View Full Version : VGOEmulator Updates
xinux
05-09-2016, 02:54 PM
Greeting's since it's time for a update figured I would give you some stats this time instead
of commit logs. Our content team has been kicking butt so this one is for them and all the
hard work they have been doing.
Following adventuring quests have been scripted per chunk
(Only Adventuring has been touched and some quest rewards still need to be added)
Bordinars Cleft - 67
Caial Brael - 29
Cliffs of Ghelgad - 23
Dahknarg - 73
Grimsea Watch - 6
Halgarad - 5
Hathor Zhi - 13
Isle of Dawn - 37
Khal - 70
Leth Nurae - 70
Lomshir - 41
Martok - 30
Shang Village - 12
Tursh Village - 44
Total - 520
Spawn scripts which include hailing, Quest dialog, Quest drops etc etc
Bordinars Cleft - 152
Caial Brael - 285
Cliffs of Ghelgad - 70
Dahknarg - 178
Grimsea Watch - 8
Halgarad - 12
Hathor Zhi - 17
Isle of Dawn - 39
Khal - 379
Leth Nurae - 99
Lomshir - 182
Martok - 405
Ocean Watch - 10
ShangVillage - 13
Tanvu - 335
Three Rivers Village - 8
TurshVillage - 335
Total - 2527
Spell scripts we just started working on not that long ago but they are coming along nicely.
I would like to personally thank everyone on the team for dedicating their free time to help bring
Vanguard alive again. Thank you
maskedmelon
05-09-2016, 03:10 PM
Does this mean combat/spells is complete or is content being developed in parallel? I've not checked it out in quite a while.
snergle
05-09-2016, 03:24 PM
you should get started on emulating pantheon. smed can't bail out brad this time so the code needs to be salvaged immediately.
xinux
05-09-2016, 03:52 PM
Does this mean combat/spells is complete or is content being developed in parallel? I've not checked it out in quite a while.
They are both being worked on at the same time.
LostCause
05-09-2016, 04:09 PM
nice
AzzarTheGod
05-09-2016, 04:56 PM
Very concerned about combat and spells as you guys have EXTREMELY limited data.
Reverse engineering EQ1 is one thing.
Recreating VG combat, spells, and classes is entirely another.
I have to say I don't have much hope for this project to be anything outside of an "emulator" something where you can sort of feel Vanguard again, do some quests, kill some mobs, maybe crawl a dungeon. But without the real VG live combat, VG live mob values, and complete VG live itemization etc.
I appreciate you guys creating what you are, and its come a long way. But this is a huge undertaking with a lack of data. I just don't see how you get spells and combat emulated properly here. Now on to a possibility that has been mentioned by some (VGemu staff is not involved in this in any way)...
I realize it would be "illegal" for a sys admin to dig a Vanguard build up from the vault and leak it. But that's what this project needs, is real help from an angel. It is entirely possible to do this and not get caught, and keep it entirely anonymous. Rerolled still has a few daybreak employees posting/lurking (rarely), maybe I'll write a plea and call to action there in that thread....
I'd imagine since the move from SOE to Daybreak offices its possible that not even 1 build is available and that its been moved off the network since nobody needs access to it. Which makes one of us rich guys hiring a hacker completely worthless (just kidding I'm not suggesting that....hehe) waste of money. You could still hire someone to investigate, would it be against the law to point people towards resources that specialize in "data recovery"?
xinux
05-09-2016, 05:12 PM
Recreating VG combat, spells, and classes is entirely another.
Yes it is and I completely agree with you we probably never will get it exactly like live was and probably never will which i hate to admit but it is the truth. All we can go on is the data we have collected and the players input. The combat/class system is and will be the most difficult part of this project. There is so many little details that will have to be accounted for which we will try our best to replicate to the best of our abilities.
Our plan for a base line is to give NPC's access to the same spells PC's have (On top of any custom spells we create from log data) they will also have access to the same stats strength, intelligence, resists etc etc. We also are planning on adding the feature where if a mob is extremely resistance to one type of spell say fire and you hit it with a fire spell it could/will heal the mob instead. That is just one of the many vanguard features that we plan on implementing to bring the live feel back that people remember.
There is way to much on our road map to go over everything but I hope when everything is said and done it will be a game people will enjoy playing again.
Bisonzabi
05-10-2016, 12:26 PM
I remember preordering the Collectors Edition of this game over 9 years ago when I was 17 and oh my god it was the most disappointing thing ever. I mean I had grave concerns months before when MS dropped it, but just looking at the animation in the trailers spelt a bad omen. It was just a poorly optimized mess and even when I came back to it a few years later it kept being at the level of mediocre constantly hiccuping. I remember hearing how it didn't use some of the features of the Unreal 2.5 engine including the script feature ect.
I mean good luck to you and I understand there was a small yet dedicated fanbase for the game. If you can make a better product where the game doesn't run like utter shit then I might give it a try, but I just don't see this happening.
maskedmelon
05-10-2016, 01:20 PM
It ran well enough by sunset ^^ I honestly never understood all the rage about performance, but then I'm extraordinarily easygoing.
On the mechanics, I don't think exact formulae are needed either. Things changed so much from launch to sunset that as long as the basic mechanics are there, it will have the VG feel. I don't care if Razor Parts Silk VI does a few hundred less or more damage as long as the line is a dot that applies an armor chink that I can exploit. I don't think SoE ever mastered balance, so tweaks to the formulae are fine by me ^^
AzzarTheGod
05-10-2016, 06:05 PM
It ran well enough by sunset ^^ I honestly never understood all the rage about performance, but then I'm extraordinarily easygoing.
On the mechanics, I don't think exact formulae are needed either. Things changed so much from launch to sunset that as long as the basic mechanics are there, it will have the VG feel. I don't care if Razor Parts Silk VI does a few hundred less or more damage as long as the line is a dot that applies an armor chink that I can exploit. I don't think SoE ever mastered balance, so tweaks to the formulae are fine by me ^^
I never crashed once. Played from launch for about 1 year until Ebonlore moved on.
VG gameplay, the immersion, the world size, was one of a kind. So many "damn this is fucking epic" areas. I am glad I was there and didn't have the "issues" the vocal minority of people had.
Pantheon will absolutely not hold a candle to it, and that's one reason I will not be checking Pantheon out. I played a better version of Pantheon called Vanguard. I prefer Vanguard combat any day over EQ1 inspired combat. VG had the right balance of WoW and EQ.
"Animation". lol, the game was designed in early 2000, released in 2006-2007ish. It was amazing for its time.
Bisonzabi
05-10-2016, 08:22 PM
There are tons and tons of games with better animation from the early 2000's. This wasn't the 90's when 3D was becoming a thing and it got ragged on hard for it. EQ2 had better animation. The game had some really solid gameplay, but it was covered in a lot of rushed out poorly thought out ideas. And yes, performance was a problem with this due to improper optimization. Even for a computer that was light years beyond what the recommended specs were.
Anyways, there's a reason why the game was dumped by a vast majority of those that tried it out during the open-beta and first two months.
And the comment you made about Pantheon...well I do remember playing on the 1st EQ progression server in 2006 and someone said the exact same thing while on the server despite being part of the closed-beta. Brad has no backing for his newest creation anyways, and his reputation will be a turn off for major investors.
you should get started on emulating pantheon. smed can't bail out brad this time so the code needs to be salvaged immediately.
lol
R Flair
05-11-2016, 02:17 AM
I never crashed once. Played from launch for about 1 year until Ebonlore moved on.
VG gameplay, the immersion, the world size, was one of a kind. So many "damn this is fucking epic" areas. I am glad I was there and didn't have the "issues" the vocal minority of people had.
Pantheon will absolutely not hold a candle to it, and that's one reason I will not be checking Pantheon out. I played a better version of Pantheon called Vanguard. I prefer Vanguard combat any day over EQ1 inspired combat. VG had the right balance of WoW and EQ.
"Animation". lol, the game was designed in early 2000, released in 2006-2007ish. It was amazing for its time.
The vocal minority? Vanguard was a mess. I felt the same way, that the game was truly epic because I spent 2k+ on my PC before I bought the game, but that was not what most players experienced. McQuaid himself has admitted that a large portion of the people who bought the game could not run it, and never even made it past level 1. Not because the game wasn't fun, but because they were incapable of actually playing it. It wasn't just the vocal minority.
