PDA

View Full Version : VGOEmulator update


xinux
05-30-2014, 08:39 PM
Just thought i would drop a update with a few video's on our progress. Keep in mind tho our main priority right now is get as much data collected as we can before they shut down. So we are always looking for collectors even if it's just to log in once so we can grab ability/spell info from you especially if you have a high level character of any class at this point.

On to the video's in order of when i recorded them.

This is just after we got into the world.
https://www.youtube.com/watch?v=LhxoePUU8lw

This is hard coded loading of spawns.
https://www.youtube.com/watch?v=LBb9GZFaND8

This is loading spawns from our DB.
https://www.youtube.com/watch?v=bayarjC6uCY

This is being able to see other players ingame. (still a little buggy)
https://www.youtube.com/watch?v=hwseCeuk1yQ

Millburn
05-30-2014, 09:42 PM
This is great! I'm happy someone is taking up the task of doing this, best of luck to you guys.

Lyrith
06-03-2014, 04:43 PM
Was this game actually any good at the beginning before it got patches that ruined it I presume? My computer back then was not good enough to run this game...

Mandalore93
06-03-2014, 04:52 PM
Vanguard more than anything was ruined by its high requirements for the day as well as an extremely crappy launch.

Swish
06-03-2014, 05:25 PM
Vanguard more than anything was ruined by its high requirements for the day as well as an extremely crappy launch.

Also true of EQ2 and Age of Conan (among others).

Would be interested to try it :)

Psycher
06-03-2014, 05:37 PM
I don't know how to help, but i've always wanted to get into this game. If you need a hand let me know when I can do. Keep at it! from my understanding this game is the closest well probably ever get to a classic eq.

Swish
06-03-2014, 05:55 PM
this game is the closest well probably ever get to a classic eq.

hmmm.... lol

Psycher
06-03-2014, 07:40 PM
well with exception of p99, probably should have mentioned that lol

murrpau
06-03-2014, 08:36 PM
Was this game actually any good at the beginning
Phenomenal. But the launch was inversely bad. I won't say it was better than classic or whatever, but it was the best EQ-style MMO ever. That means it was leaps and bounds beyond EQ2. Imagine it as another planet in Norrath's universe(not the moon) with more races and some different classes.
Hella cool. Diplomacy! Group harvesting/crafting! XP for both! No instancing, either!
I'll post some screenshots when I'm not on mobile.
Edit: Can only find one at the moment.
http://img.photobucket.com/albums/v612/Crema/GulgrethorWTFFFFFFF.jpg
This was my disciple; they were hybrid monk healers. They healed by punching enemies, then after a few combo points they could throw a heal on themselves or a friendly target.
Ignore the fact that I'm fighting a mouse; this was during beta, and that was supposed to be a Troll, but was a graphical bug.

But representation was something I loved about this game; it had black, asian, and white humans. It had cat people, wolf people, and fox people. Then there were half-giants instead of barbarians I think.
Unfortunately, there were still gnomes among the short races. Their town was cool though.

Ahldagor
06-03-2014, 09:37 PM
diplomacy was nice. gotta say i like the game a lot. is it still up on steam, and if so until when?

and good work. keep it going.

citizen1080
06-03-2014, 11:46 PM
Fantastic sirs...my all time favorite after classic eq. Hit up the lead on p99, Nilbog..he was a huge vanguard fan...i vote he puts velious on hold so he can help you get vanguard up and running.

k2summit
06-06-2014, 10:54 AM
This is Fucking great. As most everyone knows, a poor release totally screwed this pooch. Been following your project sporadically when VG started dying. I have the live client installed atm, so if there's anything a novice can do to help, I'm down.

Glenzig
06-06-2014, 11:37 AM
Fantastic sirs...my all time favorite after classic eq. Hit up the lead on p99, Nilbog..he was a huge vanguard fan...i vote he puts velious on hold so he can help you get vanguard up and running.

This^^. VG was definitely the best successor to EQ. It did get a little soft as SOE implemented some changes the last 2-3 years in an attempt to make it "more accessible", but the game itself was absolutely brilliant. Such a shame it had to go.

xinux
06-06-2014, 11:52 AM
This is Fucking great. As most everyone knows, a poor release totally screwed this pooch. Been following your project sporadically when VG started dying. I have the live client installed atm, so if there's anything a novice can do to help, I'm down.


Register on our forums once we add you to the collection group download the packet collector read over on how to collect and then just start playing.

Invoke
06-06-2014, 11:55 AM
I posted for years on the Vanguard forums before it came out. After the horrible launch I didn't even bother to try it. Would love to finally play this game.

xinux
06-06-2014, 07:21 PM
Fantastic sirs...my all time favorite after classic eq. Hit up the lead on p99, Nilbog..he was a huge vanguard fan...i vote he puts velious on hold so he can help you get vanguard up and running.

Nilbog is more then welcome to lend a hand if he wants so is anyone else who wants to help. :D

thugcruncher
06-07-2014, 02:34 AM
bad:
graphics
sounds
aesthetic
glitches (you can fall through the world almost anywhere underwater if you try hard enough
huge world
boring wow style quest design
"seamless world" with zonelines
furries
brad mcquaid

good:
move while casting
no instances
well designed classes
good feeling abilities
difficult?
classic eq charm in some areas

xinux
06-29-2014, 06:12 PM
In-game chat initial work has been committed and here is a little video of it in action.

https://www.youtube.com/watch?v=QAgmEm5j9Cg

Scrooge
06-29-2014, 06:47 PM
I played Vanguard on release also, on 'Tichondrius' was it? The FFA PvP server they had going. It was fun for quite a while, but the game felt somewhat clunky, mechanics felt like they had a delayed response - it was especially noticeable in a PvP environment where you need to have good reflexes.

The open world was vast, but it also had places which were just devoid of any life whatsoever. It was quite heavy on the graphics too, even the best PCs would still struggle trying to run this game on full settings.

