The Star Wars Combine Banner Exchange
Home | News | FAQ | Forum | Vote | Story | Rules and Guides | List of Factions |
Galactic News Network
There has been an awakening... Have you felt it?
By: Talibar Zukro , on: 2015-12-03 10:10:45
Hi Folks,

Long time no see. As I mentioned in my previous posts, sw-bfs is not dead, not by a long shot. We have some things coming.

I was hoping to get most of the functionality going prior to the Launch to the Force Awakens, but my wife and I just had another baby two weeks ago and wont make it for that deadline. However, I may activate the forums so that we may work on scenario's and such so we can all start gaining XP's.

So, keep an eye out here. If you wish to moderate(And participate) in any of the official launch scenario's, please PM me. If you have any idea's for a scenario as well, please also let me know. My goal is to get those running by December 18th. There will be 3 faction run scenarios for the Empire, the Rebel Alliance and then a general scenario for all other members. Start gathering members to join SW-BFS so that you can begin the roleplay. I am expecting more advanced game play to be functional no later than January.

Stay Tuned!
View Comments(0)
NPC Dialog and Editor
By: Talibar Zukro , on: 2015-08-08 09:00:07
Me again. I have made a few changes to the NPC Dialog editor. Much can be done in the way editing a dialog conversation. I have made it so that not only can you get basic conversations out of it, but that you can also do some advanced things with it, such as create a fake battle simulator with an NPC. When I say fake, I mean that even though you can create a realistic battle simulator, the user will not lose any HP or anything like that.

The advanced programming language will be a bit like Javascript - minimal but enough to get some awesome scripts for you.

I have also been working on the editor which now some how supports syntax highlighting. But it is extremely buggy and I am having a bit of a hard time getting the bugs out. I should have an update and a resolution soon on this however. I almost resorted to going with a third party add-on/aPI on this one, but I am trying to do my best so the games code is all proprietary and not used. More on this later.
View Comments(2)
More Progress
By: Talibar Zukro , on: 2015-08-08 08:49:22
Hey guys... Just doing a basic post that we are still working on this game.

Over the past couple of weeks I have gone ahead and implemented my a few design elements to the game both for players and administrators which should make this much nicer and cleaner.

For starters, the forum and any faction that posts Galactic News Network news will have a WYSIWYG(What you see is what you get) editor. There wont be any need to include formatting key codes like for bold, for smiley face, etc.. This will just require pressing some buttons. I am just trying to style the editor to the rest of the site at the moment and make sure it has no bugs. I did write the editor on my own after all so I need to take precautions that there aren't any bugs...

For administrators and post starters... There is not an in-content editor. Basically that means that anything that is a document or needs to be posted can now be edited by just double clicking on that part of the website and clicking update. This means if you posted news as an administrator, you can edit the news you posted by clicking on it rather than going to a new page. If you added rules, you can just click on the rules document on the page and start editing. If you are an administrator and wish to edit a post (With the exception of moderator comments), you can just double click on the post and edit away. If you are a regular player and you made a post on the forums, you can also edit right from the post itself.

So, some small stuff, but it took me weeks to implement. But it will make for a far better playable game experience. These changes have been made on my test server and when we get to a playable point, we will have these synced to the main site. We are getting there, I swear!
View Comments(0)
Server Management - Take 2
By: Talibar Zukro , on: 2015-03-21 11:42:15
I also forgot to mention that with the new VPS, I am also able to create server side applications to run. What does this mean for us???

1) I can implement a pretty decent weather system for our planets and cities, eventually.

2) Admin NPC's can actually perform AI actions without anyone asking to.

3) Day night transitions can occur for the planets that can be consistent for everyone.

4) No more CRON jobs. I know people swear by the CRON's but I have several set up and while when they work they perform marvelously, I would prefer to use the server side apps to perform these functions. CRON's Will be there to run as a back up however in case the SSA's fail.

5) Timed or delayed functions can be better performed as well.


6) Private Messaging capabilities via Java Applet.

And there are many other benefits to this as well, but I thought it would be good for you to hear what I have envisioned.
View Comments(2)
Server Management
By: Talibar Zukro , on: 2015-03-21 11:31:02
So I anticipated how much server resources would be used if all the registered users for this game were to become active and I would need a bit more power to get this up and running and not be overloaded.

For this reason I have added 2 additional VPS servers and an IRCD server.

In-Game location Chat and IRC Client chats will be held on the IRCD server. I was going to initially use MySQL to hold this data. However, it will kill the data usage and resources in the long run. So I decided to obtain an IRCD Shell Hosting Server. This will handle all room/location logs as well as chats that occur in-game. This in effect would also put less strain on the game connections allowing many users to connect to the game at the best possible speed.

Now the main game servers will still host the main database which will contain the game data, the user data, message data and forum data, etc... It will also host the main game images and user avatars/signatures.

New VPS 1 will host Faction images and external files. Like I said, this will take the load off of the main server and allow faction data to come through quickly as well. The faction game data such as forum and members list will still be hosted on the main Game Server.

New VPS 2 will host our testing server as well as our back up server and our sync server. Again, this is to put less strain on the whole server all together.

I am also hoping that with 4 different connections to pull from, hacking and data loss will be at a minimum for the game in case of any unfortunate issues or weaknesses. That is my hope anyway. So in total, we added 3 new servers to the main one to prepare for our future release. This has been weighing on my mind over the last few weeks and I had wondered how in the world I would allow running this game with all its features and users(Hopefully a lot) without having our host ban me for excessive use. So, let's hope this will do the trick.
View Comments(0)
Sorry, bad link:
By: Talibar Zukro , on: 2015-02-15 09:35:29
Try this link for the preview:

Link
View Comments(0)
SWUM 1.0 Alpha Preview
By: Talibar Zukro , on: 2015-02-13 17:35:40
As we get closer and closer in development with the game, eventually we will be hitting 1.0 of our SWUM Engine.

