#41
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Oh my god! I didn't realize this was so far along. That screenshot looks awesome! How playable is the server right now?
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#42
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You guys are awesome. I really don't know how you would even start these EMU projects. I bet it requires a lot of programming skill.
Vanguard was one my favorite MMOs. But from the get-go it was ruined. It was the most disappointing MMOs for me. Because it was the one MMO I wanted to get into but just couldn't see past all of the mistakes. If this EMU takes off I will almost certainly try to get my own server up and running. Good luck! | ||
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#43
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Haven't they already shut down live?
Anyway, I would be more interested in creating a custom content vanguard server. | ||
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#44
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#45
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Quote from another board about chunking and my response.
Quote:
For instance every time you chunked in live it resent the entire marketplace to the client and for some reason it doubled other packets for no apparent reason i can find as of right now. Volt is making good progress with npc dialog interaction. dialog_component_overview.jpg Here is the latest commits. Code:
r741 Couple fixes to HotButton table and code, added some Debug loggers !! New vgo_world.sql !! Many opcodes added to match Xinux's structs work --------------------- r740 more structs --------------------- r739 NPC dialogs "step 1-snapshot" - Improved the behavior for merchant, [house]escrow merchant and repair merchant options: The issue with the options required to be pressed twice is solved. Instead a merchant's window will now be displayed (every time). - Known issue: "Your target is not interested in transacting with you" will be displayed twice in chat when closing the merchant's window. - vgo_world_delta.sql deleted. --------------------- r738 and even more structs for volt :) --------------------- r737 added more structs --------------------- r736 Re-commit of vgo_world.sql - accidentally saved script_id = 1 :( --------------------- r735 Updating public SVN binary with linux fixes (just in case!) --------------------- r734 new opcode --------------------- r733 Linux fixes --------------------- r732 Merged delta sql into vgo_world.sql !! Need at least the new opcodes and character_hotbar tables - nothing else changed !! --------------------- r731 NPC dialogs "step 1-snapshot" - Added temporary handlers for merchant, trainer, instructor, banker, taskmaster, altar, escrow merchant, broker and repair merchant dialog options. The NPC's will respond! though not yet according to live behavior. - Known issue: These three options will often require being pressed twice to function and will also still cause error messages in WS console: merchant, [house]escrow merchant and repair merchant. - vgo_world_delta.sql contains queries needed to update the vgo_world db (added to queries for previous releases) (I will remove this file later on since it turned out to be more confusing than helpful). --------------------- r730 Changed icon_id from unsigned to signed --------------------- r729 vgo_world_delta.sql: Added queries to merge into vgo_world db, to support rev 726 hotbar functionality (please remove or clear vgo_world_delta.sql file when merged). --------------------- r728 New structs for dialog handler --------------------- r727 New opcodes.sql --------------------- r726 - Hotbar now creates,update,delete and send the hotkeys when loading - Changes some elements of hotbar struct fron uint to int - Added in opcodes for the handlers regarding npc interaction See post for queries http://vgoemulator.net/phpBB3/viewtopic.php?f=16&t=944&p=7606#p7606 --------------------- r725 NPC dialogs "step 1-snapshot" - Hailing or left-clicking NPC's will make appropriate NPC's open their default dialog. - Hailing or left-clicking NPC's will make appropriate NPC's give their voice greetings. - Left-clicking an attackable NPC will toggle autoattack (this is an interrim implementation, later on you will not be able to turn of autoattack in this way). - New file vgo_world_delta.sql contains queries needed to update the vgo_world db (please remove this file when this is merged with the main file). --------------------- r724 Fix for Chat Tells: - Previously, sending a tell informed the sending client that they had sent a tell to their own character's name. The receiving player still gets the tell, it was a cosmetic issue. --------------------- r723 Fix to the filter packets with the same sequence number: Now using Client::client_sequence for this. This should fix (at least one) issue with partial connections. --------------------- r722 MasterSpawnList Continuation: - Renamed a few functions: - Load* functions involve querying the database to grab new spawn data for the spawn structs (Master Spawn List). - Init* functions involve building/instantiating the spawn objects from the information in the spawn structs, upon request from the chunk/command process. - Added Blocking to .reload commands so 2 players cannot reload the Master Spawn List at the same time. - Started to add Mutex support to Init* functions, but this is not complete. Includes adding more Mutex support to the spawn classes. - Added functions for Init*ing the rest of the spawn types (previous was only for NPCs). TODO is to create the commands to call these functions. --------------------- r721 Rework of Master Spawn List and respawning: - LoadNPCAppearances and LoadNPCAttachments loads in bulk query, rather than 1 query for each spawn_id - .reload spawns now has a sub-sub-command: "all". .reload spawns will reload for the current chunk ONLY, .reload spawns all will reload the entire spawn list. There are a lot of optimizations available for this. Reloading a chunk's spawns is actually slower than reloading the whole server, but possibly less intrusive to other chunks. Optimizations will make this much faster. There is currently no thread protection in place: If 2 people reload spawns at the same time, bad things will likely happen. --------------------- r720 Linux fixes --------------------- r719 Added Logging to help resolve the Dropped Character/Chunk Client issue. Changed how WorldCharacter objects are created for Character Select screen, so unneeded objects aren't created and then destroyed. --------------------- r718 Added command ".spawn details", basic implementation - WIP command_id 23: http://vgoemulator.net/phpBB3/viewtopic.php?p=7550#p7550 Added GetPointsValue() to SGOUnrealPawn class to show the spawn's "dots" in details Fixed a few loggers in Commands.cpp Fixed some client print colors. --------------------- r717 added two structs for volt --------------------- r716 fixed OP_ClientAccessObject --------------------- r715 Adjustments to HotBar code http://vgoemulator.net/phpBB3/viewtopic.php?f=4&t=944#p7478 --------------------- r714 Some fixes to get things compiling on Linux. --------------------- r713 Activated the Command Access system. * Players now need to have their `characters`.