Tag Archives: SWGEmu

No Man’s Sky is Everything I Wanted from a Game

With the exception of pets and pet crafting, I suppose, but hot-damn does this game deliver in all other respects! Seriously, having played No Man’s Sky over the past couple of weeks, I have absolutely no desire to ever play Star Wars Galaxies or work on SWGEmu mods ever again! I mean, why bother when NMS has everything in it that I like about science fiction, crafting, creating, collecting, treasure hunting, and it looks amazing, and it plays great…

No Man's Sky

No Man’s Sky

Without any exaggeration, I spent thousands of hours of research and development on the four iterations of my solo SWGEmu based Star Wars Galaxies server, Legend of Hondo, only to find that it’s not really fun to play. Here’s why…

Being “the man behind the curtain” of Legend of Hondo, creating all the mods and molding the game into exactly what I thought a solo version of SWG should be, also meant that there wasn’t any mystery; In order to make it, I had to know exactly how everything worked! Worse yet, I also knew where to find all the loot, all the creatures, all the quests, and so on, which didn’t feel very fun. Short of reprogramming everything to be completely random (and I doubt that would even be fun anyway), I’m not sure how one can avoid that problem when programming an RPG.

And then the real kicker is the enormously massive, gargantuan amount of effort that almost all mods to Core3 and the SWG client require. Why? Well, neither have a proper programming reference guide, Core3 is a convoluted nightmare of a program, and the whole damned thing is based on the reverse engineering of Sony Online Entertainment’s buggy mess of a game client. I recently helped out with some programming for the Tarkin’s Revenge server, but I decided to throw in the towel when I took a step back and saw how working with the SWGEmu code base and SWG client utterly consumes my life. Things that would take 15 minutes to do in other projects can take literal days of head-desk stumbling over syntax in custom libraries and multiple languages, waiting for compilations, waiting for the server to boot, testing every possible permutation of the thing to catch the inevitable “gotcha” that some end user will uncover, and so on. In the end, it’s really not that fun to work on SWGEmu mods and given that programming is my hobby, what the hell is the point of doing it at all if it’s not fun? I mean, I love helping friends, but I literally giggled like a schoolgirl when I uninstalled Microsoft Visual Studio 2017, having used it only to help my friends when they were desperate to have their launcher updated. I hate to say it, but I get the same sort of joy when I think about not working on anything related to SWGEmu ever again.

I’d rather work on stuff like RocketTux and play No Man’s Sky!

Hard to believe that I am a year and half behind on finishing RocketTux. Apparently shit doesn’t get done when you don’t do it. Who knew?! ๐Ÿ™‚ I ended up boring myself by rigidly sticking to the goal of finishing the art and levels rather than just doing what I felt like doing (which really is what one should do with their personal hobby projects). But I digress…

What’s so great about No Man’s Sky?

1. No Division of Labor? No Problem!
It was basically designed from the ground up to be the polar opposite of Star War Galaxies, in terms of what can be achieved by a single player. Fundamental changes to the combat system aside, much of my time modding SWGEmu was spent attempting to make a game that was explicitly designed to make it difficult for a single person to play alone, into a game that, at the very least, functioned properly for only one person. That’s totally not an issue with NMS, because even though it has multiplayer aspects, it is most definitely a game that can be enjoyed from start to “finish” by a single player.

2. A Strong Variety of Gameplay Systems
You know, No Man’s Sky is kind of a more complete version of Elite Dangerous, only it’s actually fun and it strikes a nice balance between simulation and arcade game… Huh. Anyway, from building your fleet of capital ships and sending them on missions, to cataloging the flora and fauna of millions of planets, there is a lot to do in No Man’s Sky and for the most part you are free to do it at your own pace and in your own way. Here’s a randomly organized point form list of different activities I have discovered:

  • Finding a cool ship to buy. There are two ways to go about this, one being standing in space stations and talking to the NPC pilots who fly in, the other being tracking down crashed ships to repair them.
  • Upgrading your suit and multi-tool, which can be done by traveling to new places in the galaxy to find merchants and treasure.
  • Shooting rocks. You can shoot holes right through’em!
  • Shooting rocks…. in space!
  • Seriously, shooting rocks is the basic manner in which one gathers resources. You can also punch trees when you upgrade to a Nintendo Power Glove.
  • Spelunking, aided by the terrain manipulator which can blast holes in the ground (or fill them in, if that’s how you roll).
  • Building bases, with the only limit being 20,000 items per base. You can have up to 5 bases per planet and there’s something like 18,446,744,073,709,551,616 planets, so hop to it, eh.
  • Building and upgrading a freighter fleet.
  • Sending your fleet on (imaginary) missions.
  • Building a base inside your capital ship. This impressed me when I whipped out curved hallway parts, but I literally exclaimed, “shut up! No way!” when I found that I can even add stairs and rooms! Imagine having your own custom Tantive IV and you’ll have a good grasp on feel of the interior.
  • Trading goods in a manner similar to other space truckin’ games. It’s less detailed than Elite Dangerous’s commodities system, yet one misses nothing in the process…
  • Fighting pirates in your ship. This includes attacking capital ships and looting the stuff that you shoot out of their holds.
  • Missions from various individual NPCs and the space station based guilds.
  • Learning languages and exploring the lore of the galaxy by chatting with NPCs and finding interesting places on the many worlds.
  • Building machines to harvest and process resources.
  • Collecting, upgrading, and using the different ground and water vehicles. Yup, there’s a frickin’ submarine even! I just got the basic car today and the handling of ground vehicles is similar to Unreal Engine or Crytek based games, with simplified controls. It’s definitely not like using a ground vehicle in Elite Dangerous, at all (though I actually liked that aspect of ED, for the most part).
  • Collecting stuff and using it to craft the items you need while doing the above things.

There are likely other things to do in the game that I forgot to mention (like following the main story line!), but I think that will give you a good idea of the breadth of the game. One thing that I really appreciate is how all of these things come together in a way that makes the game feel a lot more purposeful than Elite Dangerous. In ED there is basically only one game loop, which amounts to “earn money to get a bigger ship so you can earn money to get a bigger ship…”, and that’s very, very boring. Are there other aspects of ED? Sure, but they’re boring too. No Man’s Sky manages to offer a wide variety of things to do in a way that isn’t boring. Yay!

3. It’s Like I Stepped Into A Classic Science Fiction Novel
As a young man, I loved Issac Asimov’s Foundation series and robot books, and I also very much enjoyed Arthur C. Clarke’s Rendezvous with Rama, as well as other novels of the early scifi era. The art style of No Man’s Sky appears to be designed such that it’s as though the player has stepped into the cover art of a dusty book from store shelves past and begun an adventure almost as wild as their own imagination. While I suspect the post processing effects may be lost on the younger folks, I get what Hello Games was going for and I like it.

A few books I’ve kept though the years…

Now the game and its universe pales in comparison to those which are described by the great sages whose works defined the Science Fiction genre, but all things considered, given the gameplay systems and artwork, what they’ve created is phenomenal.

Picking Some Nits
From the perspective of a boy who grew up in the 80s and 90s on Star Trek reruns, TNG, Star Wars, and a plethora dusty old books, Hello Games has not let me down with No Man’s Sky. From the perspective of a man who went from playing a detailed online Star Wars game to later spending years modding that game into a single player experience, I can say with the utmost sincerity that Hello Games has not let me down with No Man’s Sky. It makes me wonder why I waited nearly three years to play it! That said, I do have a few thoughts on where I think it could improve a bit.

Let’s be real here, for all intents and purposes Earth is the Human universe. It’s literally the only place in the entirety of everything where we know we can exist. This tiny ball of dirt hurtling though the cosmos, slathered in water and a slight dusting of breathable air, is home to countless organisms which are as varied as the biomes in which they evolved. Alas, in No Man’s Sky, as far as I can tell, all celestial bodies have a single biome that covers their entire surface, meaning there are “snow planets”, “desert planets”, etc. (with the exception of planets that have both land and water biomes, I suppose). While it might be interesting to explore temperate transition zones, I can’t fault Hello Games for creating the planets without them, because it’s damned hard to do what they’ve done as it is!

Humans have been building paths, roads, towns, villages, and cities since the dawn of time and ya know what, other critters here on Earth build these types of structures too. In No Man’s Sky the entire galaxy appears to be inhabited by creatures who never considered these concept. Nope, they either roam aimlessly or they travel exclusively by space ship. Again, in a game as vast as this one, something’s gotta give – I can imagine the headaches it would cause to create procedurally generated cities, complete with buildings, people, shops, homes, and NPC activity, on a global scale. That could be a game in and of itself…

W = Forward
S = Backward
A = Turn Left
D = Turn Right
SHIFT = Turbo
L CTL = Brake
Mouse Movement = Camera Panning

That’s how ground vehicles are done on PC the man, come on! ๐Ÿ™‚ Seriously though, I can live with the mouse moving left/right for steering, as it’s light years better than vehicles in SWG. Space movement in No Man’s Sky also feels better than the Jump to Lightspeed space flight in SWG.