AzzarTheGod
05-11-2016, 04:11 AM
The vocal minority? Vanguard was a mess. I felt the same way, that the game was truly epic because I spent 2k+ on my PC before I bought the game, but that was not what most players experienced. McQuaid himself has admitted that a large portion of the people who bought the game could not run it, and never even made it past level 1. Not because the game wasn't fun, but because they were incapable of actually playing it. It wasn't just the vocal minority.
We can agree strongly that Vanguard deserves full emulation, and a second life.
I hope somehow this can be accomplished. Pantheon can't hold up to an MMO like Vanguard, if we had Pantheon to look forward to I wouldn't care so much about VG emulation seeing the light of day. I loved the power of the classes and how it was technically group centric, but had great soloability and incredible combat.
To many who were able to experience it-- Vanguard was the pinnacle of MMO design. Despite lack of content and development, it had enough that absolutely nailed it.
AenorVZ
05-11-2016, 05:44 AM
To many who were able to experience it-- Vanguard was the pinnacle of MMO design. Despite lack of content and development, it had enough that absolutely nailed it.
This. There's so much hatred out there for Vanguard but the only thing I ever hated was that it failed to sustain an audience. I'd still be playing.
AzzarTheGod
05-11-2016, 06:44 AM
This. There's so much hatred out there for Vanguard but the only thing I ever hated was that it failed to sustain an audience. I'd still be playing.
The most polarizing MMO ever, to be certain.
It really deserved to still be around. Really a shame all that design just went down the tubes.
k2summit
05-11-2016, 10:44 AM
The vocal minority? Vanguard was a mess. I felt the same way, that the game was truly epic because I spent 2k+ on my PC before I bought the game, but that was not what most players experienced. McQuaid himself has admitted that a large portion of the people who bought the game could not run it, and never even made it past level 1. Not because the game wasn't fun, but because they were incapable of actually playing it. It wasn't just the vocal minority.
This is why i personally didn't get past lvl 30 at launch. The spell mechanics and shit were unique and very well done. I made a vulmane ranger, and the abilty to switch stances from ranged to the dps/parry was pretty god Damn cool. My machine simply could not handle the game in any real playable way. Mabye like a year before sunset I picked it up again. I enjoyed it and did weekly clears of APW and open world bosses. That's the end tho. That's all the endgame content there is. Tis a shame. Could have been a lot more. Ive been following you guys at vgoe, and log in to the server from time to time. It definately deserves a second chance and I'm glad there are people out there that do these things. Good luck xinux and crew.
R Flair
05-11-2016, 02:39 PM
This. There's so much hatred out there for Vanguard but the only thing I ever hated was that it failed to sustain an audience. I'd still be playing.
Vanguard could have been the pinnacle, but wasn't in my eyes. There is no comparing it to EQ simply because they had to compromise, release early and change the nature of the game into something it should of never been.
In the beta, you could see the potential for it to be a bigger better EQ, but that is definitely not what came out the other end. For all its glorious parts, it had equal measures of shit to bring it down. Huge inspired world, vast unpopulated wastelands. Amazing classes, horrible spammy combat lacking resource management. Great itemization, shitty quest progression. Then all the convenience crap they added like fast travel, weak death penalties, caravans and easy soloing.
Even without the money they had to make Vanguard, Pantheon could be a much better game by simply staying closer to the EQ design. Shit EQ only had a budget of a few million. With modern tools and an engine like Unity, they could produce much more with even less money.
Not that I wouldn't want to play some Vanguard again on an emu, but I don't think it should ever be compared to EQ. It can't stand beside it. It can't even sit in the same room. Theres a reason why EQ was 20x as popular and why there isn't nearly as much interest in emulating it.
AzzarTheGod
05-11-2016, 06:32 PM
Vanguard could have been the pinnacle, but wasn't in my eyes. There is no comparing it to EQ simply because they had to compromise, release early and change the nature of the game into something it should of never been.
In the beta, you could see the potential for it to be a bigger better EQ, but that is definitely not what came out the other end. For all its glorious parts, it had equal measures of shit to bring it down. Huge inspired world, vast unpopulated wastelands. Amazing classes, horrible spammy combat lacking resource management. Great itemization, shitty quest progression. Then all the convenience crap they added like fast travel, weak death penalties, caravans and easy soloing.
Even without the money they had to make Vanguard, Pantheon could be a much better game by simply staying closer to the EQ design. Shit EQ only had a budget of a few million. With modern tools and an engine like Unity, they could produce much more with even less money.
Not that I wouldn't want to play some Vanguard again on an emu, but I don't think it should ever be compared to EQ. It can't stand beside it. It can't even sit in the same room. Theres a reason why EQ was 20x as popular and why there isn't nearly as much interest in emulating it.
IDK about that.
I'd say it just released at a bad time, when WoW as at its peak and most had moved on and were fully addicted to WoW during the WOTLK era with a monster hit success expansion pack.
VG beat EQ in many ways for all its flaws if you stuck it out. Copying EQ would have been a bad idea commercially, I don't like it THAT much where I'd like to see it redone and replay it. Just not enough emergent gameplay.
The wastelands were not really wastelands, they added serious depth to the world and traveling. Especially on Qalia, I loved the landscape and running south it was epic. That continent was the most well-done and immersive even with it being largely unfinished. Other areas I stayed away from.
The market for EQ1 isn't there and I don't think they intended for VG to be a spiritual successor to EQ. I was merely comparing it on "MMO essentials" basis, pound for pound. The commercial success of VG is largely irrelevant and subject to forces outside of these factors.
For example another Modern MMO, The Elder Scrolls Online, held 1 million subs and was overall a worse game than Vanguard was at launch. Comparing modern MMO's is the only comparisons to be made, and TESO doesn't have shit on Vanguard in any way shape or form.
Instances are disgusting, and that's where Vanguard truly was the EQ1 experience modernized and done right.
As far as your combat comment, I have never heard spammy before. The class you played probably was on my no list. If you stuck to the big classes you didn't encounter any of that.
The itemization kicked the shit out of TESO, despite how unfinished Vanguard was and its content. Great design for limited resources. Too bad SOE fucked up the budget instead of giving it the "long-term" matrix treatment. We could have got a few more years out of it. For this reason again, I don't care about Pantheon. I like the modern itemization when its done correctly (WoW, VG). Not the ultra basic +1 STR ring.
R Flair
05-12-2016, 12:04 AM
Man, you certainly look at vanguard thru a jaded fanboy lens. I loved the game for what it was worth, but there is just so much off about that post I don't even know where to begin.
There was just nothing about Vanguard except its newer graphics and bigger world that in any way beat EQ. It was much more cautiously made, and in no way had more "emergent gameplay". It was played exactly the way it was designed tbh.
Of course it was a spiritual successor. No one that played the beta or early rendition could possibly think otherwise. And of course EQ had a fanbase, were talking about a game that tens of millions of people played. EQ alone caused Vanguard to sell over a quarter of a million copies, but never did even a fraction of that number play the game concurrently.
I certainly never compared VG to TESO. TESO is a DAOC/WoW clone, and felt totally uninspired to me. Still, at least it played well on the avg PC.
Yes, the combat was ultra spammy. I played half a dozen classes over the years. You could mash megamacros too most of your skills piled into 2 or 3 of them.
The game was just changed in all the wrong ways post beta. SOE was to blame for sure, but it is what it is. Not going to pretend it was something it wasn't. All the cool factors that managed to not get removed could not change the fact that it was just another WoW clone in the end with a tiny bit more sand in the park.
AzzarTheGod
05-12-2016, 04:02 AM
Man, you certainly look at vanguard thru a jaded fanboy lens. I loved the game for what it was worth, but there is just so much off about that post I don't even know where to begin.
There was just nothing about Vanguard except its newer graphics and bigger world that in any way beat EQ. It was much more cautiously made, and in no way had more "emergent gameplay". It was played exactly the way it was designed tbh.
Of course it was a spiritual successor. No one that played the beta or early rendition could possibly think otherwise. And of course EQ had a fanbase, were talking about a game that tens of millions of people played. EQ alone caused Vanguard to sell over a quarter of a million copies, but never did even a fraction of that number play the game concurrently.
I certainly never compared VG to TESO. TESO is a DAOC/WoW clone, and felt totally uninspired to me. Still, at least it played well on the avg PC.
Yes, the combat was ultra spammy. I played half a dozen classes over the years. You could mash megamacros too most of your skills piled into 2 or 3 of them.
The game was just changed in all the wrong ways post beta. SOE was to blame for sure, but it is what it is. Not going to pretend it was something it wasn't. All the cool factors that managed to not get removed could not change the fact that it was just another WoW clone in the end with a tiny bit more sand in the park.
