mayday, mayday, we are syncing, we are syncing!

------


What are we syncing about? Combat! Well, the first step towards combat. It's a small step for me, but a gigant leap for SWC! It's like finding water on Mars. You know there's something there, but you can't really confirm anything's alive. Just like here at the Dev Meeting.

Did that get your attention? I hope so!
We at DevCon2010 are still working hard(ly?) day and night without break. Ok, that's not exactly true. We've had plenty of Fish the last days and some fine Belgian beer. Yesterday it was a dark one, today a blonde. We're expecting a redhead tomorrow, so cross your fingers! The alcohol actually loosens up Clarr and Khan, we're getting a lot of laughter from them (we aren't sure if that's a good thing or a bad thing though, they have started throwing around unit tests!). The Art Monkeys created some beautiful images today and we've greatly reduced the amoung of feces they're throwing around, but that's most likely due to us no longer feeding them.

Instead of a Redhead, we got some awesome German beer today, though the Aussies apparently didn't like it. Interestingly, they've been chugging it down one after the other so far, so it can't be as bad as they claim.

Either way, we've actually moved some of the stuff from the development server to this one so you can enjoy it with us:

Features
- Reloading personal and mounted (i.e. ship/station/vehicle/facility) weapons. Explosive ammunition has had their RM requirements updated
- Added a sort by Uses option to Items Inventory to allow Cargo Containers to be sorted by the number of products left in them. (Bug 4176)
- Auto-payment for NPCs
- Automatic delay between 7-31 days for assets going to the NPC market
- New SimNews script to display different categories

Bug Fixes & Tweaks
- You may now only launch escape pods from rooms on the outside edge of a ship or space station.
- Fixed a bug where ships being piloted by characters who died were stuck in a semi-piloted state that would block travel for everyone.
- Fixed a bug in getting the active member count of factions that was blocking the daily jobs.
- Fixed a bug where characters were randomly appearing in privileges lists with no privileges. (Bug 4171)
- Fixed a bug allowing people to view faction owned tags without the correct privileges. (Create, Rename, Delete)
- Fixed admin tool managing top sites for CPs.
- Fixed bug where people kicked from a ship in a docking bay would end up in the entrance room. Now they end up in the docking bay. (Bug 169)
- All sheep have been removed from the Sim News (Bug 4414).
- Fixed bug causing hidden Force facet bonuses to show in certain places.
- Fixed bug where installing/breaking locks didn't take Force bonus into account.
- Fixed bug where FP regeneration used a base of 1 instead of 5
- SWC Banner Exchange management almost completely fixed (all major features work)

Maintenance & QA
- Wrote a scad of unit tests for killing characters, gravity wells and a bunch of other features.
- Wrote a unit tests (construction, station construction, ...) for features that caught a number of bugs.
- Harmonized the weapons back-end system between items and other entities, including DB issues
- Updated Admin tool to handle the updated weapon system.
- Fixed several notices related to errors when having no character or no location.
- Fixed several notices related to errors when recycling.
- updated admin tool to allow assigning available ammo to weapons
- updated contact us page

Rules Updates
- reloading rules have been added to the Weapons rules page

Artwork
- New Comic
- Hapan System (ID: 206)
- Lorell System (ID: 205)
- Alsace System (ID: 202)
- Abaem System (ID: 201)
- Charu System (ID: 275)
- Rebo System (ID: 271)
- Varn System (ID: 366)
- Mathonore System (ID: 207)
- Arxian System (ID: 203)
- Tirsa System (ID: 273)
- Dreema System (ID: 270)
- Zukan System (ID: 274)
- Sion System (ID: 272)
- Rii System (ID: 364)
- Sarr System (ID: 276
- Zaa System (ID: 368)

Descriptions
- Trading 1

See you soon(tm)
 
ggg
(Posted by Todor Ginchev II on Year 11 Day 71 13:41)
Mayday, mayday, we are syncing, we are syncing!

------


What are we syncing about? Combat! Well, the first step towards combat. It's a small step for me, but a gigant leap for SWC! It's like finding water on Mars. You know there's something there, but you can't really confirm anything's alive. Just like here at the Dev Meeting.

Did that get your attention? I hope so!
We at DevCon2010 are still working hard(ly?) day and night without break. Ok, that's not exactly true. We've had plenty of Fish the last days and some fine Belgian beer. Yesterday it was a dark one, today a blonde. We're expecting a redhead tomorrow, so cross your fingers! The alcohol actually loosens up Clarr and Khan, we're getting a lot of laughter from them (we aren't sure if that's a good thing or a bad thing though, they have started throwing around unit tests!). The Art Monkeys created some beautiful images today and we've greatly reduced the amoung of feces they're throwing around, but that's most likely due to us no longer feeding them.

Instead of a Redhead, we got some awesome German beer today, though the Aussies apparently didn't like it. Interestingly, they've been chugging it down one after the other so far, so it can't be as bad as they claim.

Either way, we've actually moved some of the stuff from the development server to this one so you can enjoy it with us:

Features
- Reloading personal and mounted (i.e. ship/station/vehicle/facility) weapons. Explosive ammunition has had their RM requirements updated
- Added a sort by Uses option to Items Inventory to allow Cargo Containers to be sorted by the number of products left in them. (Bug 4176)
- Auto-payment for NPCs
- Automatic delay between 7-31 days for assets going to the NPC market
- New SimNews script to display different categories

Bug Fixes & Tweaks
- You may now only launch escape pods from rooms on the outside edge of a ship or space station.
- Fixed a bug where ships being piloted by characters who died were stuck in a semi-piloted state that would block travel for everyone.
- Fixed a bug in getting the active member count of factions that was blocking the daily jobs.
- Fixed a bug where characters were randomly appearing in privileges lists with no privileges. (Bug 4171)
- Fixed a bug allowing people to view faction owned tags without the correct privileges. (Create, Rename, Delete)
- Fixed admin tool managing top sites for CPs.
- Fixed bug where people kicked from a ship in a docking bay would end up in the entrance room. Now they end up in the docking bay. (Bug 169)
- All sheep have been removed from the Sim News (Bug 4414).
- Fixed bug causing hidden Force facet bonuses to show in certain places.
- Fixed bug where installing/breaking locks didn't take Force bonus into account.
- Fixed bug where FP regeneration used a base of 1 instead of 5
- SWC Banner Exchange management almost completely fixed (all major features work)

Maintenance & QA
- Wrote a scad of unit tests for killing characters, gravity wells and a bunch of other features.
- Wrote a unit tests (construction, station construction, ...) for features that caught a number of bugs.
- Harmonized the weapons back-end system between items and other entities, including DB issues
- Updated Admin tool to handle the updated weapon system.
- Fixed several notices related to errors when having no character or no location.
- Fixed several notices related to errors when recycling.
- updated admin tool to allow assigning available ammo to weapons
- updated contact us page

Rules Updates
- reloading rules have been added to the Weapons rules page

Artwork
- New Comic
- Hapan System (ID: 206)
- Lorell System (ID: 205)
- Alsace System (ID: 202)
- Abaem System (ID: 201)
- Charu System (ID: 275)
- Rebo System (ID: 271)
- Varn System (ID: 366)
- Mathonore System (ID: 207)
- Arxian System (ID: 203)
- Tirsa System (ID: 273)
- Dreema System (ID: 270)
- Zukan System (ID: 274)
- Sion System (ID: 272)
- Rii System (ID: 364)
- Sarr System (ID: 276
- Zaa System (ID: 368)

Descriptions
- Trading 1

See you soon(tm)
 
ggg
(Posted by Todor Ginchev II on Year 11 Day 71 13:39)
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