And finally, one space station interior? Really? Just one, for the whole galaxy? Where the NPCs all stand in the same locations? OK, but only because you wow’d the absolute crap out of me with the rest of the game!

So, No Man’s Sky…
It’s a good game. I like it a lot. I like it, because it’s chalked full of awesome; I like it, because I can shut it off and miss a damned thing!

Using the portal at base Psychedelic Hondo

Base Snow Hondo

Base Hondo Under No Man’s Sky

Ps. It play’s alright on my old as dirt computer (AMD FX-8320 CPU / AMD R9 270 2GB graphics / 24GB DDR3 1600MHz RAM) at 1080p using the default settings. I drop to 15 FPS when looking at my largest base (even from far away), but most other times I am in the 30 – 60 FPS range (with some hitching though). By comparison, I can run 3 instances of Star Wars Galaxies, at max settings with 4x AA and 16x AF forced in the driver, while also running the server in a virtual machine and using several tabs in Chrome without the computer breaking a sweat – these 8 core FX CPUs weren’t terrible at everything, eh. ๐Ÿ™‚

SWGEmu – Using a RAM Drive to Reduce SSD Wear When Compiling

If we could go back nearly twenty years to the internet of yore, we could read a post I made where I dreamed about having enough RAM to do something useful with a RAM drive in Windows 2000. Since then I think the most use I have gotten out RAM drives has been their use in Linux distributions such as Damn Small Linux and Knoppix. That was until I recently upgraded to 24GB of RAM from 12GB, because the price on DDR3 finally dropped to sane levels and I really wanted to give this a whirl.

What Are We Doing?
We’re using our extra system RAM as a “scratch pad” file system so the GCC compiler can put its junk there while it does its thing.

Why Are Doing This?
The main reason is because SSDs (solid state drives) wear out a little bit every time they are written to and the process of compiling the SWGEmu server (Core3) writes a hell of a lot files to the drive, thereby reducing the drive’s operational life time. This is likely not significant for enterprise MLC based SSDs, but it absolutely is important for consumer grade TLC and 3D NAND drives, as they are designed to be more for reading data than constant writing of data – Compiling large software is an edge-case, abnormal usage for this kind of hardware. The other reason is that doing this is significantly faster, because it eliminates the write and seek speed bottle necks that exist even when using a fast SSD (well, probably not significantly over an NVME M.2 SSD, but I don’t have one to test that assumption).

– A VirtualBox based SWGEmu development environment running Debian/Devuan Linux.
– 20GB RAM will just barely squeeze by with a Windows 10 host OS, so more than that would be ideal.
– A solid state drive and a rotational hard drive.

The Setup
Being completely honest here, this setup is a little complicated, but it makes sense when you look at it on the whole, because the configurations tries to play to strengths of all the hardware that is available. We use the SSD to store the development environment, because that allows it to boot quickly and dramatically improves the performance of Grep searches of the code base and other read-heavy activities. We use a standard old rotational hard drive to store the RAM disk image, log files, and Berkeley database files, because they are frequently written to, but in such a way that the slowness of the drive isn’t really a problem for a testing/development environment. And of course, we use the RAM Drive as the place where GCC spits out its object code and does its executable linking, because that’s an epic ass load of disk writes for what are essentially a bunch of temporary files.

The first thing you will need to do is create the empty virtual disk where you will be storing the RAM drive images. On the settings panel for your VM in VirtualBox go to Storage > Sata Controller > Plus Sign and follow the steps to create a new 20GB VDI image somewhere handy on your rotational hard drive (I put mine in S:\Rob\VirtualBoxVMs\ for instance). In the VirtualBox world, this is the same thing as plugging an empty hard drive into the machine, so the next time you boot up your VM you will need to manually configure the new drive. The steps for that are,

1. Use “sudo cfdisk /dev/sdb” in a terminal to create a partition table that has a single 20GB linux partition. It’s visual and pretty straight forward.

2. Format the partition using “sudo mkfs.ext4 /dev/sdb1”.

3. Create a mount point for the drive.
mkdir /home/swgemu/hd

4. Add the partition to the /etc/fstab file so it will automatically be mounted at startup.
sudo nano /etc/fstab
Add the following line to the file and save it:
/dev/sdb1 /home/swgemu/hd ext3 errors=remount-ro 0 1

Next we need to setup VirtualBox so it can handle the RAM drive. This is where your system specs are important. Compiling Core3 requires approx 850MB of RAM per core used, the Xfce based dev environment needs about 600MB, Windows 10 needs roughly 2GB, and the RAM drive will need a whopping 10GB to house Core3’s crazy volume of object files. On my system I compile using 6 of the 8 cores available on my system and I like to round up to 1GB/core to be on the safe side. So that means that on the System page of settings for my virtual machine I allocate 16,384MB of RAM to the VM, ensuring that the system has enough RAM to avoid ever using the swap file. If you use more or fewer cores, adjust your RAM value accordingly.

Side Note: In the past, Core3 used only 650MB per core and the compiled objects only took up about 4GB on the drive. How times have changed!

Having allocated the RAM, we now need to create a mount point for the RAM drive and add it to fstab so that it will also be ready on boot up.
1. Create a mount point for the drive.
mkdir /home/swgemu/ramdrive

2. Use fstab to create the RAM drive.
sudo nano /etc/fstab
Add the following line to the file and save it:
tmpfs /home/[yourUserName]/ramdrive tmpfs nodev,nosuid,noexec,nodiratime,size=10240M 0 0

Before you reboot, go ahead and open /etc/fstab so you can add the following “mount binds” which will seamlessly allow Core3 to read/write the log and Berkeley database files to different physical hardware than what is normally mounted at these locations. Such is the power of *NIX file systems!

/home/swgemu/hd/logs /home/swgemu/workspace/Core3/MMOCoreORB/bin/log none defaults,bind 0 0
/home/swgemu/hd/databases/ /home/swgemu/workspace/Core3/MMOCoreORB/bin/databases/ none defaults,bind 0 0

Finally, before you reboot you will need to copy the following files from the /home/swgemu/workspace/Core3/MMOCoreORB/build/unix directory to your documents folder, as they are required by the build process and will end up being hidden by a mount bind later on.


Now is the time to reboot!

After the system has loaded, you will need to a “first build and save” to prime the system, after which you will be able to simply use the ramdrive.sh bash script to load and save your RAM drive image.

1. Setup the RAM drive environment by creating some mound points and bind in the RAM drive. It’s important to keep in mind that everything in ~/ramdrive gets deleted when the system reboots.
cd ~/ramdrive
mkdir tmp
mkdir build
cd build
mkdir unix
sudo mount –bind /tmp /home/swgemu/ramdrive/tmp
sudo mount –bind /home/swgemu/ramdrive/build/unix /home/swgemu/workspace/Core3/MMOCoreORB/build/unix

2. Copy the above saved files into the ramdrive directory

3. Build the server as you would normally. I use a simple build script that tells me how long the compilation took, because that’s fun for me.

4. Run the “./ramdrive.sh save” command to copy the contents of /home/swgemu/ramdrive/build to a Tarball image that can be restored each time you reboot the system. The image gets saved to /home/swgemu/hd/ with a file name like so, ram-image-2019_05_23-.tar.gz.

Here is a copy of ramdrive.sh

./ramdrive.sh load
./ramdrive.sh save

Both of those uses should self explanatory. When you start the system, first thing you should do is open an terminal and run ./ramdrive.sh load to configure the RAM drive and populate it with the previously compiled object code. Any time you have made significant C++ changes, you will want to save a new RAM drive image so that the compiler doesn’t have to catch up compiling changes from way back when, as well as the ones you’re currently working on. As complex as it this whole thing is, it’s really that simple to use it once it’s all setup!