The gameplay was definitely unique, but not really balanced for PvP, Sorcerors were so damn overpowered with their instant pbaoes that could kill in two shots. I played the "enchanter" class and a friend played the "necro", think we made it into low 40s before stopping.

It's an interesting project you've got going, I'm looking forward to seeing it progress!

Byrjun
06-30-2014, 02:12 AM
Was this game actually any good at the beginning before it got patches that ruined it I presume? My computer back then was not good enough to run this game...

Murrpau's post is accurate. Vanguard could have easily been the greatest MMO ever developed.

From a design perspective, nothing really comes close. I'm not the kind of person who tends to have lots of alts since I prefer to focus on one character. But any time that I wasn't playing with my room mates, I'd roll random alts because every class was so unique and fun to play. Vanguard was truly ground breaking and you see a lot of their design pop up in modern MMOs (almost every MMO since Vanguard has had a version of their Disciple class, for example).

Not only were all of the classes worth checking out, but also all of the races. And there were a lot of them. Almost every single race had a really interesting introduction to the game. I say almost because my main was a Halfling and it was pretty generic hobbit stuff... go fetch me some pies, etc.

I was really blown away by my Kojani (Asian themed humans) Disciple. You started on a beach nearby a nearly destroyed village, and you received quests from this general dude riding a dragon. At first you had to do some menial tasks like committing theft and arson. After that you're ordered to go slay the mayor of the village. You find him in the back of his house and he goes through this generic eastern pacifist philosophy dialogue and ends up teleporting you or something? You wake up in a refugee village (populated by people trying to escape the Empire; you were an imperial soldier in the beginning part). There's a progressive quest line that's very eastern philosophy oriented, culminating in you undertaking different tests (the most memorable was something like the Test of Faith where you had to jump off of this really high cliff). You completed the quest line around level 20ish or so, which redeemed you from your dishonorable life as an imperial soldier and you got the "Lao'Jin Knight" title. The whole thing was just so interesting I wasn't even concerned with leveling, I just wanted to experience the storyline and the other rewards were a bonus. I remember there were a lot of opportunities for the quest to diverge and allow you to make the "evil choice," so I assume that was a path you could have taken as well.

I tried looking this stuff up but there's like no information online that I can find even about these introductory quests that you're thrown into when you start. So, I can only imagine how impossible it might be to try to recreate the game with so very few resources. At least EQ was well documented.

Anyways, that's really what set the game apart. Orcs also had a really great introductory quest line where you escape from slavery and must go through this mountain, completing several tasks that emulated some great Orcish hero. Essentially he did all this crazy stuff to reach the summit and light a fire, warning his tribe of another warring tribe's impending attack. Completing the quest and lighting the fire on the top of this mountain was one of the most satisfying MMO experiences ever.

This is how a lot of the quests worked even in the mid and late game. Yeah, they were designed very similarly to WoW quests but the actual content was much deeper and made you feel like you were actually playing a part in a story. That was really what set Vanguard apart, you actually felt like an adventurer in a robust fantasy world instead of an employee of a bear ass delivery service.

Obviously you had to trudge through a lot of bugs and broken game to experience this stuff, and the way they handled subsequent updates did more harm than good. One of my room mates played a cleric, and that class serves as a good example of what went wrong with Vanguard. The cleric class, like a lot of classes, wasn't fully implemented when the game launched. However, they were balanced around not having all of their stuff implemented so the class functioned fine. In one of the first few updates, they decided to "fix" the cleric. This included introducing what was essentially a spec system where you could follow a certain god and receive additional abilities. I think these were split up something like melee, smite, heal. The problem is that this added a ton of new power to the cleric, and since they were already balanced around not having this stuff, the class instantly became the best tank, dps, and healer in the game. It was really, really silly and an obvious sign that Vanguard was not going to last.

mwatt
06-30-2014, 04:31 AM
I friggin loved VG. The game was robbed - it should have been the greatest MMO of all time. I'm stoked that someone is trying to preserve/resurrect it.

I sincerely hope you / you all are successful.

But which VG will you field? The one at release time was too buggy to play.

The one about 8 months in was probably close to the best.

Then Sillias came and started to wowify it. At the time I left he had just instituted changes that essentially made the game unsoloable. I hope it is not that one that you will bring into being.

In reality, what VG needed more than anything was itemization. As much as I would be interested in Classic VG, I think I might be MORE interested in a VG that is more representative of what VG COULD have been.

Whichever VG you bring, once again - you rock. Great work, please continue.

Itching
06-30-2014, 01:38 PM
Sadly I was planning on playing this game when I got off deployment but the news that it is shutting down kind of put a stop to that. In the short amount of time that I am back before they shut it down I will what I can do about using the program to get some information. Are there any areas/starting zones that you would like for us to focus on?

xinux
07-10-2014, 03:15 AM
Quick little update:

Added: Much better movement support (no more spawns appearing and disappearing while moveing)
Added: Characters will now save and load more data from the Database
Added Login: The char_lasteen timestamp will now be utilized when a character is saved world-side
Changed: made world a bit less spammy on the logwrites
Changed: re-enabled proximity spawning

Cookiefist
07-10-2014, 11:19 AM
Can you make a character and log into the world yet? I wanna play it!

xinux
07-10-2014, 11:27 AM
Yes you can make a character log in and run around but that is about it at this point we are still alpha actually i would call it pre-alpha to be fair.

Socratic
07-10-2014, 11:48 AM
I really loved Vanguard. Was a shame to see Brad mismanage it into the ground before it was even released. Had a ton of really great ideas and a big world but its potential was crushed into linear progression hell after all the pre-launch and early-release mess.

APW was a blast (though ghetto-instanced).

Don't think I could play it again though.

Grimjaw
07-10-2014, 12:49 PM
screw vanguard. bring back shadowbane!

yorumi
07-10-2014, 12:51 PM
I'm going to have to look into this more closely, I loved the design of vanguard and eq2. One thing I miss in p99 is playable fae. I still love p99, which is good since I assume these projects are still years away. Don't know why I never thought to look for emu projects for those. Too bad soe won't just make the server engines open source when they shut down games.