I only browsed this post for now.
I will say you are EQ1 fanboying though for starters.
R Flair
05-12-2016, 04:19 AM
I don't want to argue about it tbh. We like what we like. I still have fond memories of Vanguard. I just feel like it would have been an infinitely better and more successful game if they'd have retained more of the oldschool and adopted less of the new. There was already an EQ2 and WoW.
AzzarTheGod
05-12-2016, 04:28 AM
I don't want to argue about it tbh. We like what we like. I still have fond memories of Vanguard. I just feel like it would have been an infinitely better and more successful game if they'd have retained more of the oldschool and adopted less of the new. There was already an EQ2 and WoW.
Thats fine but it looks like you have a general disdain for WoW inspired gameplay and haven't really played much else on the market since 2008 as a result.
I can see how it would be difficult to appreciate VG in that case when you haven't sunk any real time into other AAA MMO's that have come around since.
R Flair
05-12-2016, 02:30 PM
Not at all true. I've tried almost every major MMO. Put quite a few hours into AA. Had a bit of time in tera as well. I don't like a lot about those games and think casualizing mmos is the reason they have no longevity, but I still give them a fair shake to at least know what theyre about.
The difference is, i know why I don't like them. Everyone else jumps from game to game thinking thats just the nature of mmos.
AenorVZ
05-12-2016, 02:41 PM
I gotta install this. This thread is a celebration of one of the greatest games ever made. I hope Brad gets the last laugh with Pantheon.
Old_PVP
05-12-2016, 05:21 PM
Vanguard was simply a badass game, and I still have fond memories of my time playing it. The world was awesome, the dungeons were awesome, the quests were awesome. Diplomacy, Housing...innovative tradeskill system. It was one of the best duo-friendly MMOs I can think of.
Circa.
05-14-2016, 12:32 PM
I gotta install this. This thread is a celebration of one of the greatest games ever made. I hope Brad gets the last laugh with Pantheon.
Circa.
05-14-2016, 12:33 PM
It's very unfortunate that the launch was fucking horrible man.
k2summit
05-15-2016, 10:51 AM
I actually liked setting up the macros. On my paladin I had like 5 that were like 10 skills deep depending on the situation. Pallies had that valor pool or whatever it was that builds over time and fuels a portion of skills. A majority of which were instant which makes for seemless dps. That's definately spammy if you click all the buttons. What was nice was putting your basic skill rotation in a macro, then just using the opportunity skills as they appear.
maerilith
05-15-2016, 11:34 AM
I think if vanguard had a few million $$ in budget it would have beaten out wow.
But then it would have sucked as bad as wow because the devs wuld just have blown it all on hookers, blow, and sex changes.
No one in their right mind was going to ever trust Vanguards creator with 10s of millions tho... he probably would have gotten the doe though if he had pitched vanguard and his name/brand to a big executive player and sold out so that nameless exec could have soaked in the cash investment in the next big wow. Sony wouldn't let him do that though (and the sony execs sure as hell didn't trust him after dealing face2face) hence his little garage shop business venture. And he wasn't smart or wise enough to do that and cash out his nest egg + nice investment in a dev he could bend to his will for his "dream game".
50 shades of rainbow colord pixels.
P.S. I think I know who OP is, and OP is a very mad sad bad person. Just sayin. Not a secret or anything.
Also moar P.S. strong smart brilliant business women looking for rich sugardaddy to play with. We can world dominate together, namean :D
xinux
05-15-2016, 12:30 PM
P.S. I think I know who OP is, and OP is a very mad sad bad person. Just sayin. Not a secret or anything.
I'm not sure what i said to give you that impression that i'm a very mad sad bad person and as far as i know no one think's i'm a bad person. Now as for who i am I've always gone by either Xinux or Xinu on EQEMU and most every other forum I've ever been on.
maerilith
05-15-2016, 12:35 PM
I said think, meaning speculation, thanks for clarifying, if you are just Xinux (play on *nix* I assume) kewl.
Plz understand I don't rly believe about anything about anyone and am fairly skeptical tho.
U should be 2 <3 (sorry, you can be whatever u want bae)
R Flair
05-16-2016, 02:58 AM
I think if vanguard had a few million $$ in budget it would have beaten out wow.
But then it would have sucked as bad as wow because the devs wuld just have blown it all on hookers, blow, and sex changes.
No one in their right mind was going to ever trust Vanguards creator with 10s of millions tho... he probably would have gotten the doe though if he had pitched vanguard and his name/brand to a big executive player and sold out so that nameless exec could have soaked in the cash investment in the next big wow. Sony wouldn't let him do that though (and the sony execs sure as hell didn't trust him after dealing face2face) hence his little garage shop business venture. And he wasn't smart or wise enough to do that and cash out his nest egg + nice investment in a dev he could bend to his will for his "dream game".
50 shades of rainbow colord pixels.
P.S. I think I know who OP is, and OP is a very mad sad bad person. Just sayin. Not a secret or anything.
Also moar P.S. strong smart brilliant business women looking for rich sugardaddy to play with. We can world dominate together, namean :D
wtf is this^ incoherent dribble?
You have your facts and timeline completely backwards.
McQuaid had nothing but respect before the end of Vanguard. He had over 30 million from M$ before they pulled his funding after a regime change.
He was behind deadline and lost his funding, he did sell out with his rep alone to exec/pal smed @ SOE.
It sounds like you are confusing Vanguard with Pantheon.
JayDee
05-16-2016, 03:23 AM
I think you got something here. Me and my circle of friends are definitely in.
Bisonzabi
05-16-2016, 04:43 AM
wtf is this^ incoherent dribble?
You have your facts and timeline completely backwards.
McQuaid had nothing but respect before the end of Vanguard. He had over 30 million from M$ before they pulled his funding after a regime change.
He was behind deadline and lost his funding, he did sell out with his rep alone to exec/pal smed @ SOE.
It sounds like you are confusing Vanguard with Pantheon.
It was both regime change and the games current state that really turned them off. Plus Brad being a drug addict at the time (how many years?) didn't help.
"It could have beaten WoW if..." is the old tired line used by every single person out there for any upcoming MMO. I remember it was AoC, Warhammer, LOTRO, ESO, ect ect. Well established franchises and yet they never held a candle, Vanguard being made by a new studio and had almost no marketing didn't help with that. The bitterness of WoW is crazy, it's been almost 12 years since that game came out and had they thrown a couple more millions at the Vanguards development it wouldn't have made a difference. The entire structure of the development team was a mess and countless developers that were part of Sigil went on long rants of just how awful it was 9-8 years ago.
And regarding SoE, he had no choice. It was either that, or the game wouldn't ever come out and the studio would have closed sooner.
maerilith
05-16-2016, 08:58 AM
You guyz have valid points. I don't have all the facts. I just know a bit of the drama that went down.
A lot of that wouldn't have happened if McQuaid "ownered" (executively produced) instead of being on crack in everyones assholes.
He wasted money playing god... also were talking 30$ millions vs 100's of millions.
That's a BIG difference for a business. A lot of vanguard was simply unfinished.
He scared people away with his crazy. (Sorry Mcquaid) Reall it's nothing personal. My brother is the exact same way but on a slightly smaller scale so maybe I'm projecting and speculating some. I do think McQuaid is a brilliant guy, though it may be a bit late for him in such a stressful industry. If I was a doctor I'd tell him to relax and work on his internal issues that stopped him from being successful now b4 he's 60 yrs old and way beyond the red line.
He could be successful and happy at 50, vs dead and going thru DTs in some hospital bed if he got his shit together appropriately.
P.S. vanguard was a great game, part of that was McQuaid, it just wasn't pulled together, didn't have the business to support it after launch with sales, advertisement, and support, and mostly 99%ly damage control.
I appreciate both your feedbacks. Not writing off, you guys are very rights.
R Flair
05-17-2016, 11:07 AM
It was both regime change and the games current state that really turned them off. Plus Brad being a drug addict at the time (how many years?) didn't help.
"It could have beaten WoW if..." is the old tired line used by every single person out there for any upcoming MMO. I remember it was AoC, Warhammer, LOTRO, ESO, ect ect. Well established franchises and yet they never held a candle, Vanguard being made by a new studio and had almost no marketing didn't help with that. The bitterness of WoW is crazy, it's been almost 12 years since that game came out and had they thrown a couple more millions at the Vanguards development it wouldn't have made a difference. The entire structure of the development team was a mess and countless developers that were part of Sigil went on long rants of just how awful it was 9-8 years ago.