Unfortunately the WordPress theme I am using butchers code, which is why I put link to a copy of the file above, but here’s the code anyway:

# Moves SWGEmu build files to and from hard drive back / ram drive

# Bail if not passed argument
if [ -z "$1" ]
echo "Usage: ramdrive "
exit 1

STAMP=$(date +"%Y_%m_%d")

if [[ $ARG == *"load"* ]]
echo "Mounting /tmp to RAM drive..."
cd ~/ramdrive
mkdir tmp
mkdir build
cd build
mkdir unix
sudo mount --bind /tmp /home/swgemu/ramdrive/tmp
echo "Loading most recent RAM disk image...."
cd $HD
tar -zxvf ram-image-*.tar.gz -C $DIR
echo "Mounting Core3 build/unix to RAM drive..."
sudo mount --bind /home/swgemu/ramdrive/build/unix /home/swgemu/workspace/Core3/MMOCoreORB/build/unix
echo "RAM Drive ready for use!"
exit 1
elif [[ $ARG == *"save"* ]]
echo "Saving...."

cd $HD

if [ -f "ram-"* ]
echo "Archiving previous file..."
FILENAME=$(ls ram-*)

cd $DIR
tar -zcvf $HD/ram-image-$STAMP-.tar.gz unix
echo "Contents of RAM Drive saved to hard drive!"
exit 1
echo "Usage: ramdrive "
exit 1

With all that said, I’m not sure how practical this is for the general SWGEmu modding community to use, but here it is anyway! Mostly, I just wanted to share this, because the younger me inside thinks it’s “so cool!” to be able to do these kinds of things now lol… However, using this setup cut my compilation times down by about 300 seconds while I was working on mods for Tarkin’s Revenge and it definitely saves my 250GB SK Hynix SSD from a whole lot write cycles, which should increase its life span as my Windows 10 system disk and the place where I keep my favorite games and projects.

SWGEmu โ€“ 2019 Verbose Server Setup Guide (for Devuan Linux)

Far and away, the most popular post on this blog has been the original “SWGEmu Verbose Server Setup Guide“, so as a sort of parting gift to the handful of readers of this blog, I figured I would post an up to date version of the guide that works with the current iteration of the SWGEmu source code. I’ve decided to keep the blog live after I stop paying for “no-ads”, but I will be posting new content over on GitHub Pages rather than here.

SWGEmu Simple Server Setup using Devuan 2.0 ASCII

This guide is for people who want to setup a custom SWGEmu server, but aren’t interested in using SWGEmu project’s ZonamaDev tool. If you plan on contributing to the SWGEmu project, it’s better to use ZonamaDev, because it’s the standardized work environment for their project and they will help you solve problems with it. Using this guide will give you a working system that will build and run the server code, but you’re on your own for tech support.

Devuan 2.0 is Debian 9 without SystemD. It uses Xfce as its default desktop environment, which is convenient, because it’s both efficient and easy to use. While one could setup a server and build environment without a GUI, Xfce is so small and handy that it may as well be used, given how powerful and cheap PCs are these days.

Keep in mind that it’s not a good idea to use the generic passwords that I have provided in this guide if you’re going to be using the resulting system to host a public server!

1. Download and install VirtualBox
– I used version 5.2.16 in Window 10 Home 64Bit

2. Doanload the “netinst” network installer image for Devuan
Main Page: https://devuan.org/get-devuan
Direct File: https://mirror.leaseweb.com/devuan/devuan_ascii/installer-iso/devuan_ascii_2.0.0_amd64_netinst.iso

3. Open VirtualBox and create a new virtual machine.
– Click the New button
– Name: My SWGEmu Server
– Type: Linux
– Version: Debian 64bit
– Memory: 2048MB minimum, more is better though, so use most or all of the green area if you won’t be doing much with the host system as well.
– Create a new virtual hard disk now
– VDI (VirtualBox Disk Image)
– Dynamically allocated
– 20GB

The final size of the VirtualBox image file will only be about 6GB on the disk, but it can expand up to 20GB without you needing do anything, which is nice – probably unnecessary, but a nice potential time saver down the road.

4. Configure the setting of the new virtual machine.
– Click the settings button

General Window > Advanced Tab
– Shared Clipboard: Bidirectional

System Window > Processor Tab
– CPU Slider: Set it to the max green area.

If you have 6-8 CPUs available, but only 3 or 4 are shoring in the green area, in my experience with AMD FX processors, it’s safe to use up to 4 of 6 or 6 of 8. More CPUs exposed to the virtual machine will reduce the compile time of the SWGEmu server considerably.

– Extended Features: Enable PAE/NX

System Window > Acceleration
– Paravirtualization Interface: Default
– Hardware Virtualziation: Enable VT-x/AMD-V and Enable Nexted Paging.

Display Window > Screen Tab
– Video Memory: 64MB or more

Storage Window
– Background Information: This is where you can add “loop back file systems”, in the form of a new VDI files, which can be mounted in Linux as extra storage. The nice thing about Unix-like operating systems is that other devices, such as remote computers, other hard drives, or one of these loop back files, are seamlessly grafted onto the file system, so the OS treats it like any other part of the file system. You can use this for such things as using “mount bind in your fstab file” to put the Berkeley DB files for the server into their own file or just having a handy Linux formated backup file that is located on a different hard drive than the VDI file for your OS.
I personally have a small solid state drive (SSD), so I have my OS VDI file on the SSD with only a 512MB swap partition inside it to save space on the SSD. To augment the limited amount of swap space, I have another 8GB VDI file on my much larger normal hard drive, which acts as a Linux swap file. Linux allows for setting the priority of swap space, so it will first write to the fast 512MB on the SSD, and if that gets full it will use the slower, larger 8GB on the hard drive. Generally speaking, the swap space rarely gets used at all, even when compiling. There’s lots of powerful customizations you can come up with here, if you’re willing to research on how to use it!

– Storage Tree: Click your FILENAME.vdi and if it is installed on an SSD, put a check in the Solid-state Drive box that pops up on the right side of the window.

Network Window > Adapter 1 Tab
– Attached to: Bridged Adapter

This will allow the virtual machine to get an IP address directly from your router, but we are going to setup a static ip address in Linix so that the game client can always find the server.

Shared Folders Window
– To save some sanity and storage space, you can have one folder to store the TRE files for both the game client and the server. It’s really easy to do by first sharing the game client folder in Windows (right click the folder > Properties > Sharing Tab > Share button > choose “Everyone” in the drop down and click the Share button), then accessing that shared folder from Linux in the virtual machine. . The Windows share will need to be given a name, I suggest calling it SWGEmu.

– Click the [+] button the right
– Folder Path: Other > Navigate to where you have SWGEmu installed > OK > OK

5. Install Devuan Linux
– Make sure you are connected to the internet.
– Select your VM and click the Start button
– In the Select Startup Disk window, navigate to where you saved the iso file for Devuan, select it, press Open, press Start
– Use the keyboard arrow keys to select Graphical Install and hit the Enter key.
– Language: Select yours!
– Country: Select yours!
– Keyboard Conig: American English is the default
– *wait a while*
– Host Name: swgemu (or any other single word you’d like)
– Domain name: leave it blank
– Root Password: 123456 or anything else you would like. ๐Ÿ™‚
– Username: swgemu
– Username for account: swgemu
– User password: 123456 or anything else you would like. ๐Ÿ™‚
– Timezone: Select yours!
– Partitioning: Guided – Use entire disk

If you know lots about Linux or you want a custom partition setup, this is the step where you can set that up. There are lots of guides on the internet to help you with this step. However, the default “Guided – Use entire disk” will suffice!

– Had disk selection: It’s the VDI you created earlier, so just click continue.
– Partitioning: All files in one partition (recommended for new users)
– Partitioning: Finish partitioning and write changes to disk
– Warning Message: Select Yes, press Continue again. ๐Ÿ™‚
– *wait a while*
– Configure Package Manager: Select your country
– FTP Mirror: default Devuan mirror
– HTTP Proxy: Generally speaking, leave this blank. If you need to setup such a thing, look up how to do so on the internet.
– *wait a while*
– Popularity Contest: No
– Software Selection: Devuan desktop environment, Xfce, standard system utilities
– *wait a while*
– Grub boot loader: Yes
– Device for boot loader installation: /dev/sda (the VDI hard drive)
– Installation Complete: Continue and the system will reboot

6. Configure the desktop
– First system boot: login with swgemu / your password
– Panel (toolbar) config popup: Select single empty panel
– Grab the panel drag it to the top or bottom of the screen.

– Right click Panel > Panel Preferences
– Set the length to 100%, Row Size to 26 or so, and click Lock Panel
– Click the Items tab in the and add the following stuff to the toolbar: Applications Menu, Window Buttons, Separator, CPU Graph, Notification Area, Workspace Switcher. Feel free to add anything else you’d like too, of course.

– Right click the Separator on the Panel (it’s a vertical line) > Properties > click the Expand box and change the style to Transparent if so desired. This makes the Panel function the same as the Windows Taskbar.