I'm a programmer, can't say I've reverse engineered a server before, but I'll register on the forums later and decide if I want to contribute some(not that I have anything against it but working all day as a programer makes going home and doing it after slightly less appealing).

Leeyuuduu
07-10-2014, 08:52 PM
screw vanguard. bring back shadowbane!

They already did

http://shadowbaneemulator.com/ (Beta)

http://www.magicbane.com/ (Live)

xinux
07-29-2014, 05:16 PM
Picked up a new Developer Volt and we are still looking for more if anyone is interested.

Basic lua support is now in and a few commands have been added.


http://vgoemulator.net/phpBB3/download/file.php?id=621&mode=view


and had to throw this in.


5335

Rhambuk
07-29-2014, 08:56 PM
Loving this! great work guys keep it up!

Cookiefist
07-30-2014, 01:44 PM
Loving this! great work guys keep it up!

xinux
08-08-2014, 05:36 PM
Patch notes from the last week or so.
Enjoy

Further fixed the issue with clients reconnecting too quickly
Revamped ack logic in udp code, this should greatly increase outgoing packet transmission speed
Fixed a bug where characters would sometimes not be removed from the world list
If a player attempts to log into world while their account already has a client, all other clients with their account id will be kicked
camp command robustness improvement (blocks consecutive camp requests)
Support for camp command: Added empty handler for OP_ClientLFGSearch.
+ Added the following UnrealTypes:
+ Quat - used for boats
+ VGShipState - used for boats
+ ResourceLookup, Sound, StaticMesh - used for looking up indexes in asset files
+ Reorganized Unreal classes into separate files
+ UnrealActor.h contains only the UnrealActor class now!
+ Renamed _3dsList.h/cpp to SGO3ds.h/cpp
+ Renamed PPOList.h/cpp to PPO.h/cpp
+ Added Vehicle/Ship classes and initial replication functionality. NOTE: there is no way to show a vehicle in game right now unless you hardcode it in ChunkServer.
+ Added Mover classes
+ They load from the mover database table based on the chunk
+ Updated Makefile to include new/renamed files.
+ Added UnrealFile classes to allow for dynamic loading of files from the database
+ All files properties are loaded into memory on WorldServer start from the unreal_files table so they can be queried faster when needed.
+ ChunkServer changes
+ SendZoneFiles function no longer has hardcoded file values. The files are determined dynamically based on the resources needed.
+ Setting the PC Model number based off the race id. However, this doesn't appear to be working fully 100% yet as there seems to be a disconnect between login server raceid and Unreal raceid.
+ Currently sending all movers in the chunk to the client. We probably want to limit it based on proximity like NPC's.
Fixed a crash with destructing packet structs and one caused by trying to zone to an invalid chunk
Fixed the disconnect packet
Fixed a bug that could cause a client to hang while loading a zone
Player ghosts should now be properly removed from a zone
Reconnecting quickly after exiting world should no longer cause waiting on world data... to appear on character select
Speed should no longer reset after changing chunks
The global variable UnrealActor::next_unique_id is now atomic
Fragmented packets being sent from the client are now read correctly
Fixed a crash relating to reading control bitstreams
Ports will now be available for reuse after a chunk shuts down

Ket
08-08-2014, 05:38 PM
Patch notes from the last week or so.
Enjoy

Further fixed the issue with clients reconnecting too quickly
Revamped ack logic in udp code, this should greatly increase outgoing packet transmission speed
Fixed a bug where characters would sometimes not be removed from the world list
If a player attempts to log into world while their account already has a client, all other clients with their account id will be kicked
camp command robustness improvement (blocks consecutive camp requests)
Support for camp command: Added empty handler for OP_ClientLFGSearch.
+ Added the following UnrealTypes:
+ Quat - used for boats
+ VGShipState - used for boats
+ ResourceLookup, Sound, StaticMesh - used for looking up indexes in asset files
+ Reorganized Unreal classes into separate files
+ UnrealActor.h contains only the UnrealActor class now!
+ Renamed _3dsList.h/cpp to SGO3ds.h/cpp
+ Renamed PPOList.h/cpp to PPO.h/cpp
+ Added Vehicle/Ship classes and initial replication functionality. NOTE: there is no way to show a vehicle in game right now unless you hardcode it in ChunkServer.
+ Added Mover classes
+ They load from the mover database table based on the chunk
+ Updated Makefile to include new/renamed files.
+ Added UnrealFile classes to allow for dynamic loading of files from the database
+ All files properties are loaded into memory on WorldServer start from the unreal_files table so they can be queried faster when needed.
+ ChunkServer changes
+ SendZoneFiles function no longer has hardcoded file values. The files are determined dynamically based on the resources needed.
+ Setting the PC Model number based off the race id. However, this doesn't appear to be working fully 100% yet as there seems to be a disconnect between login server raceid and Unreal raceid.
+ Currently sending all movers in the chunk to the client. We probably want to limit it based on proximity like NPC's.
Fixed a crash with destructing packet structs and one caused by trying to zone to an invalid chunk
Fixed the disconnect packet
Fixed a bug that could cause a client to hang while loading a zone
Player ghosts should now be properly removed from a zone
Reconnecting quickly after exiting world should no longer cause waiting on world data... to appear on character select
Speed should no longer reset after changing chunks
The global variable UnrealActor::next_unique_id is now atomic
Fragmented packets being sent from the client are now read correctly
Fixed a crash relating to reading control bitstreams
Ports will now be available for reuse after a chunk shuts down

This made me happy.

-Ket

Cookiefist
08-09-2014, 10:04 AM
This made me happy.

-Ket

Cyrano
08-09-2014, 11:38 AM
Murrpau's post is accurate. Vanguard could have easily been the greatest MMO ever developed.