`command_access` column set to match the values in your `commands`.`command_access` column. * Default access for all commands is "A" for all access. --------------------- r712 Implemented basic .chunk commands: chunk details - displays info about the current chunk chunk set safe - updates the start location (safe locs) of the current chunk to your character position/rotation --------------------- r711 Added adding and deleting hot keys Need to add the new sql table http://vgoemulator.net/phpBB3/viewtopic.php?f=4&t=944 currently loading at startup is not implemented --------------------- r710 Committing new vgo_world.sql for rev 709 code. Deleted spawn_tables.sql temporary file (tables are in vgo_world.sql now). --------------------- r709 CampTimers.cpp: extended logging WorldDatabase.cpp: small fix to log message --------------------- r708 Private code submit for rev 707. --------------------- r707 World: + Implemented basic /bug reporting system - Table required from this post: http://vgoemulator.net/phpBB3/viewtopic.php?p=7442#p7442 + Continued work on PatchServer integration, but stuck on workflow - WIP Compiled public binary for push to Public SVN --------------------- r706 Added a few Lokked commands he was working on, all temp/test stuff - just wanted to reserve the handlers. !! Requires SQL from this post: http://vgoemulator.net/phpBB3/viewtopic.php?p=7437#p7437 for rev 704+ --------------------- r705 Fixed logging category "LUA". --------------------- r704 Commands handler revamp; starting with handler ID 1 Fixed some subcommand implementations Added logger to debug commands being executed by players in-game !! Must source the `commands` table info from this post! !! http://vgoemulator.net/phpBB3/viewtopic.php?p=7437#p7437 --------------------- r703 UDPServer::HandlePacketBunch: Improved console log message. --------------------- r702 Added filter of consecutive 03 packets with the same sequence number in UDPServer::HandlePacketBunch. This is needed since the client sometimes sends duplicate 03 packets with OP_ClientAuthConfirm and more. --------------------- r701 Removed some unnecessary {} and some extra spacing. --------------------- r700 ***Implementation of new UnrealChannel architecture This allows more than 1024 Open/Close channel operations to be performed, per chunk. Previously, if more than 1024 Open/Close channel requests were processed by the server, the server would not properly reuse previously used channels and stop replicating spawns to the Client. IMPORTANT: UnrealPlayerController has been hardcoded to Channel 2 and the Sequence Numbers of the 2 Reliable Packets sent (the Open packet and Function 67) are hardcoded to 1 and 2. The SGOPCPawn representing the client's player has been hardcoded to Channel 3 and the Sequence of the 1 Reliable Packet (the Open packet) is hardcoded to 1. Other Changes: - Adventure Level for NPCs will randomize between the values in the DB for gamplay_level_low and _high. - Renamed a mispelling in character.h - Added Xinux's AFK code. - Added a possible measure for detecting Double JOINs (and hence, duplicate avatar appearances). Logging included for when this is prevented, just so we know it's working. - Cleaned up WorldDatabase.cpp. Nothing changed, just removed some comments. - NPC Attachments are sent in the same packet as the Open Channel packet. This is as was done on Live. Previous, we sent attachments in their own packets. - Removed Range Check Logging from Combat.cpp. Console doesn't need to be spammed. --------------------- r699 added in structs for volt --------------------- r698 Little more progress on PatchServer: + Added override check in Main world loop (so your worlds are not erroring trying to connect to a patcher that doesn't yet exist) + DB Version added to Version.h + PS_OP's added for talk between world and patcher + Added temp logging and a fake disconnect to test "complete" steps + Updated vgemu-patch.xml and vgemu-world.xml slightly Note: Devs, to see a sample flow, run Login, Patcher, then World with the <patchserver /> tag set to "always". Otherwise, World's Main loop will skip trying to connect (default for now). No vgo-patch db is needed at this time, though you might create an empty one to avoid PatchServer.exe errors. --------------------- r697 changed unknown to option in OP_ClientDialogOptionSelected --------------------- r696 Committing a little more PatchServer work before code gets too far out of sync Current state of PatchServer binary is it will listen for worlds, but do nothing yet. Notes: New <patchserver /> XML in vgemu-world.xml - ignore it for now Code in world/Main.cpp commented out so the attempt to connect to PatchServer will not occur Updated project files for World and Patcher --------------------- r695 Fixes (might be changed again by Lokked's upcoming commits) to spawn_id and NPC adventure_level. ---------------------
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#46
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Vanguard was awesome. It was done in by an early release with a ton of bugs. Definitely the closest to EQ any other mmo has gotten.
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#47
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Super excited for this, what version of the game will it be? I only ask cause I hated that noobie island they added in near the end, would love to have races start together as they did in the beginning. Other than that I'm all for having the latest content.
Either way I'll be playing this ASAP.
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Happytrees 60 Human Crusader | Happytreez 54 Ogre Champion
Vudu 52 Ogre Shaman | Animalrights Activist 41 Human Druid Project 1999 Red | ||
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#48
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This is great to see this coming along. EQ, EQOA and VG were my top 3.
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#49
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Quote:
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#50
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Cool, fair enough. PC is down at the moment due to a dead PSU but I'm ordering one today, and will be gettin on VG Emu soon as it arrives.
See you guys there!
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Happytrees 60 Human Crusader | Happytreez 54 Ogre Champion
Vudu 52 Ogre Shaman | Animalrights Activist 41 Human Druid Project 1999 Red | ||
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