7. Configure the Sudo
– Open a terminal and add the swgemu user account to the sudoers file
*enter password for the root user account*
*arrow down to the line below root ALL=(ALL:ALL) ALL and type*
swgemu ALL=(ALL:ALL) ALL
*ctl+x, yes save the file, press enter*
sudo apt-get update
*enter password for the swgemu user account*

The system is already up to date, due to the network installer downloading the latest versions of everything! ๐Ÿ™‚

8. Configure VirtualBox
– Install the system software we will need to use the VirtualBox Guest Additions
– Open a terminal
sudo apt-get install build-essential dkms linux-headers-amd64 linux-headers-4.9.0-6-amd64

– In the VirtualBox window click Devices > Insert Guest Additions CDROM image…
– Applications Menu > File Manager
– In the File Manager click the CD icon that is labeled VBox_GAs… to mount the CDROM image.
– File > Open Terminal Here
– In the terminal type
sudo sh VBoxLinuxAdditions.run
– reboot (Applications Menu > Logout > Restart)
– Login again and rejoice in your ability to copy and paste between the host and the guest!
– Open a terminal and add the user to the VirtualBox share group so it can access the Windows shared directory.
sudo adduser $USER vboxsf

9. Install the other software that is required and is available from Devuan/Debian
– Open a terminal
sudo apt-get install git autoconf libdb5.3-dev gdb libtool libreadline-dev libdb-dev libssl-dev libboost-dev openjdk-8-jre openjdk-8-jre-headless mariadb-server-10.1 mariadb-server-core-10.1 libboost-dev libdb5.3 libmariadbclient-dev-compat cmake
– This will install a bunch of other packages automatically, which is normal/good.

10. Install Lua 5.3.2 from source
– Open a terminal
cd ~/Downloads
wget https://www.lua.org/ftp/lua-5.3.2.tar.gz
*wait for it to download*
tar xvzf lua-5.3.2.tar.gz
cd lua-5.3.2
sudo make linux install

– If it gives the errors:
install: cannot stat ‘lua’: No such file or directory
install: cannot stat ‘luac’: No such file or directory
– just press the up arrow and run “sudo make linux install” and it will properly copy the newly compiled binary files to the system directories…

11. Clone the SWGEmu server software
– Open a terminal
mkdir workspace
cd workspace
git clone http://review.swgemu.com/p/PublicEngine.git
*wait a while*
git clone http://review.swgemu.com/p/Core3.git
*wait a while*

You now have two new directories with the SWGEmu software:

12. Configure the SWGEmu environment
– Build the idl compiler and put it in the system path
– Open terminal
cd ~/workspace/PublicEngine/MMOEngine
chmod +x bin/idlc
sudo cp bin/idlc /usr/local/bin/idlc
– Add the idl compiler to the class path so Java can find it
echo ‘export CLASSPATH=”/home/swgemu/workspace/PublicEngine/MMOEngine/bin/idlc.jar”‘ >> /home/swgemu/.profile

Update 2019.05.27: Benjamin Castelli kindly wrote to me (thanks!) to indicate that he had to do the following to get the class path to work for the IDL compiler:
– Add CLASSPATH=”/home/swgemu/workspace/PublicEngine/MMOEngine/bin/idlc.jar” to /etc/environment

– Add a symbolic link to MMOEngine so Core3 can find it
cd ~/workspace/Core3
ln -s ../PublicEngine/MMOEngine MMOEngine
– reboot

13. Configure and build SWGEmu
– Open a terminal
cd ~/workspace/Core3/MMOCoreORB
git checkout unstable
git pull
– Note: You should have already been on the unstable branch and up to date.
make config
make cleanidl
make -j4 build-cmake
– Note: use make -j# where # is the number of cores you allocated to the virtual machine. When in doubt, count the bars in the CPU graph on the Panel.
*wait a while*

14. Give the server access to the game client files
– The server references a significant amount of data directly from the files that get installed with the game itself (“TRE” files). As such, you will need to install SWG from your original CDs, download the official SWGEmu launcher, and run the launcher so it can update your SWG installation to be compatible with SWGEmu.
– As suggested in step 4, you can simply point your virtual machine to the Windows folder where you installed SWGEmu, thus granting the server access to the TRE files that it needs. Alternately you can open that shared folder from the VM and copy the TRE files into the VM itself. I’ll describe how to do both; you can choose which suits your needs.

Pointing to the TRE files on the Windows host system:
– The windows share is automatically mounted at /media/sf_SWG
– Open /home/swgemu/workspace/Core3/MMOCoreORB/bin/conf/config.lua (with the default text editor, Mousepad, by double clicking the file).
– Scroll down to
TrePath = “/home/swgemu/Desktop/SWGEmu”
– and change it to
TrePath = “/media/sf_SWG”
– Save the file and close it.

Copying the TRE files into the virtual machine:
– Open a terminal
mkdir ~/Desktop/SWGEmu
cp -v /media/sf_SWG/*.tre ~/Desktop/SWGEmu

15. Set a static IP Address
– In Windows open a command prompt
Start > Search Box > Type cmd > Hit the Enter Key

– Get your computer’s IP address

In the output, look for the heading Ethernet adapter Local Area Connection. Under it you will find your IPv4 address, which could look like or or on most home networks. The fist three numbers in those chains are the network address and the last number is your computer on the network. Your router (also referred to as a ‘gateway’) is most often the first device on the network, so its number would look like or etc. For your Linux VM, you want to use a unique number that won’t be used by another device as well. 87 is a safe bet!

– In the VM, create the static IP address, being sure to edit the correct ip addresses for your network.
– Open a terminal
sudo nano /etc/network/interfaces
– Arrow down and comment out the following line by putting a # before it
iface eth0 inet dhcp
– Add the following lines
iface eth0 inet static
– ctl+x to exit and save the file.
– reload the network interface to use the static ip address (or reboot)
sudo /etc/init.d/networking reload

16. Configure the MySQL database server
SWGEmu uses two database technologies, MySQL and Berkeley. The MySQL server is used to store account related information, such as character names, passwords, permission levels, and other various other bits of data. The majority of the “game data” that makes up the world, such as quest states, event timers, inventories, etc. is stored in a series of Berkeley database files. You don’t need to configure anything for the Berkeley DB, but you do need to setup the MySQL DB.

– Open up a terminal and configure the root password (to 123456). Initial password is blank. Answer Y to all questions.
sudo mysql_secure_installation

– Create the database
echo ‘CREATE DATABASE swgemu;’ | sudo mysql -uroot -p123456
echo ‘GRANT ALL ON *.* TO `swgemu`@`localhost` IDENTIFIED BY “123456”;’ | sudo mysql -uroot -p123456

– Install the SWGEmu database templates
mysql -p123456 -e source -e ~/workspace/Core3/MMOCoreORB/sql/swgemu.sql;
mysql -p123456 swgemu -e source -e ~/workspace/Core3/MMOCoreORB/sql/datatables.sql;
mysql -p123456 swgemu -e source -e ~/workspace/Core3/MMOCoreORB/sql/mantis.sql;

– Update the server IP address in the SQL database
mysql -p123456 swgemu -v -e “update galaxy set address=’′”

17. Boot the server for the first time
– Open a terminal
cd ~/workspace/Core3/MMOCoreORB/bin

– You will notice some error messages like the following, because only the planet Tatooine is enabled by default.
ERROR: Unable to load screenplay SidorasBey, zone rori is not enabled.
– If all is well, you will see the following message:
(47 s) [Core] initialized
– After that, the first time the server boots it will calculate the navigation meshes that are used by the AI, which can take a long time (and must be done for every planet).

18. Configure the game client
– Go to the directory on the host system where SWGEmu is installed…

– Edit swgemu.cfg so that it reads:
.include “swgemu_login.cfg”
.include “swgemu_live.cfg”
.include “swgemu_preload.cfg”
.include “options.cfg”
.include “user.cfg”

– Edit swgemu_login.cfg so that it points to your server:

– Edit user.cfg for Godmode, multiple instances, frame rate, and extra information when examining items:

0fd345d9 = true



19. Log into the server with the game client on the admin account
– Username: swgemu
– Password: 123456
– Log out and close the game.
– On the server, open a terminal and give the swgemu game account admin privilages
mysql -p123456 swgemu -v -e “UPDATE swgemu.accounts SET admin_level=’15’ WHERE username=’swgemu'”
– Log back into the game on the swgemu account a create a character that will now have “God Mode” privilages.

That’s all that is really needed to run a server. You could even forgo using the Xfce desktop and only install the basic command line of Devuan, but it only saves about 3GB of hard drive space by doing so, which isn’t much in today’s world. Also it should be noted that you can skip all the VirtualBox stuff and simply install Devuan directly onto the hard drive of a real computer and then copy the TRE files from your desktop to your server using a USB stick. Nothing says you must use a virtual machine, it’s just much more convenient in today’s world of multi core CPUs with 8GB+ of RAM and huge, fast storage drives.

Also of note is that I basically have fumbled my way through the SQL portion of this guide – it works, but it’s not my area of expertise. If you’re going use this guide to build a server that you plan on hosting to the public, it’s important to understand that, as with any public facing networked computer, you need to pay close attention to the configuration and security of your server. While this guide gets you a functioning SWGEmu server, it does that and ONLY that. The rest is up to you! ๐Ÿ™‚

Update: Bad News for fellow AMD FX CPU Owners

So after playing with this setup, I discovered that compiling Core3 took literally twice as long as it used to! With the Legend of Hondo VM, based on the 2016 version of Core3 and running in a Debian 8 VM running under Windows 7 64 bit, the compile time was 492 seconds using 6 cores (as seen in this post). Today the compilation too a whopping 1140 seconds in my Devuan 2.0 guest, on a Windows 10 64bit host! WTF, eh?