From a design perspective, nothing really comes close. I'm not the kind of person who tends to have lots of alts since I prefer to focus on one character. But any time that I wasn't playing with my room mates, I'd roll random alts because every class was so unique and fun to play. Vanguard was truly ground breaking and you see a lot of their design pop up in modern MMOs (almost every MMO since Vanguard has had a version of their Disciple class, for example).

Not only were all of the classes worth checking out, but also all of the races. And there were a lot of them. Almost every single race had a really interesting introduction to the game. I say almost because my main was a Halfling and it was pretty generic hobbit stuff... go fetch me some pies, etc.

I was really blown away by my Kojani (Asian themed humans) Disciple. You started on a beach nearby a nearly destroyed village, and you received quests from this general dude riding a dragon. At first you had to do some menial tasks like committing theft and arson. After that you're ordered to go slay the mayor of the village. You find him in the back of his house and he goes through this generic eastern pacifist philosophy dialogue and ends up teleporting you or something? You wake up in a refugee village (populated by people trying to escape the Empire; you were an imperial soldier in the beginning part). There's a progressive quest line that's very eastern philosophy oriented, culminating in you undertaking different tests (the most memorable was something like the Test of Faith where you had to jump off of this really high cliff). You completed the quest line around level 20ish or so, which redeemed you from your dishonorable life as an imperial soldier and you got the "Lao'Jin Knight" title. The whole thing was just so interesting I wasn't even concerned with leveling, I just wanted to experience the storyline and the other rewards were a bonus. I remember there were a lot of opportunities for the quest to diverge and allow you to make the "evil choice," so I assume that was a path you could have taken as well.

I tried looking this stuff up but there's like no information online that I can find even about these introductory quests that you're thrown into when you start. So, I can only imagine how impossible it might be to try to recreate the game with so very few resources. At least EQ was well documented.

Anyways, that's really what set the game apart. Orcs also had a really great introductory quest line where you escape from slavery and must go through this mountain, completing several tasks that emulated some great Orcish hero. Essentially he did all this crazy stuff to reach the summit and light a fire, warning his tribe of another warring tribe's impending attack. Completing the quest and lighting the fire on the top of this mountain was one of the most satisfying MMO experiences ever.

This is how a lot of the quests worked even in the mid and late game. Yeah, they were designed very similarly to WoW quests but the actual content was much deeper and made you feel like you were actually playing a part in a story. That was really what set Vanguard apart, you actually felt like an adventurer in a robust fantasy world instead of an employee of a bear ass delivery service.

Obviously you had to trudge through a lot of bugs and broken game to experience this stuff, and the way they handled subsequent updates did more harm than good. One of my room mates played a cleric, and that class serves as a good example of what went wrong with Vanguard. The cleric class, like a lot of classes, wasn't fully implemented when the game launched. However, they were balanced around not having all of their stuff implemented so the class functioned fine. In one of the first few updates, they decided to "fix" the cleric. This included introducing what was essentially a spec system where you could follow a certain god and receive additional abilities. I think these were split up something like melee, smite, heal. The problem is that this added a ton of new power to the cleric, and since they were already balanced around not having this stuff, the class instantly became the best tank, dps, and healer in the game. It was really, really silly and an obvious sign that Vanguard was not going to last.

This makes me want to try the game.

xinux
08-27-2014, 02:18 PM
Been awhile since a update sorry about that been busy.

Here are the major points factions have been introduced so NPC's should show the right color name now and character running/walking movement should be fluid now (Rotation still a little choppy tho). Emotes are in and working and offensive targets should show the right information along with characters having Titles now..

5452


And here are the patch notes since the last update.

r642
Common: Added 2 new log categories: LOG_TITLE, LOG_FACTION Parser: Fixed struct changes to titles and factions New VCProject files.
---------------------
r641
Fixed another bug with factions. The count wasn't initialized. Updated the faction code to use the new DB column names.
---------------------
r640
Changed `value` column names in factions code. Added FactionInfoList.* to project files.
---------------------
r639
Attempt to fix compile issues on Windows.
---------------------
r638
Fixed some linux compile issues in UnrealActor.
---------------------
r637

---------------------
r636
Added basic faction functionality to WorldCharacter. ChunkServer now handles the OP_ClientNpcFaction opcode. Added 'factionset' and 'factionget' commands. More comment clean up for the title code. Added a basic say handler to LUA that lets ...
---------------------
r635
added in struct for OP_ServerSlashCommand
---------------------
r634
Cleaned up my title code a bit and added better (doxygen ready) comments to it. Moved the TitleInfoList into the WorldDatabase class so that it isn't a global anymore. Fixed a compiler warning in ConfigReader.
---------------------
r633
Fixed a bug that caused the PacketStruct class to never load the last 2 bytes of data if the struct elements are 1 byte types.
---------------------
r632
Login: additional loggers Parser: Fixes to warnings World: Public binary commit
---------------------
r631
fixed typo in OP_ClientAccessObject struct
---------------------
r630
Camp command: Added robustness check vs invocation from clients with empty (null) characters, including added warnings to client and server console.
---------------------
r629
Quick fix to CampTimers to prevent world crash - still need root cause determined Added MaxMovementSpeed rule, default of 1500 Capped .speed command due to communication issues with players using ridiculous speed settings vs proximity spawn...
---------------------
r628
Changeing faction data names to all match
---------------------
r627
fixed the Packet struct 'WS_Unknown904' (type=2) (server) not found changed the opcodelist.h and just added the structs for faction that ratief needs
---------------------
r626
Volt: New Telon DB as requested (possible camptimer character data issues)
---------------------
r625
Added `factions` table for Ratief (raw data, ignore the `faction_value` column, just for reference)
---------------------
r624
OP_ServerClearTarget2 & OP_ServerClearTarget3 for Volt
---------------------
r623
added OP_ClientOffensiveTargetOOR
---------------------
r622
Additions to HandleOffensiveTargetRequest: Offensive target portrait now hooks up to target level and target compass (direction and distance). Also a value for target dot color is added, but it is for now hardcoded to "white".
---------------------
r621
Fixed two issues with command /hail.
---------------------
r620
Implemented handler for right-click on actor. (Any right-click of a no-PC actor results in "hail" default action. Thus no fancy stuff yet.)
---------------------
r619
Replication Movement Fluidity: Actors will now replicate fluidly, rather than jumping around. Walk/Run animations will show. Changes made to include Velocity in Movement Packet, changed velocity algorithm. What is NOT done is Actor Rotation...
---------------------
r618
Added SendConnect() to Process(), section where tcp.reconnect() is called. This will send the proper TCP Connect packet to the Login Server, to properly re-establish connection after a Login Server crash.
---------------------
r617
Made a few changes to how character info is set: -- Removed the character->Set stuff per the comment in SendPlayerInitPackets() ++ Moved those character->Set's to WorldDatabase::LoadCharacter() preparing for loading more character data from...
---------------------
r616
Dakadin: Quick fix to stop world crashing until we figure out the cause of the empty queue
---------------------
r615
Committing public binaries
---------------------
r614
Few more files to clean up.
---------------------
r613
New vgo_world.sql with Volt's `emotes` table, and cleaned out test data from `lua_script` table.
---------------------
r612
Linux fixes
---------------------
r611