And regarding SoE, he had no choice. It was either that, or the game wouldn't ever come out and the studio would have closed sooner.
All very true, though I never claimed, nor did I ever hear anyone else claim, that Vanguard "could have beaten WoW." It sure as shit could have done a hell of a lot better if they had another year worth of funding to finish the game though. Even in an unfinished state it had so much about it that was just unparalleled in any other mmo.
AzzarTheGod
05-19-2016, 06:58 PM
shout out to vanguard for backin out on behalf of my shooter
AenorVZ
06-13-2016, 12:11 AM
Thanks for all the updates xinux! I'm going to load this up at some point and take it for a spin.
AenorVZ
06-13-2016, 01:00 AM
For those of you sounding off about Vanguard's failure to live up to its hype as the real successor to EQ, here's the history as I recall it from various sources.
1. Brad led up the development of EQ with an approximately $8 million initial budget. They performed miracles with that budget.
2. WoW was developed as a dumbed-down version of EQ with instancing so that all content was available to all players, removing the bottle necks of EQ that created class stratification of haves and have nots. WoW's budget approached $100 million and much of that was spent on graphics optimizations that allowed the game to run on very old systems, making the game accessible to something like the broadest possible audience.
3. Microsoft invested something close to $30 million in Vanguard. Developers who put Brad on blast after the mass firing said he was an absentee developer who was making public statements about pie-in-the-sky functionality like ship to ship warfare while Microsoft was preparing to fold the development because Sigil hadn't proven they could deliver a finished product.
4. The work on the game that was accomplished once Sony bought the IP from Microsoft for pennies on the dollar was described as miraculous. The people who actively worked on the game were credited with pulling a rabbit out of the hat to get the game to the point that we experienced in beta and launch. Vanguard delivered as a game with high system requirements that didn't look good enough to justify them and had hitching even on high end systems.
McQuaid later said he had an "understanding" with Microsoft that Vanguard would be funded as a AAA title and that they pulled funding and didn't fulfill their end. Firstly, it's absurd to put any stock in some sort of off the books "understanding." Secondly, Microsoft funded Vanguard with three times as much capital as Everquest required and Sigil was barely able to deliver an unfinished and ultimately doomed game.
McQuaid then bungled the kickstarter for Pantheon, further harming his already tattered reputation. I followed the Pantheon thread on rerolled for months and was amused by all the glee at Brad's latest failure but, credit where credit is due. The gameplay for Pantheon looks like Halgarad area. I'd love to play in that sort of world again with a game with an EQ feel. I hope it makes it to beta so I can play it.
Meanwhile I hold out little hope that vgemu will ever be able to launch a complete game, specifically a complete PvP game, which is what I would be interested in playing. But I think they've already exceeded meager expectations and I look forward to seeing what they will accomplish. I'll say it again ... I freaking loved Vanguard, flaws and all, and only wish more people could have seen past the shortcomings to appreciate the amazing game underneath.
Chaboo_Cleric
06-13-2016, 01:42 AM
Pantheon will be better than Vanguard. I guarantee it. Having played Vanguard for years... It's core elements are already in Pantheon. All they need is a less fucked launch
AzzarTheGod
06-13-2016, 02:55 AM
Pantheon will be better than Vanguard. I guarantee it. Having played Vanguard for years... It's core elements are already in Pantheon. All they need is a less fucked launch
I appreciated Aenor's post and recognize it is 99% accurate. Nothing I want to add at this time to it though.
Here's to hoping Chaboo_Cleric, I do like what I see. I am just afraid the low budget won't give us the immersive world that VG delivered on.
You may recall not wanting much or wishing for too much in Vanguard, the fact raid content was extremely limited early on didn't bother anyone because the game was so good. This is akin to EQ Classic having only Tranix, Vox, Nagafen. Vanilla is a game in the same way that Vanguard was a game.
Many missed out on a great EQ experience.
xinux
07-07-2016, 02:33 PM
Sorry it's been awhile since I've posted we are still working away on it and should have parley's and harvesting available soon to test. The framework for crafting has also started.
maskedmelon
07-07-2016, 04:32 PM
Is combat implemented?
xinux
07-07-2016, 10:14 PM
Is combat implemented?
Yes but there are still some bugs to work out.
maskedmelon
07-07-2016, 10:52 PM
Are abilities in and the system just require testing, or is it just not fully implemented? Reactions? Criticals? Counters?
xinux
07-08-2016, 10:59 AM
Only the basic's of combat are done reactions, criticals, counters etc etc still need work.
xinux
07-30-2016, 11:43 PM
Some quick notes of recent additions.
Harvesting is now live.
Bows/X-bows should work now but there is still a animation issue which we should have fixed soon.
Day/Night spawning has been implmented .
Minions have been added to a few classes just need to script the other classes. (Note currently only suport 1 minion up at a time).
Various distance checks have been added mo more hailing a mob from 1/2 a chunk away.
HP updates on your defensive target should be more consistant now.
More values have been made into rules for easier adjustments.
PC's should no longer be able to cast or use items while stunned
PC's should not be able to move while stunned or rooted
PC's should stop swinging if stunned while in combat
Fix for dead npc's turning into the walking dead and still attacking you.
Vendor buyback is now working.
Vendor bought items now sell back at 80% of the purchase price.
Item conversion is now working (turning logs into planks etc etc)
AenorVZ
07-31-2016, 11:18 PM
Nice update!
xinux
08-18-2016, 05:31 PM
Update time.
r2234
Update: quest valid check
---------------------
r2235
Update: change to PlayNonCombatAnimation to allow npc's to use it
---------------------
r2236
major group code rework the group window player stats will now update fixed various memory leaks linux compile fixes
---------------------
r2237
crash fix removed an excess LuaError in GetItemType
---------------------
r2238
offered_quest delete fix
---------------------
r2239
the LoadSpawnEntry query for specific chunks was loading placements for all chunks... the chunk id was also being saved to SpawnEntry.entry_id.
Fixed this, reload spawns is now considerably faster.
---------------------
r2240
Added: auto attack toggle icon now shows when auto attacking
Update: Removed unknown12 from spells and replaced with icon_toggle. This controls if the icon will have a + sign or a sword when it is toggled.
---------------------
r2241
Added: Character should now dismount if auto attacking or casting a spell
---------------------
r2242
Added: Offensive and defensive fighters should start auto attacking when you use a ability now.
Added: Should now get the visual effects when you level.
Update: Scrolling combat text should now be the correct colors auto attacks = white and abilities = yellow.
---------------------
r2243
added a missing NpcList mutex lock
---------------------
r2244
added a check to prevent HP from dipping below 0
---------------------
r2245
reload spawns will now clear the respawn list optimized a few highly used functions
---------------------
r2246
forgot a check
---------------------
r2247
Initial implementation of spell timing system. Works for debuffs so far. Unclear what other functions we will need, but things like immunities could be handled by this system as well.
Altered tick timers to be stored by a map with an integer index value. This index value is stored in the effects list instead of a pointer to the tick timer to eliminate the chance of a bad pointer dereferencing.
---------------------
r2248
more optimizations (done with this for now unless I decide to speed the spawn send/removes check further)
---------------------
r2249
removed a check (the attackable EntityBitmask on aggro checks, non-attackable NPCs can still engage in combat with other NPCs)
---------------------
r2250
likely fix for the recent crash iterating through ChunkServer::npc_list LuaErrors will now append the offending script name automatically
---------------------
r2251
extra safety check for Lua script name debugging (fail)
---------------------
r2252
Update: Animation for using a bow/xbow and also swapping from range to melee should be good now.
---------------------
r2253
Updated: Corrected opcode value
Added: Handling of OP_TeleportInChunk
Added: Saving of client teleport response
---------------------
r2254
Update: Change from localhost to 127.0.0.1 due to sql connection changes
---------------------
r2255
Huge crafting update. Should allow the tutorial crafting quests on Isle of Dawn and creation of first crafting item. **NOTE** Remove recipeinfolist.h and recipeinfolist.cpp from your projects.
Add craftinginfolist.h and craftinginfolist.cpp to your project (A more suitable name). You can also add 'Crafting' to your vgemu-world.xml for proper logging.
---------------------
r2256
Quick sanity check to prevent runaway (non-stackable) items filling inventory.
---------------------
r2257
Modified code to allow any following npc to cross chunk lines.