Attempting to mitigate the issue, I installed the backported version of kernel 4.19, upgraded VirtualBox to 5.2.26, disabled the Spectre mitigation in Windows 10 (Meltdown is N/A for this CPU, according to Inspectre.exe, which I believe means the patch isn’t running in Windows), and added “nopti noibrs” to the kernel parameters in grub on the VM, but nothing helped.

What a bummer – compiling software with GCC was the one thing this o’l FX-8320 was great at!

For comparison, I recompiled Legend of Hondo in its Debian 8 VM on this Windows 10 host and it only took 474 seconds. That’s 2.4 times faster!

For further comparison, I compiled Core3 in a current version of the ZonamaDev environment (Debian 9 with kernel 4.9) and it also took way too long, coming in at 1061 seconds.

Well, it’s clearly not a problem with the Windows 10 host or VirtualBox. The problem is either the new version of Core3 or the new version Devuan/Debian/Linux.

Bonus: How to use Linux Kernel 4.19 in Devuan 2.0

This is something I had to do on my computer when I installed Devuan 2.0 directly, as version 4 kernels before 4.12 don’t work very well with my AMD R9 270 video card. It’s not a hard process, but it can be a bit confusing if you’ve never done it before.

1. Add the backports repo to the sources list
– Backports are software that is newer than versions that normally are available with a version of Debian/Devuan. In this case we’re using a newer version of the linux kernel itself.
– Open a terminal and type
sudo echo “deb http://deb.devuan.org/merged ascii-backports main” >> /etc/apt/sources.list
sudo echo “deb-src http://deb.devuan.org/merged ascii-backports main” >> /etc/apt/sources.list

2. Update the system
– Open a terminal and type
sudo apt-get update
sudo apt-get -t ascii-backports upgrade

3. Search for available kernels
– Open a terminal and type
apt-cache search linux-image

– This will return a list of kernel images that are available. They have specific names. At this time, we’re looking for linux-image-4.19.0-0.bpo.2-amd64, but some of the numbers might be higher by the time you read this, so change them as you need.

4. Install the kernel and kernel headers
– Open a terminal and type
sudo apt-get install linux-image-4.19.0-0.bpo.2-amd64 linux-headers-4.19.0-0.bpo.2-amd64

5. Reboot to start using the new kernel
– The system will automatically boot using the newest kernel.

Legend of Hondo is Dead! Long Live the Commodore 64!

Life is full of compromises and choices. Given that my time is not infinite, I have chosen to focus my “nerd hobby time” on working with a single computer, the Commodore 64. As a result, here is where my previous projects stand:

Side scroller web based game
Will be finished in 2018-2019. Once finished, I will package it as a native application, using NodeJS, for Linux and Windows. Even though it will not be released as a Chrome App for Google Chromebooks, as it was originally intended to be, I am sticking with the goal of having it play well on a low-end Chromebook (instructions will be provided on how to do so).

Legend of Hondo
Star Wars Galaxies Emulator server mods
Will not see further development. Last fall I was working a huge branch related to Bio-Engineer, which would have been finished were it not so tedious to make BE pet versions of some animals – I bit off a giant chunk of work that I just don’t feel like doing, but the rest of the features for that branch were finished. The plain truth of the matter is that I don’t play the game and it takes way more time/effort to develop it than I want to spend on a game that I don’t play!

Loop Dipole and the Chaoties
Blender Game Engine
Game play wise, it wasn’t fun and that really disappointed me so I took a step back from it for a couple years. BGE also proved to be overwhelming to work with after the project grew beyond a certain level, so I will not be finishing this iteration of the game. However, the initial concept of “go fast and have fun getting there” and the rest will be the basis of a game that I make for the Commodore 64 once I have become skilled with Assembly language.

Rescue Girlies
SDL / Supertux mod
I have not updated this game since 2014, just as I said I would not when I released the custom GPL version of the game. It was a “one off” game that truly I made only for my kids, but I released to the open source community as a way to give back some of my knowledge. Play it if you’d like or study the differences between it and SuperTux 0.3.3 for an idea on how to make such mods.

World of Warcraft Server Emulator mods
Yeah, I don’t really play this one either, so I haven’t bothered working on it in about a year now! Wrath of the Lich King era was the best, but it’s kind of boring to play solo. That said, the TrinityCore server code base was a pleasure to use!

Tux Time, by Fives
Web based educational game
I really wish I finished this game, but for a while there my girls did use it on the tablet to help them learn how to read a good old analogue clock. All that is missing are the voice overs and the sound setup, so I will post the source on Github, but I will not be developing it further.

Torchlight II Mod
I occasionally play Torchlight II and when I do, I use this mod. It still works and I’m content with its features, so it doesn’t need any further development. Along those lines, Torchlight II itself, with the handful of mods I have downloaded, is also fine the way it is so I won’t be creating any other mods for it.

Music Production
Sunvox and Impulse Tracker on PC
I don’t spend a lot of time tracking music anymore, but I will continue to do so when the mood strikes. The sound produced with these systems is completely different than what I will be creating with the Commodore 64.

Electronics Hobby Computer Prototype
Arduino UNO programmed using a Raspberry Pi Zero
I very much would like to build this prototype, but it seems like a frivolous use of our limited discretionary funds and it likely will not be produced. The major expenses are a basic “ten keyless” usb mechanical keyboard ($35 CAD), the 4″ LCD display ($40-$70 CAD), and misc electronic bits (??$$ + shipping…). I estimate the prototype would cost about $200. If I can scrape together the parts, I’ll totally build this a little bit at a time as a proof of concept, “just because”. ๐Ÿ™‚

I would like to thank everyone who encouraged me to work on these projects over the years, especially the supportive folks in the SWGEmu server modding community and the world of kind people who contributed to the open source projects upon which my own projects were based.

My game plan for the future consists of the following,

  • Work through the Commodore 64 Programmers Reference Guide, using a real physical book even!
  • Learn everything there is to know about the Commodore 64 hardware and software!
  • Share my Commodore BASIC programs on GitHub in text format.
  • Share my open source games/software in disk image format using Google Drive.
  • Learn how to program EEPROMs and make cartridges.
  • Make a game that is worth selling and distribute it on cartridge – how cool would that be!
  • Try to make an Arduino UNO compatible electrical system that can be programmed using BASIC.

If you’d like to listen to me talk about this sort of thing for 24 awesome “stream of consciousness” minutes, have a gander at the video below! If not, suffice to say that I am making this change of focus so as to get the most return on my “time spent doing things” investment, while also increasing the likelihood that the things I create may actually be of use (perhaps even after I kick off and walk the stars!).

Mos Espa Tour – My Hondo Housing System Layout

A couple weeks ago I took some time to build my modded layout for Mos Espa. Given how difficult LoH is to setup, I figured I would make a simple video tour to show off what can be done with my admin tools and the Hondo Housing System. The decorations are a little sparse (because making the tangible versions of the static objects so that I can manipulate their positions is so super tedious that I only did for around 80 objects…) and the video is just a quick drive through, but it’s something…

Update March 2019: The video is now in my Google Drive


Legend of Hondo is Playable Solo Again

I took a bit of break from working on RocketTux to bring to Legend of Hondo back to a point where it was playable as a solo experience again. When I started LoH, before the project even had a name, that was really the whole point of the excerise, to make a SWG based … thing I could do when I felt like it. Later I sort of branched out into making “systems” that might be useful to others as well as myself, which prompted me to try and organize the Legend of Hondo repo in such a way that my mods could be more easily visualized or consumed. That ideal was what prompted me to restart Legend of Hondo again in 2016, putting it into a state where it really wasn’t playable solo (without making up for the lack of other players by using an admin account to do various fundamental things).

Given that I just don’t have the time nor do I have the inclination to constantly revisit content that I have already completed for my project, because the upstream folks felt the need to change fundamental aspects of their project, I locked the version of SWGEmu that Legend of Hondo is based on last fall. Then I took a break from working on it from December 2016 to July 2017, in part because I wasn’t able to sit down and have any fun with it when I felt like it. And so I ended my break by rolling through a raft of mods that brought Legend of Hondo to a state where one can sit down and successfully do everything other than use the Pirate System that I have yet to fully design and implement.

The point form feature notes can be read on GitHub here and the commit history (which I am no longer “squishing”) details each mod as I made them (and each patch/fix as I made them as well).