---------------------
r610
Emotes RC 0.1
---------------------
r609
Emotes RC 0.1
---------------------
r608

---------------------
r607
Raw data through today's logs
---------------------
r606
C++ Parser changes Should parse just about everything now (except unreal)
---------------------
r605
SQL: Cleaned up spawn tables, added character_attributes and FKs to character tables *Noticed there was no title_id 600, so I made them Citizen (600) of VGOEmualtor (601, type 1) !! new vgo_world.sql !!
---------------------
r604
proj files for the title list
---------------------
r603
Emotes: Implemented targeted emotes and broadcast to nearby characters. Emote: Minor rework and fix for broadcast to nearby characters.
---------------------
r602
another adjustment...
---------------------
r601
Changed the WS_Titles struct to be consistent with the other title structs.
---------------------
r600
Fixed some typos in the title db field names.
---------------------
r599
Fixed my mistake of using the wrong element names for the title structs.
---------------------
r598
Updated the title related opcodes.
---------------------
r597
Adding my work to get titles working in game. I also cleaned up the character save/load functions a bit in preparation for for save/loading in the future.
---------------------
r596
another attempt at udp lockup fix
---------------------
r595
fixing my mistaken sln commit :oops:
---------------------
r594

---------------------
r593
fixed a udpserver crash
---------------------
r592
Renamed class _VoltDraftTickTimer to TickTimer
---------------------
r591
Renamed class _VoltDraftTickTimer to TickTimer
---------------------

Zadrian
08-27-2014, 02:29 PM
http://aws-cdn.dappered.com/wp-content/uploads/2014/02/TOO-SEXY-OH-NOO.gif

nilbog
08-27-2014, 02:49 PM
Good work xinux. Keep it up!

xinux
10-03-2014, 06:01 PM
Some highlights from recently since there are to many commits from my last post.

Targeting continued: - added difficulty colors (dot color) to offensive target portrait - tuned one console message

Afk will now show at the end of your name and also appear to other clients.

Actor targeting: - Camping, rifting, chunking and otherwise leaving characters will clear themselves as a target of any other actor (as before) as well as clearing their own targets (new). - Added handler for OP_ClientChunkConnected

Added handler for /stuck yes command and code to port character to safe location in the current chunk

Implemented MasterSpawnList class. Created new Constructors for NPC-related Unreal Classes.

Added in server response to OP_ClientLocationCmd which will eventually respond with the area you are in for now it just returns chunk name

Implemented checking surrounding chunks during chunking for inactive or non-existent chunks. If found, sends WS_ChunkPreload2 packet, to let Client know not to let player move into these chunks. It will display the appropriate error message...

Added generic.lua to go with test spawn data (sample Hail function)

Improvements to sit/stand and resting: - Tied up the logic for is_resting, sit/stand and camping. - Server will set is_resting=false when character moves. - Fixed replication of the sit/stand animation (players can now see when another characters sit/stand)

Added Documentation for Combat class. Reimplemented cross-zone combat flags. Added safety net to Combat class, in case there is still a WorldCharacter spinning around in the loop.

Glenzig
10-06-2014, 03:07 PM
Oh my god! I didn't realize this was so far along. That screenshot looks awesome! How playable is the server right now?

Arkaan
10-06-2014, 04:44 PM
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!

Arkaan
10-06-2014, 06:38 PM
Haven't they already shut down live?

Anyway, I would be more interested in creating a custom content vanguard server.

Glenzig
10-07-2014, 07:48 AM
Haven't they already shut down live?

Anyway, I would be more interested in creating a custom content vanguard server.

Yeah live was shut down July 31st. I agree. I don't think the server should completely emulate the live server. There were too many ill-conceived ideas that were implemented the last few years. It would be awesome to see them take out all rifts except the big cities. Travel became very trivial in VG, and that wasn't a good thing. Also, custom crafting content would be awesome. Such a neglected sphere of the game. Those are the first two things that popped into my head. There are dozens more I'm sure.

xinux
10-24-2014, 01:23 PM
Quote from another board about chunking and my response.

I wouldn't get my hopes up that the chunking problem can be fixed, even if these guys are the most awesome amateur dev team around.
The root cause is that Sigil used an engine that wasn't built around seamless, open-world environments, and they did a terrible job trying to make it work.

Yup but what we can do is try to make chunking as quick and painless as possible one way is we are only going to send about 1/2 the packets live sent when chunking.
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.
5583


Here is the latest commits.

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.
---------------------

Argh
10-24-2014, 02:10 PM
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.

HappyTr33z
10-24-2014, 02:22 PM
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.

Whatley
10-24-2014, 03:11 PM
This is great to see this coming along. EQ, EQOA and VG were my top 3.

xinux
10-24-2014, 03:56 PM
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.