---------------------
r2258
>>>>>********* Added basic chunk water/lava geo detection checks (grab the volumes.phys file)! ***********<<<<<<
Added a world timeout to login so that the webpage module can better detect NT's server status while debugging
Changed the auto attack check for NPCs with the "gold" locked encounter UI mode
---------------------
r2259
Added: IsAttackable() Lua Function Added: ItemRefreshTimer() Lua Function Added: SendItemRefreshTimer() packet function
---------------------
r2260
Update: Forgot the define for ItemRefreshTimer
---------------------
r2261
Update: Heals spells floating combat text should be green now and partial heal amounts should show now.
---------------------
r2262
Added: NPC's should no longer aggro someone if they get in to range if the npc is already in combat.
---------------------
r2263
Added: Characters will now go into combat if aggroed by a npc
Updated: Characters will no longer be removed from combat if attacking multiple mobs and they kill one of them.
---------------------
r2264
Format correction
---------------------
r2265
Fixed a couple small things with groups (UI mostly) Added a Lua function GetOriginalLocation by request
---------------------
r2266
forgot structs
---------------------
r2268
Added: All Quest Difficulty level experience is now a rule
Added: All Quest XP Modifiers are now a rule
Added: Handles for all Quest Types
Added: Define for all spheres
---------------------
r2269
Added: Speed value to .spawn details
Added: DefaultCombatGroundSpeed rule
Added: GetDefaultCombatGroundSpeed() LUA function
Update: NPC combat movement speed is now a Rule
---------------------
r2270
Added: When you clear your target and have a mob attacking you it will move to the encounter window until it hits you or you target it.
Updated: Adjusted check to break root and changed the chance to break to a stored value assigned via LUA
Added: Snared() IsSnared() LUA Functions
Updated: Rooted() LUA function to accept a value for chance to break
Updated: Should no longer get a Lua SpellDamageTargets command error when you don't have a target while having a DOT going.
Updated: NPC movement to account for snare and root effects.
Updated: Add encounter window now has a second value to bypass checks for current target.
Added: Casting a spell that is not a instant cast will now slow your movement considerably
Added: RootBreakChance() and SetIsSnared() and GET's for both
---------------------
r2271
Update: Check to stop a crash if your target dies/Despawns and the server then tries to remove a detrimental effect.
---------------------
r2272
Update: Moved removal of casting movement restrictions all spells with cast times should be covered now.
---------------------
r2273
Updated: Corrected damage type defines
---------------------
r2275
Added: EXP table for all three spheres (adventure, crafting and diplomacy)
Added: Crafting and Diplomacy EXP bar will now fill correctly
Added: You will no longer level once you hit max level per server rule.
Added: You will no longer gain experience when at max experience and max level
Update: You will no longer get the experience message if it does not yield any experience
---------------------
AzzarTheGod
08-18-2016, 05:37 PM
Pretty big combat update. Its shaping up.
xinux
08-21-2016, 04:56 PM
Here is a few more since my last up update.
r2278
Added: Spell casting push back and spell interrupts when taking damage.
The more your spell gets pushed back the greater chance to be interrupted
Added: Casting() and IsCasting() LUA functions
Added: SetIsCasting() bool at the pawn level
Added: SpellInterruptBaseChance and SpellPushBackBaseChance rules
---------------------
r2280
enhanced water detection (can discern between swimming depth and just touching water now)
---------------------
r2281
Added: Pet's should only be able to attack attackable npc's
Added: Item charges should now be working correctly
Added: RemoveCharges() LUA function
Added: current_charges and max_charges are now loading/saving from character_items
---------------------
r2283
Added: Command .gminvis on/off
Added: Will not show on /who list unless GM or DEV when using GMInvis
Added: Will not replicate to other clients when using GMInvis
---------------------
Phatso
08-25-2016, 11:53 PM
is the public server offline? been trying to get in past few days
xinux
08-26-2016, 08:48 PM
Nope it's been up and running i'm on there almost everyday. Make sure you have the latest launcher.
xinux
08-28-2016, 06:08 PM
So the more I started digging into how they did POI's the more it was a mess so i decided to redesign the POI system and wanted some input.
As you can see i'm breaking it down by sphere -> region -> chunk -> poi instead of it being all over the place on live.
http://toxic04.com/newpoi.jpg
R Flair
08-28-2016, 11:49 PM
You should save all that POI stuff until later. If you could recreate vg with minimal hand-holding and guided UI stuff that would actually improve upon the game.
Phatso
08-30-2016, 04:02 AM
2016-08-26 22:18:10.429 I Init -- New Log Started --
2016-08-26 22:18:10.435 I Init LaunchPad Started...
2016-08-26 22:18:10.436 I Version LP Version: 2.5.0.1
2016-08-26 22:18:10.441 I Init Loading config...
2016-08-26 22:18:10.482 I Init Found client at D:\Vanguard\bin\VGClient.exe
2016-08-26 22:18:10.483 I Init Found 0 locally stored servers
2016-08-26 22:18:10.483 I Init Found 0 locally stored accounts
2016-08-26 22:18:10.491 I LSStatus Checking LoginServer status:
2016-08-26 22:18:12.873 E LSStatus Could not create stream for webrequest:
The remote name could not be resolved: 'http'
at System.Net.HttpWebRequest.GetRequestStream(Transpo rtContext& context)
at System.Net.HttpWebRequest.GetRequestStream()
at LaunchPad.MainForm.SendLoginServerStatus(HttpWebRe quest request)
2016-08-26 22:18:13.954 W LSStatus Disabling UI
2016-08-26 22:18:13.955 I Init State: 0 or 1, No Accounts, or Account not selected, manual login required
2016-08-26 22:18:19.802 I Client Launching browser; redirecting to Download Client links
2016-08-26 22:18:32.442 I Account Launching browser; redirecting to Account Management to manage existing accounts
2016-08-26 22:18:59.002 I Account Launching browser; redirecting to Account Management to manage existing accounts
2016-08-26 22:19:13.736 I Support Launching browser; redirecting to Support Forum
2016-08-26 22:20:06.076 I Client Launching browser; redirecting to Download Client links
2016-08-26 22:26:58.144 I Account Launching browser; redirecting to Account Management to create new account
2016-08-26 22:27:04.355 I Exit Shutting Down LaunchPad
2016-8-22 23:36 Launchpad Started...
2016-8-22 23:36 Loading config...
2016-8-22 23:36 Must setup Launcher in Tools->Options first!
2016-8-22 23:37 Cannot find:
D:\Vanguard\VGClient.exe
2016-8-22 23:39 Config changed, reinitializing Launchpad...
2016-8-22 23:39 Writing address '68.98.218.5' to D:\Vanguard\bin\loginserver.txt
2016-8-22 23:40 LoginResult: 2
2016-8-22 23:40 Public LoginServer Offline...
2016-8-22 23:40 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-22 23:40 Launchpad Started...
2016-8-22 23:40 Loading config...
2016-8-22 23:40 LoginResult: 2
2016-8-22 23:40 Public LoginServer Offline...
2016-8-22 23:40 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-22 23:40 Visit Website... Launching web browser...
2016-8-25 22:52 Launchpad Started...
2016-8-25 22:52 Loading config...
2016-8-25 22:52 LoginResult: 2
2016-8-25 22:52 Public LoginServer Offline...
2016-8-25 22:52 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:14 Launchpad Started...
2016-8-26 22:14 Loading config...
2016-8-26 22:14 LoginResult: 2
2016-8-26 22:14 Public LoginServer Offline...
2016-8-26 22:14 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:27 Launchpad Started...
2016-8-26 22:27 Loading config...
2016-8-26 22:27 LoginResult: 2
2016-8-26 22:27 Public LoginServer Offline...
2016-8-26 22:27 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:28 Cannot find:
D:\Vanguard\VGClient.exe
2016-8-26 22:28 Launchpad Started...
2016-8-26 22:28 Loading config...
2016-8-26 22:28 LoginResult: 2
2016-8-26 22:28 Public LoginServer Offline...
2016-8-26 22:28 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:28 Config changed, reinitializing Launchpad...
2016-8-26 22:28 Writing address '68.98.218.5' to D:\Vanguard\bin\loginserver.txt
2016-8-26 22:28 LoginResult: 2
2016-8-26 22:28 Public LoginServer Offline...
2016-8-26 22:28 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:31 Launchpad Started...
2016-8-26 22:31 Loading config...
2016-8-26 22:31 LoginResult: 2
2016-8-26 22:31 Public LoginServer Offline...
2016-8-26 22:31 Found VGClient at: D:\Vanguard\bin\VGClient.exe
2016-8-26 22:35 Config changed, reinitializing Launchpad...