Some of the highlights are…

– Previously, I rebuilt the Skill Tree, removed/modified some professions, and added the Pirate progression trees. This patch ensures that one can use all of it up to Pirate 4xxx (the Bounty Hunter line) without needing to use an admin account to unblock anything (such as, needing Pistol XP, but not having access to a pistol to earn that kind of XP, etc). The only big thing that is missing are the crafted decorations that were made by the Architect profession, but they will return later as things one can buy from merchants (or loot while pirating).
– My version of the Mos Espa city layout, using the Hondo Housing System, is complete. I haven’t gotten moving some NPCs around and populating the new areas though.
– Resource collection got configured for the single player, “no need to run the server 24/7” concept, by making gathering more active and using BazaarBot to fill in the gaps.
– The Hondo Merchant System has returned, with a few merchants who sell important items and a couple who require standing with Jabba the Hutt. Eventually, there will many more (as they are the primary “credit sink” in the game).

Down the road I will hopefully find the time to make the quests, systems, and content that make up the Pirate progression system, but at this point I am not in any hurry to do so. At least as it stands right now, that’s basically “all” that’s left for me to do – the rest of the game is functionally complete (unforeseen bugs/consequences aside). As such, this will probably be the last update for Legend of Hondo in 2017, while I focus my efforts on completing RocketTux.

See the main Legend of Hondo page on this site or the README file on GitHub for more information on how one can play the game (it’s not easy to setup and, no, I won’t help you with it or do it for you, sorry).

Benchmarking My FX-8320 with Core3 and TrinityCore in VirtualBox

One of the biggest disappoints I have had when it comes to computers was buying an early version of the Intel Core2 Quad Q8200, because Intel disabled their hardware virtualization support (VT-d) on it, as part of their arbitrary and consumer-unfriendly pricing scheme. That was back in 2008 and at $185, it was the best new CPU I could afford at the time. Certainly, it was better than the Pentium DualCore I was using!

When it came time to upgrade, I spent a long time researching all of my options for new hardware, so that I could not only get the best performance for my dollar, but so I could have access to all the features and functionality of a desktop. I really wanted to get into using virtual machines for something truly useful… something like modding a SWGEmu server (Core3)! I also wanted to get better performance in games, such as Planetside 2 and Guild Wars 2, but that was secondary.

This was fall 2013 and at that time, hands down the best deal was the AMD FX-8320 if you could catch on sale for $135 CAD or so (with the FX-6300 being the next best for the same price). Absolutely, a Core i7 3770 (non-K, because VT-d is was disabled on the K version…) would have been way better, but it was also $340 – $370 CAD, which was basically my whole upgrade budget. Obviously I couldn’t buy a CPU without a motherboard and RAM, so I waited until the FX-8320 went on sale and bought it. I’ve been nothing but pleased with it since – seriously, it’s a super computer!

I reused my Silverstone Heatsink/Fan tower, which is enough to keep the cpu around 45C while compiling with all 8 threads natively using gcc in Linux. It’s stock speed is 3.5GHz and it turbos up to 4.0GHz. I’ve played around with over clocking on it and it is most happy when sitting at 4.0GHz with turbo and power management options disabled. In Windows, it sits at 4GHz all the time and Linux it down clocks to 1.8GHz while idle. Letting it down clock in Windows causes noticeable performance issues while playing games and while compiling in a virtual machine, but Linux seems fine either way.

Usually I have a single VM open using VirtualBox, where I work using the Xfce desktop environment in my Debian 8 Linux guest, inside my Windows 10 host. This gives me the best of both worlds – all the GNU software I love, functioning pretty much the same as running it on the hardware directly, and all the Windows software I use (mostly DirectX based games) can take full advantage of my AMD R9 270 video card. As much as I appreciate the WINE project, honestly, Windows games work way better in Windows. A lot of GNU software on the other hand seems to work just fine in a virtual machine, which is awesome.

I like using VMs, because they are their own self contained systems that can share files with the host system and with each other, without messing each other up. For instance, while I could build TrinityCore directly in Windows and get a decent performance boost while compiling, it would also mean I would need to have a MySQL database running in the background too and… I don’t want that running all the time. Yes, I could put just the MySQL DB in a VM, but… you know what, I prefer working in Linux anyway, so it’s just better to have the whole thing as one self contained “work environment”. So that’s what I have, a VM for Legend of Hondo, a VM for helping with the Tarkin 2.0 server, and a VM for Solozeroth (TrinityCore). And some other ones, such as old timey Slackware, just because!

Anyhow, with all that background out of the way, here is what compiling Core3 and TrinityCore looks like on my machine!

Host System
AMD FX-8320 (Locked at 4.0GHz with Turbo disabled)
8GB DDR3 2133 RAM (2x 4GB)
SK Hynix SL300 250GB SATA3 SSD
Windows 10 64Bit Build 15063.138
VirtualBox 5.1.20

Core3 Environment
Debian 8.5
Linux kernel 3.16.0-4-amd64
GCC 4.9.2
Core3 (SWGEmu) 2016.10.06

TrinityCore Environment
Debian 8.7
Linux kernel 3.16.0-4-amd64
GCC 4.9.2
TrinityCore 3.3.5 2017.04.22
A chart goes here...
As you can see there, TrinityCore takes a hell of a lot longer to compile from scratch that Core3! It also uses more RAM on average and has a much higher peak RAM usage as well. Apart from that, both projects appear to scale similarly when they have access to more threads.

I should note that the 8 cores on my FX-8320, as far as gcc compiling goes, are indeed a 8 physical pieces of hardware handling one job each, unlike an Intel i7, which would be 4 physical pieces of hardware doing two jobs each. For floating point math operations, my FX-8320 only has 4 physical lumps of hardware that can only handle 4 jobs, unlike an Intel i7, which could handle 8 floating point math jobs. Thankfully the gcc compiler uses the “integer units”, of which I have 8! So with that said, if you have an FX processor and you’re working with gcc, you can safely ignore the warning in VirtualBox about assigning more CPU cores than you really have – crank it to the max and make sure you have enough RAM!

My problem is, 8GB of RAM isn’t really enough for compiling with 8 cores AND running the game in the host system. So, I tend to leave the VMs at 6 cores with 3.5GB RAM, which leaves plenty of RAM for working in both the host and the guest (running the server while playing the game, for instance – which works great btw!). Yes, that does mean that the computer takes long to compile, but nice part is that much of the time I don’t need recompile the entire projects. So in reality, most of the time the difference is more like shaving off 10 seconds from a 40 second compilation, which isn’t worth worry about.

Knocking 10 minutes off that 30 minute compile of TrinityCore might be worth the 30 seconds it takes to shutdown, move the RAM slider, and boot up though. Unless it’s lunch time or “AFK for hours on end, because distractions!” time…

On a related note, I have been thinking lately that it would be interesting to see how this compares to compiling on the same setup using a new AMD Ryzen processor or a recent Intel i5 or i7 processor. I’ve read several benchmarks/reviews, including this Linux gcc compiling related test on XDA, and it’s safe to say that yup, when you spend more money, you get a better processor!

Unfortunately, for the $135 CAD that I spent for my FX-8320 3.5 years ago, it’s still the best option for my work load in its price range. I was hoping the new 4 core, 8 thread Ryzen R5 1400 would be priced around $165 CAD, but it’s $225. The 8 core FX-8300 (a slightly lower clocked, but still fully unlocked, FX-8320) at $145 is only $15 more than the 6 core FX-6300 and honestly it’s a steal for Linux programming and VM work (which is basically the best case scenario for the Bulldozer/Piledriver based CPUs, as their 8 real hardware ALUs are great, but their 4 real hardware FPUs, slow cache, and crowded input pipeline are not so hot for stuff like playing games, music encoding, and some photo editing tools).

It’s kind of a bummer that today I can’t spend less to effectively double my performance, as I did when I made the jump to the $135 CAD FX-8320 from the $185 Core2 Q8200. I was overjoyed back then when my compile times in Rescue Girlies (based on Supertux 0.3.3, an SDL based project) were literally cut in half. That’s my kinda upgrade! Yeah, so anyway, I won’t be upgrading any time soon, because it doesn’t make sense to shell out $295 for the 6 core, 12 thread Ryzen R5 1600 (plus motherboard and RAM) that will almost double my performance. That kind of money would be better spent elsewhere, for all the difference it would actually make in my life! ๐Ÿ™‚

When it comes time to upgrade, I am hoping that AMD will have a nice 4 core, 8 thread APU with 512 shaders for around $165. I don’t play any new games and an APU like that would give me a 15% to 25% boost in performance, while dramatically reducing the power usage of my desktop. Yes, it would have half the shaders of my R9 270, so I would probably have to dial back the graphics settings a bit but meh, my old eyes are getting blurry anyway! So we’ll see what 2018 or 2019 brings. Hopefully we’ll get some micro-ATX motherboards with 4GB GDDR6 Video RAM for the APUs, because that would be cool!