At this point we have only briefly talked about how we are going to release content so nothing has been set in stone yet. Now as for the starting locations Isle of Dawn will still be there but you can also start at your race starting zone instead if you want.

HappyTr33z
10-24-2014, 05:30 PM
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!

SmallpaulTZ
10-28-2014, 10:42 AM
At this point we have only briefly talked about how we are going to release content so nothing has been set in stone yet. Now as for the starting locations Isle of Dawn will still be there but you can also start at your race starting zone instead if you want.

Really, if you could look at maybe keeping the older, slower exp system as it was more at launch, combined with being able to maybe add content to some of the places, the Devs never got to do or finish? Making more disused places work better? You know, make some older, 10+ lvl dungeons more like 50+ & update drops, maybe introduce more over land raid NPCS, etc.

Ayyways, I loved Beta & VG. For a while, I thought it may have been a real EQ successor. Best of luck guys with the Emu! :)

Whatley
10-28-2014, 11:31 AM
Really, if you could look at maybe keeping the older, slower exp system as it was more at launch, combined with being able to maybe add content to some of the places, the Devs never got to do or finish? Making more disused places work better? You know, make some older, 10+ lvl dungeons more like 50+ & update drops, maybe introduce more over land raid NPCS, etc.

Ayyways, I loved Beta & VG. For a while, I thought it may have been a real EQ successor. Best of luck guys with the Emu! :)

Couldn't agree more, VG lost its touch when they started making it more casual. Go back to super slow and "enjoy the journey" xp rates, flying mounts that were super tough to get which in turn caused more people to be on land and sea interacting with others. This is a great opporthnity to pick up where Sigil left off, not SOE.

Whatley
10-29-2014, 02:22 PM
Yeah live was shut down July 31st. I agree. I don't think the server should completely emulate the live server. There were too many ill-conceived ideas that were implemented the last few years. It would be awesome to see them take out all rifts except the big cities. Travel became very trivial in VG, and that wasn't a good thing. Also, custom crafting content would be awesome. Such a neglected sphere of the game. Those are the first two things that popped into my head. There are dozens more I'm sure.

Agreed, I really think they should pick up where Sigil left off and not SOE. Revert this back to slow leveling and hard travel (please make flying mounts either ungodly hard to get or not there at all, ground and water provide much better experiences then safely flying over everything). I'd also love to see them eventually add in new content, something VG never had a real chance at getting.

xinux
11-04-2014, 12:20 AM
Thanks to Volt's hard work, we have some basic NPC Dialogs working -- so well in fact, my cheeks hurt from smiling at being able to write a LUA script and click the options :) Bravo, Volt!

Everyone should come to Isle of Dawn on New Telon, and speak to Tan Fen Greatcloud. He has an interesting story to tell you!


5594



function spawn()
end

function opening_dialog(NPC, PC)
OpeningDialog = GetDialog(NPC, PC)
SetDialogGreeting(OpeningDialog, "Tan Fen Greatcloud says, \"Ahh! Thank you so much for answering our call for aid. I am Tan Fen Greatcloud, and I humbly welcome you to the Isle of Dawn.\"")
AddDialogOption(OpeningDialog, "Can you tell me about the VGOEmulator Project?", "VGOAbout")
AddDialogOption(OpeningDialog, "No, I am busy.", "DialogPCDeclined")
CommitDialog(OpeningDialog, PC)
end

function VGOAbout(NPC, PC)
CustomDialog = GetDialog(NPC, PC)
SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"There has been no greater adventure known in all the world than trying to reconstruct a world from our fleeting memories! Those involved in this project are true heroes, indeed.\"")
AddDialogOption(CustomDialog, "Who are these heroes?", "VGOHeroes")
CommitDialog(CustomDialog, PC)
end

function VGOHeroes(NPC, PC)
CustomDialog = GetDialog(NPC, PC)
SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud smiles and says, \"You have not heard of the great and powerful Volt? Who has brought you these amazing dialogs so you can speak with me? Surely you have.\"")
AddDialogOption(CustomDialog, "What about the others? They must have done something too!", "VGOOthers")
CommitDialog(CustomDialog, PC)
end

function VGOOthers(NPC, PC)
CustomDialog = GetDialog(NPC, PC)
SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud exclaims, \"Of course! John, Xinux and Scatman brought the world into being. Xen unraveled the mysteries of my very existence. Ratief determined your titles and whether or not I even like you with Factions! Not to mention those seekers of data who risked their very lives to bring you the world you see before you.\"")
AddDialogOption(CustomDialog, "Tell me about the Data Collectors!", "VGOCollectors")
AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined")
CommitDialog(CustomDialog, PC)
end

function VGOCollectors(NPC, PC)
CustomDialog = GetDialog(NPC, PC)
SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud holds his head in reverence, \"Ah, the Collectors! They were sent out into the world to discover all of Telon's secrets and return them to John, who used their discoveries to resurrect the world you know as New Telon!\"")
AddDialogOption(CustomDialog, "Tell me about VGOEmulator again!", "VGOAbout")
AddDialogOption(CustomDialog, "Tell me about those Heroes again!", "VGOHeroes")
AddDialogOption(CustomDialog, "Tell me about those Others again!", "VGOOthers")
AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined")
CommitDialog(CustomDialog, PC)
end

function DialogPCDeclined(NPC, PC)
CustomDialog = GetDialog(NPC, PC)
SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"I'll be right here when you wish to speak again. Farewell.\"")
CommitDialog(CustomDialog, PC)
end

function DialogNPCDeclined(NPC, PC)
NpcSay(PC, "Tan Fen Greatcloud says, \"Come back when you have gained more experience.\"")
CloseDialogWindow(PC)
end




And while we are posting progress, here is some more!

It needs a little more work and then I have to clean out some stuff that doesn't belong in the starting abilities, implement the subclasses.

5595

Glenzig
11-04-2014, 01:06 AM
You're making me tear up over here man. Bravo! Bravo!
Can't wait until its fully playable.