2016-8-26 22:35 Writing address '68.98.218.5' to D:\Vanguard\bin\loginserver.txt
2016-8-26 22:35 LoginResult: 2
2016-8-26 22:35 Public LoginServer Offline...
2016-8-26 22:35 Found VGClient at: D:\Vanguard\bin\VGClient.exe
heres another one, to be honest unsure on which one i'm suppose to be using
says server is offline
xinux
08-30-2016, 10:32 PM
Try right clicking on it and run as administrator.
Phatso
08-31-2016, 04:12 PM
tried that. i can click on visit website but not the login create. i have an account created
am i going to the wrong login server address?
68.98.218.5
the error is:
public server offline. login create disabled
xinux
09-01-2016, 03:55 PM
Yea it should be 66.150.188.123
Brutal_X
09-01-2016, 10:00 PM
Also getting the same error...
2016-9-1 21:52 Must setup Launcher in Tools->Options first!
2016-9-1 21:52 Config changed, reinitializing Launchpad...
2016-9-1 21:52 Writing address '66.150.188.123' to C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\loginserver.txt
2016-9-1 21:52 LoginResult: 2
2016-9-1 21:52 Public LoginServer Offline...
2016-9-1 21:52 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:52 Launchpad Started...
2016-9-1 21:52 Loading config...
2016-9-1 21:53 LoginResult: 2
2016-9-1 21:53 Public LoginServer Offline...
2016-9-1 21:53 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:53 Launchpad Started...
2016-9-1 21:53 Loading config...
2016-9-1 21:53 LoginResult: 2
2016-9-1 21:53 Public LoginServer Offline...
2016-9-1 21:53 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:54 Launchpad Started...
2016-9-1 21:54 Loading config...
2016-9-1 21:54 LoginResult: 2
2016-9-1 21:54 Public LoginServer Offline...
2016-9-1 21:54 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:54 Visit Website... Launching web browser...
2016-9-1 21:56 Launchpad Started...
2016-9-1 21:56 Loading config...
2016-9-1 21:56 LoginResult: 2
2016-9-1 21:56 Public LoginServer Offline...
2016-9-1 21:56 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:56 Launchpad Started...
2016-9-1 21:56 Loading config...
2016-9-1 21:56 LoginResult: 2
2016-9-1 21:56 Public LoginServer Offline...
2016-9-1 21:56 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:59 Launchpad Started...
2016-9-1 21:59 Loading config...
2016-9-1 21:59 LoginResult: 2
2016-9-1 21:59 Public LoginServer Offline...
2016-9-1 21:59 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:59 Launchpad Started...
2016-9-1 21:59 Loading config...
2016-9-1 21:59 LoginResult: 2
2016-9-1 21:59 Public LoginServer Offline...
2016-9-1 21:59 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
2016-9-1 21:59 Launchpad Started...
2016-9-1 21:59 Loading config...
2016-9-1 21:59 LoginResult: 2
2016-9-1 21:59 Public LoginServer Offline...
2016-9-1 21:59 Found VGClient at: C:\Users\Home\Desktop\Vanguard EMU\Vanguard EMU\bin\VGClient.exe
Phatso
09-01-2016, 11:28 PM
tried to change address, still same thing
xinux
09-02-2016, 01:32 AM
Do me a favor and pm me your ip address.
AzzarTheGod
09-02-2016, 03:33 AM
wats going on?
Phatso
09-03-2016, 06:07 PM
i got it working. I think my issue was with on the first install. I didnt install launcher straight to bin, but then tried to put the path there. So i would delete folder, reinstall/extract to your pathway. then extract launcher straight to bin folder.
xinux
10-19-2016, 01:02 PM
Update time. :)
Revision: 2284
Author: Xinux
Date: Sunday, August 21, 2016 4:25:20 PM
Message:
Update: Fix for characters not able to start in there home town.
Revision: 2285
Author: Xinux
Date: Sunday, August 21, 2016 8:48:45 PM
Message:
Added: GetPhysics() and SetPhysics() LUA Functions
Added: Two structs
Revision: 2286
Author: smash
Date: Sunday, August 21, 2016 11:12:40 PM
Message:
removed some spammy physics loggers I left in by mistake
Revision: 2287
Author: smash
Date: Monday, August 22, 2016 1:21:12 AM
Message:
probable fix for a reported bug with SpawnNPC
Revision: 2288
Author: Xinux
Date: Monday, August 22, 2016 10:35:32 AM
Message:
Added: SeeInvis() and SeeStealth() checks to CheckSpawnAggro() function
SQL UPDATE: \vgoemu\trunk\dev\test_data\Rev 2288.sql
Revision: 2289
Author: Xinux
Date: Monday, August 22, 2016 5:41:10 PM
Message:
Change: POI now send using location_id instead of sequence
Added: RemovePOI() LUA function will no remove the poi
Revision: 2290
Author: zippyzee
Date: Tuesday, August 23, 2016 4:31:04 AM
Message:
Work in progress on the parser.
Revision: 2291
Author: Xinux
Date: Tuesday, August 23, 2016 1:21:22 PM
Message:
Added: POI remove message
Revision: 2292
Author: Xinux
Date: Tuesday, August 23, 2016 1:38:17 PM
Message:
Update: Fix for the empty space in the locations tab for IOD that was never fixed on the live server.
Revision: 2293
Author: zippyzee
Date: Wednesday, August 24, 2016 6:23:25 AM
Message:
Updates to handle multiple quest/objective updates per parley.
Revision: 2294
Author: zippyzee
Date: Wednesday, August 24, 2016 6:24:25 AM
Message:
Database changes to handle multiple quest/objective updates per parley.
Revision: 2295
Author: zippyzee
Date: Wednesday, August 24, 2016 11:26:56 AM
Message:
POI are now removed after a quest is completed. Update to NPCLocationProximity lua function to add chunk id to the coordinates.
Revision: 2296
Author: Xinux
Date: Wednesday, August 24, 2016 1:47:09 PM
Message:
Update: Changed POIList::SendSinglePOI to always show in the compass when sent.
SQL UPDATE: Change to parley_quests table and update to poi_locations
\vgoemu\trunk\dev\test_data\Rev 2295.sql
Revision: 2297
Author: Xinux
Date: Wednesday, August 24, 2016 3:51:03 PM
Message:
Added: StealthBreakCheck() function
Update: Rogues know have it's own check for breaking stealth
Added: Bool to send remove message for RemovePOI() function
Added: New rule StealthBreakBaseChance
SQL UPDATE: New Rule \vgoemu\trunk\dev\test_data\Rev 2297.sql
Revision: 2298
Author: zippyzee
Date: Thursday, August 25, 2016 11:04:48 AM
Message:
Deleting POI from database for characters is now working. Quest system should check for other quests that still need POI before removing them. Minor change to icons to fix behavior on abandoned quests.
Revision: 2299
Author: Xinux
Date: Thursday, August 25, 2016 11:53:50 AM
Message:
Update: Target character valid check
Revision: 2300
Author: Xinux
Date: Thursday, August 25, 2016 3:55:48 PM
Message:
Update: Fix for animations not playing on the very first spawn.
Revision: 2301
Author: smash
Date: Sunday, August 28, 2016 4:44:18 AM
Message:
Added: Saving of spell cooldowns to the database
Added: A rule for the time threshold for the above feature
Changed: (experimental) Reordered chunk startup slightly to allow for faster client UDP connections
Added: Hooked into the item charge consumption system Xinux figured out
Added: DB table and new rule
Added: Some unreal rotation math
Fixed: When beginning a harvest the selected tool will now auto equip into the player's inventory
Changed: Spell cooldowns are applied after the spell is actually cast instead of at cast time for non instant spells (need confirmation this is right but think so)
Revision: 2302
Author: smash
Date: Sunday, August 28, 2016 4:51:38 AM
Message:
forgot a common file
Revision: 2303
Author: smash
Date: Sunday, August 28, 2016 5:02:36 AM
Message:
Fixed a compiler warning I didn't get on my machine
Revision: 2304
Author: smash
Date: Sunday, August 28, 2016 5:21:43 AM
Message:
couple minor cooldown related UI fixes (last commit for this i swear!)
Revision: 2305
Author: smash
Date: Sunday, August 28, 2016 9:08:12 PM
Message:
Added: combat wear preference will now be set when entering combat
Fixed: a bug related to harvesting skill-ups
Added: players will now dismount when beginning to harvest
Revision: 2306
Author: Xinux
Date: Monday, August 29, 2016 9:46:34 AM
Message:
Update: Change to region_id's to account for new layout
Revision: 2307
Author: Xinux
Date: Monday, August 29, 2016 3:36:35 PM
Message:
Added: Able to spawn vanity pets
Revision: 2308
Author: Xinux
Date: Monday, August 29, 2016 4:14:30 PM
Message:
Update: Fixed ID not storing correctly.