Core3 vs. TrinityCore – Which is better to work with?

KISS, that fun phrase every computer science teacher loves to share with his students, is the at the heart of this whole post; TrinityCore (a World of Warcraft server emulator) is a simple, straight forward C++/MySQL project, while Core3 (a Star Wars Galaxies server emulator) is about as “Mad Scientist” as one can get with programming. The difference is… well, it’s truly dumbfounding – so much so that I thought I would take some time to write about it.

If we go way back to my early 20s, I had a good laugh at my friend for playing Everquest, until he bought me a copy and it absorbed me into its oozing mass of unkempt humans and never ending flows of pretty text too. Man that game had a text message for everything!

You fart
You giggle
Kazantoopia runs away in disgust!
You take two steps
You take two more steps
You stop and look around

OK, maybe it wasn’t that bad, but it sure was game that had a funny way of drawing you into it and it basically made me give up single player games for more than a decade. Sure, I moved on from EQ to SWG and WoW (primarily), but I was always playing some kind of MMO. Of course, being a creative person who really wanted to be a part of the worlds I was visiting, I always wished that I could hop in there and make the tweaks and changes to the games that would make them perfect (for me!).

Luckily for me, after I had my fill of online interactions with an increasingly shitty community of people who play online games, I discovered that a bunch of folks far smarter than myself had built systems to emulate the servers of some of the MMOs I liked to play. I did play Star Wars Galaxies, on and off, until it shutdown in December of 2012, but after playing the Mist of Pandaria beta for World of Warcraft, I threw in my towel and walked away from WoW – Blizzard had simply taken a game that I liked and made it into a game that I no longer liked. Unfortunately, for the longest time I had a computer that wasn’t capable of running the 64Bit virtual machines used by these mysterious server emulators, so it took me until early 2014 to start puttering around with them. Since that time, I have learned way more about programming, GNU/Linux, client modding, and project management than I ever knew before and as a result, I have some worldly opinions about what is and isn’t fun work with.

I think the following summary really speaks for itself.

TrinityCore Requires:
– Windows or Linux
– A moden C++ compiler
– Some C++ standard libraries
– A MySQL database
– A text editor (or programming a IDE)

Core3 Requires:
– Linux 64Bit
– Specific versions of the gcc C++ compiler
– Some C++ standard libraries
– Knowledge of the included non-standard C++ libraries
– A whole other custom java program called Public Engine
– IDL compiler (automated C++ creator with its own syntax)
– Specific versions of Lua
– Specific versions of Java
– An understanding of custom C++ hooks for Lua that SWGEmu created
– A MySQL database
– An array of obfuscated Berkeley databases
– A text editor (or programming a IDE)
– A prayer that you don’t need to look something up, because the documentation usually doesn’t exist

I am by no means being harsh, nor am I being soft, that’s just the reality of the design philosophies of the two projects. As you can see from the requirements alone, TrinityCore is obviously easier to work with than Core3, but it gets better. Wait until you get a load of this!

Things that TrinityCore does/has that Core3 can’t do / doesn’t have:

– Excellent documentation.
– A massive list of commands built into the server’s command line.
– A help system that describes the function of all of those commands.
– The ability to use all those server commands on an admin account inside the game.
– Even more commands that can be used inside the game for damned near everything, from database lookups to moving characters from one account to another.
– A sensible relational database for all object and account data that can be manipulated with standardized tools.
– The ability to add new interactive content by simply adding new data to the database.
– C++ that’s “just plain old .cpp and .h files” lol…
– A preconfigured system designed to easily add custom C++ and database content.

And finally…

Things that really fucking suck about Core3 that aren’t an issue with TrinityCore:

– The documentation sucks. There’s not enough of it and what is there is disorganized and often out-dated.
– Client tools are required to look up some important information.
– Said client tools only work in Windows.
– The need to create/edit an arse load of Lua files to make even the most simple content.
– The lack of discipline and planning shown by the way previously completed content is frequently broken by new content and/or arbitrary changes to dependencies.
And my personal favourite:
– The development team has a history of being hostile in general, but their especially disinterested in discussing anything related to the creation of content beyond the scope of their desire to emulate SWG patch 14.1 (bugs and all…).

Now, I have nothing but respect for the good people who have spent thousands of hours building SWGEmu’s Core3 architecture and indeed, it’s better than anything I could put together on my own, but the plain truth of the matter is that in many ways, it’s really not fun to work with at all. When you add the convoluted nightmare of the client, modding SWGEmu quickly becomes a tedious quagmire of, well, stuff that feels more like boring work than fun hobby programming. On the hand, while I can’t say what it’s like to modify the WoW client, as I haven’t had the desire to do so, I can say that modifying the TrinityCore server is pretty much a dream come true.

I really enjoyed my time playing World of Warcraft during the Burning Crusade and Wrath of the Lich King. Now, thanks to TrinityCore, I have a fun little WotLK themed programming hobby, which I call “Solozeroth“, to play around with and learn from. And I must proclaim with utmost of joy and exuberance, puttering with TrinityCore is a genuinely fun way to practice and learn industry standard MySQL and C++!

PSA Soap Box Happy Hour:
Make sure you buy a copy of World of Warcraft or Star Wars Galaxies if you’re going to be working with either, eh. Having spent well over $1,000 on each over the years myself, funnelling my hard earned dollars into Blizzard and Sony Online Entertainment by purchasing game boxes, subscriptions, expansions, and services, I don’t feel bad at all for continuing to use my CD/DVDs of the games (especially given that it’s otherwise impossible to enjoy those versions of the games). Don’t be thieving arsehole, buy the games. ๐Ÿ™‚

Project Scope – Size Matters

Lately I have been thinking a lot about what I want to do with my “hobby time” and why I want to do it. There are lots of things I enjoy doing in life, but there is only so much time to do it all! It really is imperative that we have some kind of plan to avoid running out of time (or will) and never accomplishing anything. And, that’s where project scope comes in to play.

I’ve determined that there are three basic questions you can answer to determine the correct size for your project, with size being the time, effort, and emotional investment required to finish the project. The questions are,

1. Who is this project for?

2. Why am I doing this project?

3. What is the project about?

To help you understand how this works, I will provide three examples from my own life, Legend of Hondo, Loop Dipole and the Chaoties, and gardening with my family. Each of these projects absolutely have their own scope, their own size, and all three can become completely overwhelming if I lose track of the who, the why, and the what of it all. Writing this post is a way for me to congeal my thoughts, but hopefully reading it will also help you not feel as overwhelmed and paralyzed about your projects as I some times feel about mine.

Legend of Hondo
This is a massive project with hundreds of “moving parts” and by its very nature, taking one game and morphing it into another, it’s something that will take years to complete. And it’s that very “long term goal” aspect which can cause the project to become emotionally crippling – it’s a huge pile of work, with more work heaped on top of it, which can’t really be used until all of the work has been completed. It’s easy to give up on a project like this if you’re not satisfied by reaching incremental goals.

In the beginning, before it even had a name, my Legend of Hondo project was just about making a Star Wars Galaxies Emu server that I could play on alone. Then I got to thinking that I could finally fix some of the stuff about the game that bothered me, which in turn lead to making new content and eventually coming up with an overall theme for a single player RPG. But most importantly, Legend of Hondo was supposed to be for ME, just ME. Unfortunately, my work on the project caused me to get side tracked by fan mail and requests for assistance with other projects, which of course I answered, because I am a nice guy. So all of a sudden my personal pet project exploded into a menagerie of systems and customizations for various SWGEmu based servers, all wrapped up in the need to keep up to date with the ever changing, constantly “refactored” state of the SWGEmu code… As much as I like helping people, doing so made me lose sight of why I was willing to put up with the convoluted science project that is the SWGEmu code base and the game client for which the modding tools are tedious. I’m doing it for ME, so that one day when I am an old man I can sit down and enjoy the game – it doesn’t need to be finished tomorrow or even this year or even at all really and how it works for someone else doesn’t matter in the least.

So to sum that up a little less emotionally…

1. Who is this project for?
Legend of Hondo is something I am creating for myself, because I feel like it.

2. Why am I doing this project?

I am creating Legend of Hondo mainly so that I can enjoy the end product at a later date, but also because I enjoy designing the new systems and creating the new content. I also enjoy most of the programming and some of the artistic challenges involved.