Patriam1066
11-04-2014, 08:43 AM
This looks amazing. Can't wait to play my OP disciple

Glenzig
11-04-2014, 09:00 AM
My dream is that it leans heavily toward VG just after APW. That to me was pretty much the glory days of VG. Original xp rates would be fabulous.

xinux
11-04-2014, 08:15 PM
Well some progress on the AA window when i wasn't even working on it just happened upon it.

Got the AA available,spent and exp bar showing.

5597

xinux
11-05-2014, 06:07 PM
Played around abit more today with it while at work.

5599

xinux
11-20-2014, 02:41 PM
Been a little bit so bringing you guys some videos this time.



This video will show the following.

Character creation

Starting hotbar populated

Starting abilities/racials populated

Adding items to your inventory with preview

Adding item to the correct equipment slot



https://www.youtube.com/watch?v=eGC3NNFSrYA&feature=youtu.be



This one will show training abilities from a trainer.



https://www.youtube.com/watch?v=JNGexew7Hec&feature=youtu.be

citizen1080
11-20-2014, 03:09 PM
Wow....Looks amazing already. You guys are doing some great work. And quickly too.

Let me know when you guys need some testers!

Psycher
11-20-2014, 04:56 PM
Nooice
can't wait to play

SmallpaulTZ
11-20-2014, 09:35 PM
Great stuff to see! well done everybody involved!

Any news on potential custom content updates for under developed/disused/never used places?

Keep on going chaps, lovely! :)

Aenor
11-21-2014, 07:10 AM
Nice can't wait to jump in.

Misto
11-21-2014, 04:28 PM
Vanguard more than anything was ruined by its high requirements for the day as well as an extremely crappy launch.

Snagglepuss
11-21-2014, 06:09 PM
Following closely! A great game that suffered a bad launch. Thanks for all the work.

xinux
01-03-2015, 09:51 PM
Had our after Holiday/New Year meeting if you guy's want to read through it here is the chat log.



http://vgoemulator.net/phpBB3/viewtopic.php?f=38&t=1116

xinux
01-06-2015, 11:57 PM
Here is a few things added in the last two day's.

1. AFK will now show on the who list
2. Anon will now show you Anonymous on the who list
3. You can now set yourself or your target to GM/DEV with .setgm & .setdev same command will remove it.
3. Added [GM] and [DEV] tag in-front of your name in the who list. (If you think it looks better behind it i can move it.)
4. Sending a tell with either GM or DEV flag set will show (GM) after your name. (handled by the client)
5. Small visual change to the who list if you are set to GM or Dev the GM/DEV portion will now show in yellow the rest is still white.
6. Added in the option to inspect another player which should now populate with currently worn items.

Also we should hopefully have movers (Doors, Elevators etc etc) on NT in the next few days.

SmallpaulTZ
01-20-2015, 03:00 PM
These guys are seriously kicking arse in getting this project together! :)

World is up & running already! Looks & feels great!

Bump for a top endeavour! :)

maskedmelon
01-20-2015, 03:16 PM
If I recall correctly there is no way to make this work on XP no? I thought the required version of .net prevented that. Inking about it though that should only be a problem if I were setting up my own server no? I should just need a patched client and change the loving server somehow?

xinux
01-30-2015, 01:29 PM
Been a little while since i did a video so figured it was about time.



This first one is showing off merchants, bank, and other misc details.

https://www.youtube.com/watch?v=bftpJx2RIKE



This one is showing off we are now sending forms along with the abilities.

https://www.youtube.com/watch?v=ST15p0sSjq8

xinux
02-05-2015, 09:34 PM
We have grouping now. :)


http://vgoemulator.net/phpBB3/download/file.php?id=1161&mode=view

Phinius
02-06-2015, 01:44 PM
Can't wait! Awesome to see it coming back to life!

Paleman
02-06-2015, 02:08 PM
awesome, keep it up!


is there a way for me to donate?

xinux
02-14-2015, 01:59 PM
We just got flying working last night it's still a little buggy but we are getting there and should have this on New Telon hopefully this weekend.

https://www.youtube.com/watch?v=lIRiY0KKT-k&feature=youtu.be

citizen1080
02-14-2015, 03:40 PM
Niiiiice. Well done sirs! Can't wait for this.

Swish
02-14-2015, 03:53 PM
Signed up on the forums, ForumQuest begins ;)

citizen1080
02-14-2015, 03:58 PM
What is the name of the Preferred server for the VGOEmu project? (see Server List):
This question is a means of preventing automated form submissions by spambots.

wut?

Patriam1066
02-14-2015, 05:47 PM
Damn nice job guys, looks good

Grizzled
03-04-2015, 11:57 AM
my first 32 inch lcd tv did not like this game. I crafted so much an image of the ui got burned into the screen.

xinux
03-09-2015, 12:25 PM
Here is another video showing guild creation and started implementing lua get functions also here is a few update notes as of lately.

1. Guild creation, invite, promote, demote, MOTD, notes and guild chat all work
2. Did a change to how character attachments are replicated to hopefully fix not seeing other players equipment when they log in next to you.
3. Guild tag's should now be seen on other characters.
4. You can now select what gear you want to display on your character
5. Implemented cycling of your weapons sheathed and unsheathed.
6. Improved draft movement mechanics of doors - click a door to make it open and a bit later close.
7. Added in sending/storing of character adventure/crafting allocation points
8. Hide Helm and Hide Cloak will now not show either if you have chosen to hide them on the character select screen
9. Hide Cloak now works at the character select screen
10. Rifts system
11. Updated Dungeons, Diplomacy and Starting Items code
12. Added preliminary code for storing and loading vendor items.
13. Added repair items from merchant.
14. Added first round of mail operations.