Revision: 2309
Author: smash
Date: Monday, August 29, 2016 10:24:18 PM
Message:
null client check for recent crash
Revision: 2310
Author: Xinux
Date: Tuesday, August 30, 2016 9:02:27 AM
Message:
Update: struct work
Revision: 2311
Author: zippyzee
Date: Wednesday, August 31, 2016 8:50:35 AM
Message:
Saving/loading diplomacy decks should work correctly, as well as saving and making changes to the default-loaded hand. Added Lua command to add a diplomacy card to a character.
Revision: 2312
Author: zippyzee
Date: Wednesday, August 31, 2016 12:51:00 PM
Message:
Characters should change into the proper clothing for crafting and diplomacy now.
Revision: 2313
Author: zippyzee
Date: Thursday, September 01, 2016 10:53:08 AM
Message:
Better quest overhead icon handling--gives precedence to turnin icons and should eliminate some double icon issues.
Revision: 2314
Author: zippyzee
Date: Thursday, September 01, 2016 1:22:55 PM
Message:
Very minor struct update.
Revision: 2315
Author: zippyzee
Date: Thursday, September 01, 2016 1:23:27 PM
Message:
Better handling of re-hailing after accepting quest if there are other quests available.
Revision: 2316
Author: smash
Date: Thursday, September 01, 2016 9:21:16 PM
Message:
linux compile fixes
Revision: 2317
Author: smash
Date: Saturday, September 03, 2016 11:31:24 PM
Message:
fix for the parley callback crash
Revision: 2318
Author: smash
Date: Sunday, September 04, 2016 10:26:07 PM
Message:
fix for a crash in .spawn combine
Revision: 2319
Author: Xinux
Date: Monday, September 05, 2016 11:57:31 AM
Message:
Update: OP_ServerUpdateItem struct
Changed: Invul() check in combat to apply for both NPC/PC
Added: Items will now be marked soulbound as soon as you accept
Update: IsInvulnerable and Invulnerable LUA functions apply to NPC/PC
Revision: 2320
Author: Xinux
Date: Monday, September 05, 2016 4:59:13 PM
Message:
Added: QuestRemove() LUA function
Revision: 2321
Author: smash
Date: Monday, September 05, 2016 7:47:24 PM
Message:
Added code to the harvesting process so that if a client/player pointer goes bad that player is removed from the harvest
Increased the limit of packets sent per writer thread iteration per client since we send so many packets at once, to reduce latency
Revision: 2322
Author: smash
Date: Wednesday, September 07, 2016 4:54:28 PM
Message:
added a mutex around SGOUnrealPawn::factions
Revision: 2323
Author: Xinux
Date: Thursday, September 08, 2016 3:15:05 PM
Message:
Update: No more annoying sound when starting to eat
Revision: 2324
Author: smash
Date: Sunday, September 11, 2016 9:45:13 AM
Message:
attempted fix for hailing Golden UI mobs
Revision: 2325
Author: smash
Date: Sunday, September 11, 2016 10:50:21 PM
Message:
format crash fix
Revision: 2326
Author: smash
Date: Monday, September 12, 2016 1:15:20 AM
Message:
Tweaked how the Lua require root directory is set.
other minor adjustments
Revision: 2329
Author: smash
Date: Monday, September 12, 2016 3:53:33 AM
Message:
hardset the base Lua directory in the Lua source because app verifier was still complaining after other attempted modifications
Revision: 2330
Author: smash
Date: Monday, September 12, 2016 5:37:12 AM
Message:
couple more locked NPC interaction fixes
fixed turn_in text being sent to the quest journal window after logging in with a quest that has all objectives complete but has not been turned in
Revision: 2331
Author: smash
Date: Tuesday, September 13, 2016 9:14:10 PM
Message:
harvesting fix
Revision: 2332
Author: Xinux
Date: Wednesday, September 14, 2016 1:07:25 PM
Message:
Added: GM/Dev will only get the message when clicking on a object with it's ID.
Added: Trying to loot while already looting you will now get a error message instead of a lua error.
Revision: 2333
Author: smash
Date: Thursday, September 15, 2016 1:12:59 AM
Message:
Fixed some MSVC code analysis findings
Revision: 2334
Author: Xinux
Date: Thursday, September 15, 2016 6:43:10 PM
Message:
Fixed: No more double cooldown when casting.
Revision: 2335
Author: smash
Date: Saturday, September 17, 2016 12:18:15 PM
Message:
harvesting tools will now auto-equip while in use
Revision: 2336
Author: smash
Date: Saturday, September 17, 2016 1:04:01 PM
Message:
Threaded loading at startup (can be made faster but seems good enough for now)
Revision: 2337
Author: smash
Date: Monday, September 19, 2016 5:13:09 AM
Message:
Added the .reset cooldowns command
Revision: 2338
Author: Xinux
Date: Thursday, September 22, 2016 10:06:57 AM
Message:
Added: dot component of a root spell should not break it's own root.
Added: Root has a chance to break on it's own now.
Update: Spell cooldown should only be sent if the cast time is greater then 2 seconds
Revision: 2339
Author: Xinux
Date: Friday, September 23, 2016 1:31:36 PM
Message:
Update: Change to root dot check since lua spell is not always valid.
Revision: 2340
Author: smash
Date: Saturday, September 24, 2016 9:30:23 AM
Message:
added the **CHARACTERGENDERPOSSESSIVE** quest text token by request
Revision: 2341
Author: smash
Date: Sunday, September 25, 2016 8:39:25 PM
Message:
.reload movers rework
Revision: 2342
Author: smash
Date: Sunday, September 25, 2016 8:51:22 PM
Message:
fixed a m_CharQuests deadlock
Revision: 2343
Author: Xinux
Date: Monday, September 26, 2016 2:38:36 PM
Message:
Update: Speed bonuses should now also add in to the movement reduction when casting
Added: New Rule CastingMovementRestriction
Revision: 2344
Author: smash
Date: Wednesday, September 28, 2016 11:18:55 AM
Message:
missing return on a null check
Revision: 2345
Author: smash
Date: Thursday, September 29, 2016 10:51:56 PM
Message:
Reworked a large portion of MasterSpawnList and supporting functions to make it more thread safe
Added a couple SpawnUtil functions for calculating relative yaw
Revision: 2346
Author: smash
Date: Friday, September 30, 2016 1:36:13 PM
Message:
Added: linked aggro groups (grab the SQL file)
Revamped the IsFlanking Lua function
Revision: 2347
Author: smash
Date: Saturday, October 01, 2016 11:10:56 AM
Message:
GetRelativeAngleYaw function
Revision: 2348
Author: smash
Date: Saturday, October 01, 2016 7:16:02 PM
Message:
Fixed a typo in GetRelativeAngleYaw (whoops)
Revision: 2350
Author: Faux
Date: Saturday, October 01, 2016 7:57:44 PM
Message:
Deleting and replacing the EffectsList.cpp/.h files because I don't want to verify all the changes made it successfully. Recommitting the fully modified files momentarily.
Revision: 2351
Author: Faux
Date: Saturday, October 01, 2016 8:07:54 PM
Message:
Rewrite to how pawn effects are stored. Duration effects will now be applied through either detrimental or beneficial functions rather than being stored separately. This will require a rewrite of some DoT and HoT scripts.
Revision: 2352
Author: Faux
Date: Tuesday, October 04, 2016 10:42:45 AM
Message:
Giving NPCs default stats and attributes. We'll probably eventually want multiple default profiles in the database, but this will get us started. NPCs can now be buffed/debuffed via spells instead of getting errors when you try it.
I wouldn't be surprised if a bunch of the default values are incorrect, so please take a look at them and make changes as necessary. Hopefully Ratief can check them out to make sure I am initializing stats correctly.
Revision: 2353
Author: Faux
Date: Wednesday, October 05, 2016 2:04:35 PM
Message:
Iterated wrong loop size so it was only adding 4 of the resistances. All 13 should be available now.
Revision: 2354
Author: smash
Date: Wednesday, October 05, 2016 10:24:15 PM
Message:
Fix for linked aggro (had to apply the default aggro radius for non-aggro npcs)
Added a simple timer/check to track when a player has an active AccessTimer.. will probably need more tracking for interrupts and such later
Revision: 2356
Author: Xinux
Date: Thursday, October 06, 2016 2:05:26 PM
Message:
Added: Will now get the release box if you are dead when you log in.