3. What is the project about?

Legend of Hondo is all about making a single player version of Star Wars Galaxies that has everything I always wanted in the original game. It’s the combination of opened ended game play (where you are free to do what you’d like, whenever you’d like) and a sort of choose your adventure type story, where your actions build a meaningful sense of identity for your characters. That day when you finally become The Dread Pirate or The Legendary Pirate or even the Master Pirate will be the day you look back and say to yourself, “Wow, what an adventure the journey to this moment was!”…

Loop Dipole and the Chaoties
Long before it had a name, Loop was a game I personally wanted to play – something that was all about going fast and having fun getting there! Car racing games are alright, but they tend to be about… well, racing cars, which can be more simulation than stimulation. Arcade games like SuperTuxKart and Mario Kart are definitely fun, but they lack certain game play mechanics that are also fun, such as gathering resources and using those resources to customize your character or to solve puzzles, etc. Loop really is a product of those basic desires and that void of content, a reality I have never lost sight of, despite how I have frequently found that building such a game is easier said than done!

I have restarted this project a number of times, each time because the process of building it is a learning experience. I started it by programming in C++ using the Cafu engine. Later I thought it would be better as a mod for SuperTuxKart, which lead me to using Blende. Using Blender lead me to thinking I should just make the whole game in Blender! Then actually using Blender Game Engine to make a full sized game lead me to the understanding that BGE isn’t particularly well suited to making a full sized games. So now I am sitting here in 2017 once again contemplating on where I want to go with it. To 3D or not to 3D, that is the question! Mobile, desktop, web based, who knows?!

1. Who is this project for?
This was a tough question to answer, but the truth is that Loop Dipole and the Chaoties is a game that is for everyone, not just for me.

2. Why am I doing this project?
I am making Loop, because I enjoy the process of making games, but I am also making it to prove to (again) that I can finish making a game. So, it is important to me that the game is finished and that the game is, at the very least, easily available to be played by others.

3. What is the project about?
Loop is about the joy of speeding around blowing stuff up while collecting other useful stuff. Yet it’s also about bringing order to chaos by solving puzzles and by learning about yourself and how you like to play the game. Loop Dipole is an energy being who collects various forms of energy that allow him to take on new shapes that have different attributes and abilities. He also uses this energy to balance out the chaotic energy of his world. You see, at one time Loop was nothing more than a Chaotie himself, only vaguely aware of his own existence. However, one day he passed through a fog of chaos and emerged with a sense of self and with the determination to share his gift with his world.

Gardening With My Girlies!
I know initially said it was gardening with my family, but truth be told, my wife’s idea of gardening is looking at the pretty flowers and eating the fruits and vegetables that magically appear in the yard. The kids on the other hand are much more willing to get their hands dirty on a regular basis!

It’s hard to believe how much time has passed since then, but looking back I have to say that our best years for gardening were definitely 2012 and 2013. Abby and Baylea were still quite young then, so I had to do a lot of the work myself and unfortunately I did spend a little too much time playing the roll of the scare crow, otherwise known as “grumpy daddy who yells at me while I run, carefree, through the garden”. What can ya do, right? Kids will be kids and squashed plants don’t grow. ๐Ÿ™‚ In any case, when 2014 rolled around the girls were “all gardened out” and it wasn’t until 2016 that they really took an interest in process again.

This year we’re going back to the traditional style of garden, as our experiment last year with the “living sitting area” (known as Girlie Grove) wasn’t as inspiring or as useful as I had imagined it would be. In retrospect, it probably would have been a big hit back in 2013 when our eldest, Neillia, was still into playing “little kid games”. Man… they grow up so fast, it’s just not fair…

Anyhow, here’s the skinny on my gardening project with my family.

1. Who is this project for?
The gardening project is for everyone in my family.

2. Why am I doing this project?
When I was kid, my dad had a garden that he put a lot of effort into. I wish I could say that we spent countless hours having fun with each other in his garden, with him teaching me all about life and all about himself, but the truth is that I mostly helped him get his tractor unstuck on the days he was plowing. I also happily ate his magical produce and occasionally squashed some tomato worms. Eventually I came around and appreciated his effort and what gardening meant to him, but wouldn’t you know it, I also went away that summer for no good reason and he died the next spring. Such is life.

I want to give my kids the connection to their parents, to each other, and to themselves introspectively, that I lacked when I was growing up. I want to spend time with them showing them how their efforts and their attention will be rewarded.

3. What is the project about?
Gardening is an emotionally relaxing, yet physically vigorous way to connect with my kids. From forging the furrows out of sod to preparing a meal using fresh picked beans, gardening is an experience they can hold in their hands that will live a life time in their hearts.

Well, I hope my examples have given you a some idea of how I used those three simple questions to define the scope and size of my projects. Answering those questions, and keeping the answers in mind as often as possible while working on your project, will help you naturally limit its scope. Understanding who the project is for and why are you are doing the project in the first place will allow you determine the size of the project: If you’re doing a project to prove the point to yourself or to the universe at large that you can accomplish it, then it makes sense to keep the project small and tightly focused so that you can finish it in a timely manner. Break it down into manageable chunks, set clear milestones, and avoid adding more to it beyond refinements to the original design, and you will finish it. And on the other hand, if you’re working on project simply for the joy of doing so and that project will likely take many years to complete, then try your best to keep that in mind so you don’t stress yourself out for not finishing it fast enough. That kind of long term project can be as big as you’d like, because it can’t be finished quickly anyway!

When it comes to hobby projects it is important to not stress out about them, because the whole point of having a hobby is to do something that is fun! If you find yourself stressing out or no longer enjoying your hobby, ask yourself the questions I presented above. Hopefully your answers will help you rediscover your passion for the project or maybe your answers will provide you with the closure you need to move onto new challenges.

Hondo – A Copy of my Development Server Virtual Machine

To make it a little bit easier for folks to play around with Legend of Hondo (particularly the admin tools that are handy for general SWGEmu “world building”), I’ve uploaded a copy of my VirtualBox VM to my MEGA storage. You can find it here,


It’s exactly what I use for developing Legend of Hondo (apart from having an anonymous git configuration) and it’s perfectly fine for use as the “server” portion of the single player game. The documentation is included in the zip file. Further documentation is in the github repo and here on this site.

The 20GB vdi file was compressed using 7zip on ultra compression, bringing the final file size down to 3.3GB.

At this point, it should be noted that if you do happen to get the client and server setup, I don’t recommend actually playing the game yet. Quite simply, I haven’t finished making the fundamental game play systems, nor have I completed the new player experience. So, if you did start playing now, you’d end up in situations like not having any resources to craft with or not being able to craft at all if you didn’t start as an Artisan (because you don’t have a crafting tool and there isn’t anywhere to buy or loot one). Besides, I haven’t made any of the pirate system or story content yet anyway.

I’m busy re-working the layout of the profession system at the moment and once I have finished that, I will be working on the new player experience. That way you could actually play the game without needing to use the admin account to make up for the lack of other players, etc. Time frame for that? Early Feb, 2017?

Personally, I am not playing Legend of Hondo yet, because it’s not really ready even for a “head start”. It doesn’t need to be complete to be playable, but it does at least need all the “gotchas” to be solved. Legend of Hondo Classic on the other hand is playable, because I solved all that stuff first – sometimes I wish didn’t start over again… *sigh* ๐Ÿ™‚

Warning: Don’t use Legend of Hondo as the basis for a multi-player server. I have changed some systems that work great in a single player game, but will allow nefarious folks to grief others in a multi-player situation.

Legend of Hondo is a personal, open source, free (as in beer!), development project. When I am finished, the sum of its parts will be a single player pirate adventure, based on SWGEmu and Star Wars Galaxies.

You are welcome to use any code, concepts, and documentation within this repository, however you do so entirely at your own risk, in accordance with the following guidelines:

R. Bassett Jr. (Tatwi) and SWGEmu disclaim all warranties of any kind, either express or implied, as to the software provided in this repository, including, but not limited to, implied warranties of fitness for a particular purpose, or nonโ€infringement of proprietary rights. Neither this agreement nor any documentation furnished under it is intended to express or imply any warranty that the operation of the software will be uninterrupted, timely, or errorโ€free.

Under no circumstances shall R. Bassett Jr. (Tatwi) or SWGEmu be liable to any user for direct, indirect, incidental, consequential, special, or exemplary damages, arising from or relating to this agreement, the software, or userสนs use or misuse of the software. Such limitation of liability shall apply whether the damages arise from the use or misuse of the software (including such damages incurred by third parties).

Information provided in this repository is done so “As-Is” and is not promised or guaranteed to be correct, current, or complete, and may be out of date and may contain technical inaccuracies or typographical errors. Any reliance on the material in this repository is at your own risk. R. Bassett Jr. (Tatwi) and SWGEmu assume no responsibility (and expressly disclaim responsibility) for keeping information current or to ensure the accuracy or completeness of any information provided. Accordingly, you should confirm the accuracy and completeness of all information provided in this repository before making any decision related to using any part of it.

By using any software, files, or concepts provided in this repository, you waive the right to SWGEmu game client support from SWGEmu and you acknowledge and accept that you will not receive support from R. Bassett Jr (Tatwi) of any kind.

Legend of Hondo is not supported or endorsed by SWGEmu.