Now, some of you may remember "Star Wars Unleashed". This project started as a joint effort with them and eventually broke off from that. The original engine used was SWUM which stood for Star Wars Unleashed Manager. At this point, when we began joint discussion of this game, we still called the game interface and engine SWUM. As such, the name remained.

Therefore, this preview is of SWUM 1.0 Alpha. When the game is a bit more operational and reaches version 1.0, we may or may not rename the engine that drives the game. In the meantime however, note a small preview of the work that is being done behind the scenes for in-game playing:

Link
View Comments(0)
Still not dead--- More work being done - scripts
By: Talibar Zukro , on: 2015-02-08 20:25:44
Hi all,

Yes, we are not dead. Yes, progress on this game is slow as ever. I am no longer putting up deadlines or expectation dates. Unfortunately I need a little more time to work on this game and the features I have planned.

I am taking a lesson from other games that are similar. When something is somewhat done, its hard to get your character where you want it to be. If things are not planned accordingly, you end up also having to re-do a bunch of code.

The best thing to get established right now are some in-game devices such as items, travelling and scenarios. Artwork is essential as well as database structure. The more I tinker with this game, the more I need to change the database. In some cases, in order to work to how I would it need it to work, complete resets are needed. So, I know this is a frustrating wait, but the pay off will be worth it. Programming wise, with the exception of Star Wars Combine, this is the most advanced Online multi-player RPG Star Wars Sim. For now, anyway...

Moving on to the work I have been doing. Bug fixes on the forums and features are still being worked on. Scenario roleplaying is the biggest thing on my to-do list. I am excited to announce that I have begun work on a scripting engine today. The engine itself consists of two parts: Input and Output. Input is what the user puts in, output is what is displayed as a result.

The scripting engine will be available to all users for the following purposes:

1)NPC Dialogue and action scripts.
2)Automatic Player Dialog and action scripts.
3)NPC Posts to have your characters interact with during a scenario.
4)Item interaction
5)Electronic's Interaction
6)General Actions interaction

Most of these things will be limited to the admin team, however, you will be able to use them as well. As I said, the engine is a multi-platform engine that works on all aspects of the game on all browsers for all OS. You, as the regular user, will mostly use this scripting engine to have your NPC's talk and perform and for custom items that you may create.

The engine is my own brand of scripting that allows you to do the most basic things very easily - such as dialogue interaction. It would be as simple as this:

TAGSTART::Start;;;
-->-->Greetings<--<--Hello there, my name is Talibar Zukro::ER
::ENDTAG

TAGSTART::Greetings;;;
say("Good to meet you Talibar. My name is Mr. NPC.")::EC
::ENDTAG

Basically the script above will allow you to greet the NPC if you wish. In return the NPC Greets and introduces himself to you as well. So, as simple as scripting can get for dialogue interaction. However, as the root engine is Javascript, you will have some similar syntax capabilities that JS provides such as comparisons, conditionals, variables, etc..

The engine will basically parse(safely - no DB accessvor actual HTML/PHP Printing will be allowed nor function with this engine) into Javascript source code. The engine will have global variables that will allow you to access Player information, Faction information, planet/city/facility information and NPC Details. The scripting engine can be linked together via Global Variables that will be detected between scripts. This will allow for quests and adventures to be allowed.

What is currently coded into the engine:

1) Basic Dialogue functionality. Saying and responding is currently possible.
2) Some variables are available regarding the players details such as name, rank and faction.
3) Javascript engine for variable declaration, conditionals, comparisons, etc...

What is not coded:
1) Safety measures to prevent hacks or having the engine do things that it shouldn't do.
2) Some more Global Variables for players, NPC's, galaxy and faction.
3) Specific Admin and Quest functionality.

A brief description regarding NPC Dialogue for Scenarios:

In a scenario, a GM may choose to pre-program some NPC Scripts(Which can be changed at any point in the scenario). These NPC's are not found in-game and will only be found in a scenario. Basically, if the current roleplayer walks into a particular room, the GM may decide to pop up an NPC. The character can choose to roleplay as he wishes or give up the roleplay for a chance to talk to the NPC which will be pre-programmed. You must finish the roleplay. If the roleplay is cancelled for any reason, you may resume where you left off. If after a specific time or when the GM deems it necessary, the rest of the conversation can be simulated to completion.

So, even though things are slow, some major enhancements are being worked on for awesome functionality and game play. So hang tight!
View Comments(1)
Sync to Launch on 10/13/14
By: Talibar Zukro , on: 2014-10-05 08:27:39
Hey Guys,

Just your friendly admin coming in with the latest news on our site and its reset. We are scheduled for Monday 10/13/14 and should go into 10/14/14.

A reminder e-mail will reach all users on Friday 10/10/14 for this reset so that all may be prepared and set to come and join us on that day. We are working on a couple of new activities to start then as well.

Keep a lookout. See you all soon!
View Comments(0)
Faction Leaders
By: Talibar Zukro , on: 2014-09-22 22:46:25
Hello there everyone. Before I go ahead and perform a game reset, I am still looking for volunteers to take the lead in becoming faction leaders, if possible. At the moment we still need leaders for the Hapes Government and for the Rebel Alliance. If there are any takers, please let me know.

I am also willing to take on minor factions into the game if you are interested. To do so, you will need the following:

*7 members that you can gather(Must have their approval first before presenting to me).
*A banner size logo and a smaller button sized logo of your faction.
*A Clear and detailed faction description and background.

Once you have those items, we can discuss if we will start you with your own faction. Let me know guys!
View Comments(1)
Dashboard
E-mail: Password:

Register
Forgot Password