And of course the video.

https://www.youtube.com/watch?v=OWzUsCl-LWQ&feature=youtu.be

xinux
03-09-2015, 06:29 PM
Expanded on the LUA functions that are currently implemented and made it into a conversation.

https://www.youtube.com/watch?v=kyooSsExcKw

Zadrian
03-09-2015, 07:37 PM
Awesome update. Man I can't wait to be able to run around Telon

xinux
03-12-2015, 12:02 PM
Figured this would be nice to have since live didn't.

https://www.youtube.com/watch?v=EXZ8-RHz27U

Darksinga
03-12-2015, 07:12 PM
Never played VG.
can we expect to try this out in the next year or is it pretty alpha beta stage?

xinux
03-13-2015, 12:42 PM
It is still alpha we are shooting for a beta toward the end of the year but your more then welcome to log in round around and try out what we have already implemented anytime you want.

Zadrian
03-13-2015, 12:44 PM
It is still alpha we are shooting for a beta toward the end of the year but your more then welcome to log in round around and try out what we have already implemented anytime you want.

Wait.. This is possible?

I must have missed the memo.

Reeses_007
03-14-2015, 02:02 AM
You missed a great game that was horribly implemented. Brad's failure with Vanguard is how his reputation was destroyed to the point where he can't raise 800k with a kickstarter. If I had to guess I'd say it will be a while before there's a playable beta. It's a huge world and xinux' crew has their work cut out for them.

I never followed it that closely at release, but wasn't VG pushed out waaaaay to early? I feel like it was more SOE's fault. The game was the spiritual successor that EQ2 should have been. Maybe I'm wrong and McQuaid totally screwed the pooch. Just sad to see something that could have been so great, fail so miserably.

xinux
04-10-2015, 01:20 PM
Just committed a new chunks table which should allow flying in all chunks so no more getting stuck when trying to take off. I had to enter a lot of values by hand so if you run into a chunk you have trouble flying in let me know the chunk ID or name and i'll take a look.

This will go live with the next update to NT which hopefully is tonight or tomorrow.

Cookiefist
04-10-2015, 01:49 PM
Oh wait...the server is playable now?

xinux
04-10-2015, 02:35 PM
You can log in and do stuff yes but playable not really still working on combat and quests which are not implemented yet and still need to do content work.

xinux
04-30-2015, 02:15 PM
Been a little bit since I've posted a update so here is a link to all of our commit comments for the past month.


http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=38&p=12458#p12458

xinux
05-11-2015, 04:28 PM
Here is some casting and spell animations Faux has been working on.

https://www.youtube.com/watch?v=WR7FMVcEmAA

citizen1080
05-11-2015, 04:30 PM
nice! Can't wait for this

xinux
06-05-2015, 01:02 PM
Preview of the new launcher to be released soon which will fix multiple issues.

http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=1429

Cookiefist
06-05-2015, 01:03 PM
Sweet!

citizen1080
06-05-2015, 01:06 PM
Very nice!

The Article said the launcher will be released at launch in a few weeks...they arn't saying an official launch right?

Paleman
06-05-2015, 01:19 PM
awesome, that launcher looks a lot better than the original

xinux
06-20-2015, 08:19 PM
New launcher is now live along with a complete character/account wipe since there has been so many schema changes most of the preexisting characters were not getting the benefit's of newly added features.

http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=1464

xinux
07-10-2015, 04:00 PM
Melee combat is starting to take form thank to Zippy.

https://www.youtube.com/watch?v=tmnme4KUm1g&feature=youtu.be

citizen1080
07-10-2015, 08:36 PM
Very nice!

xinux
08-01-2015, 01:42 PM
A year ago.

http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=1594

wts
08-01-2015, 04:21 PM
Awesome that you guys are giving this game the love it deserves.

wts
08-08-2015, 02:40 AM
Bump for page 1 status.

SmallpaulTZ
08-15-2015, 01:46 PM
Bumping for a good cause! :)

Buellen
08-16-2015, 02:54 AM
The emulator had a form of combat put in.

IT IS NOT lik original game but you can go around whacking mobs and killing them. It is a very basic form of combat, still amusing and you get random loot.

maskedmelon
08-17-2015, 11:35 AM
The emulator had a form of combat put in.

IT IS NOT lik original game but you can go around whacking mobs and killing them. It is a very basic form of combat, still amusing and you get random loot.

The original game had auto-attack just like EQ. It was just a far smaller component of the greater combat experience. It is the first step of implementation though and allows us to test things one piece at a time to ensure it is right before complicating it further. The current implantation allows us to test targeting and aggro mechanics with as few variables as possible.

xinux
08-30-2015, 02:27 PM
Sorry it's been awhile since I have given a update but i think you will like this one.



-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.

-Added attribute per level increase values

-Added support for short term buffs to the attribute code.

-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.

-Initial implementation of encounter windows.

-Added allocation point handling (both adv and craft).

-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.

-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]

-Implemented basic Randomization of NPCs



Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared. :(

So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress). :)


https://youtu.be/0Xjx9AY55QM

Enjoy

India
08-30-2015, 02:40 PM
wow great update!! You guys are making a lot of progress :)

pathius41
08-31-2015, 03:18 AM
If/when this gets up and running, I am SO in! Heck I still have the original collectors box and disks/map ect that I preordered!

wts
08-31-2015, 07:12 AM
Phenomenal.

maskedmelon
08-31-2015, 09:25 AM
Sorry it's been awhile since I have given a update but i think you will like this one.



-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.

-Added attribute per level increase values

-Added support for short term buffs to the attribute code.

-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.

-Initial implementation of encounter windows.

-Added allocation point handling (both adv and craft).

-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.

-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]

-Implemented basic Randomization of NPCs



Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared. :(

So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress). :)


https://youtu.be/0Xjx9AY55QM

Enjoy

Wow, this is moving along a LOT more quickly than I had anticipated ^^

Exciting!

JayDee
08-31-2015, 11:50 AM
Yealight v2.0?

Alenon
08-31-2015, 01:02 PM
Yealight v2.0?

God been a long time since I checked that website. Followed it for years in anticipation

wts
09-10-2015, 08:07 AM
Bumpty bump.