Added: You will no longer be alive if you log out dead.
SQL Update: vgoemu\trunk\dev\test_data\Rev 2356.sql
Revision: 2357
Author: smash
Date: Friday, October 07, 2016 10:23:52 PM
Message:
fixed a few small safety issues in tcp/socket code
Revision: 2358
Author: Faux
Date: Saturday, October 08, 2016 7:51:27 PM
Message:
Invis break timer code. Commented out in CheckInvisBreak lua function for causing a deadlock currently.
Revision: 2359
Author: smash
Date: Saturday, October 08, 2016 9:01:29 PM
Message:
Mutexing changes for m_spell_timers
Revision: 2360
Author: smash
Date: Monday, October 10, 2016 12:08:34 PM
Message:
deadlock fix
Revision: 2361
Author: smash
Date: Monday, October 10, 2016 12:21:15 PM
Message:
crash fix (invalid caster, from the NT crash thread)
Revision: 2362
Author: smash
Date: Monday, October 10, 2016 7:09:31 PM
Message:
fix for likely memory corruption when connecting to an ipv6 address
Revision: 2363
Author: Xinux
Date: Friday, October 14, 2016 2:21:57 PM
Message:
Added: BlockPlayers LUA function.
Revision: 2364
Author: Ratief
Date: Monday, October 17, 2016 8:50:29 AM
Message:
-Fixed compile errors on Linux.
-Fixed the display of armor class in the client.
Revision: 2365
Author: smash
Date: Tuesday, October 18, 2016 6:35:45 PM
Message:
**Add lua.hpp to your build list!!!**
Now compiling Lua as C++ code instead of C
Overriding the Lua panicking function with one I wrote
Revision: 2366
Author: smash
Date: Tuesday, October 18, 2016 7:45:35 PM
Message:
SetHarvestingID Lua function
Tweaked when harvesting becomes available for skinnable NPCs
Revision: 2367
Author: Xinux
Date: Wednesday, October 19, 2016 9:38:39 AM
Message:
Added: NPC's now regen HP
Added: Pet's now regen HP
Added: Packet struct to update pet health bar
Added: defensive/offensive target bar should now update on regen ticks
Added: Pet health bars should now update in combat and during regen ticks
Added: Player pets are now using EntityBitmaskPet
Added: Pet's owner will now be put in combat and added to the NPC hate list
Added: Pet UI window should now go away when your pet dies
Added: petType() to SGOUnrealPawn
maskedmelon
10-19-2016, 01:35 PM
So, what is the current status overall?
Can I use all/most abilities in combat?
Where is itemization at
Most importantly, can I craft or diplo?
Super excited for the finish project. I am patient too though, just curious ^^
xinux
10-19-2016, 02:07 PM
So, what is the current status overall?
Current status I would say 70% on the development side and 15% on the content side with mainly starting chunks scripted.
Can I use all/most abilities in combat?
Yes most abilities should be working between level 1 - 10 with some classes have more done and some classes like Bards are missing a good chunk.
Where is itemization at
Some of the quests have items associated with it mainly the runs that were packet collected. Mobs basically have a random loot list but we have the ability to assign certain drops to specific mobs.
Most importantly, can I craft or diplo?
You can do Diplomacy where it has been scripted and you can do the starting crafting quest in IOD.
azeth
10-19-2016, 02:14 PM
Super excited for the finish project. I am patient too though, just curious ^^
Wish Nilbog & Rogean were Vanguard enthusiasts and picked this up.
Chaboo_Cleric
10-19-2016, 02:17 PM
So esentially this should be called VG2018
xinux
11-29-2016, 02:59 PM
Latest round of updates.
Revision: 2368
Author: Xinux
Add: Implemented Fall Damage
Add: Pet should now despawn and UI elements remove when you die
Update: NPC's should visually react faster when combat starts.
Revision: 2369
Author: Xinux
Update: If character is invul they will not take fall damage
Update: Removed unused code
Revision: 2370
Author: Xinux
Add: spell_aggro addition to handle spells that should and shouldn't aggro on cast.
Revision: 2371
Author: Faux
Added a function to get the targets of the casters group. If no group, it just returns the caster object.
Post in the combat/spells sub forum for usage directions. Tested fine in solo and group environments on my test server.
Revision: 2372
Author: Faux
Detrimental effects now can cause agro. See explanatory post in Combat/Spells sub forum.
Revision: 2373
Author: Faux
Added GetTickTarget function for our spell scripters.
Revision: 2374
Author: smash
Fix for duplicate bug reports being saved to the database (client based bug, filtering out the bad packets)
Few small memory leaks
Patch for a destructor possibly being called twice on an object pushed to Lua...
don't think this would affect our code at all but doing it anyway since it's 3 lines
http://blog.reverberate.org/2014/06/beware-of-lua-finalizers-in-c-modules.html
Revision: 2375
Author: Xinux
Update: Lowered fall damage some. You can now get skill hits on safe fall also the higher the skill the less damage you will take now.
Revision: 2376
Author: Xinux
Update: comments on unknown70 for items
SQL update for cash items with no sell value
Revision: 2377
Author: Xinux
Added: Sending of character buyback items on login
Added: Sending of buyback items when you open the buyback tab
Added: Most items that should not stack should no longer stack.
Revision: 2378
Author: smash
potential fix for a crash related to reading packet bunches
Revision: 2379
Author: Xinux
Added: Cleanup of character buyback items on character save.
Revision: 2380
Author: smash
fix for iterator crash (needed a mutex lock)
Revision: 2381
Author: Faux
Added handling for snare effects. Lua functions to use are the ApplySnare and ApplySnareTargets functions. See the spell script for the necromancer Torment Line.
Not fully functional yet though. The code is doing what its supposed to do and I can see the attribute module sending the updated speed with the right multiplier,
but the npc is not behaving correctly. On first cast, the npc appears rooted in place until the snare wears off and then it moves, but cannot be slowed down by
subsequent snares. Logging of AttrNPC shows the correct values being sent. We'll need to check consistency of how we are sending speed updates between attribute
code and other sources.
Revision: 2382
Author: Xinux
Added: Group experience
Revision: 2383
Author: Xinux
Added: Kill quests should now count for all members in your group in range.
Added: Loot sparkles should now appear to all group members.
Revision: 2384
Author: Xinux
Added: NPC corpse is now only loot-able by the character or group that killed it.
Update: Fix for invalid character crash.
Added: GetLootOwner() & SetLootOwner() functions
Revision: 2385
Author: Faux
Added in handling for directional cone and frontal ae spells in the targetting function.
Also added in ResetSpellTargets function that will rerun the targetting function
(useful for ticking spells like Aegis of Blades).
Revision: 2386
Author: smash
min range checks on spells
Revision: 2387
Author: smash
Added the .reload loot command
Fixed a couple minor bugs that were reported on
Fixed/cleaned up some minor issues found while bug hunting
Revision: 2389
Author: smash
fix for cool down syncing for spells with the same spell line but different cool downs
(wouldn't happen with any standard spells that I know of, just for custom spells)
Revision: 2390
Author: Xinux
Update: Code clean up of manual building of packets to use the existing function.
Revision: 2391
Author: Xinux
Update: Fix for auto attacking non-attackable NPC's
Added: Changed all manual built packets of WS_ServerResponseMessage to use one function
Added: 480'ish Server Response packet defines
Revision: 2392
Author: Xinux
Update: Made Location ID easier to see in .spawn details
Revision: 2393
Author: smash
Implemented: pet targeting, initial health cost on spells, error messages when you don't have the resources to cast a spell
Tweaked: Changed the character POI save query to INSERT IGNORE
Revision: 2394
Author: smash
SetIsAttackable lua function
Revision: 2395
Author: smash
WS_ClientBardSaveSong and WS_ServerBardSaveSong
Revision: 2396
Author: Faux
Quick fix for GivePlayerDiplomacyCard to return a 1 or a 0 to the lua script.
Scripters will need this value to determine if the inventory card should be destroyed or not.
Revision: 2397
Author: smash
replaced all strerror calls with strerror_s
Revision: 2398
Author: smash
linux fixes
Revision: 2399
Author: Xinux
Update: Crash fix
Revision: 2400
Author: Xinux
Added: Quest ID will show after the quest name for easier redoing quests and reports.
Revision: 2402
Author: Xinux
Update: NPC's should now be able to follow other NPC's
Revision: 2403
Author: Faux
Some updates to targeting code.
Spell Chains, counters, rescues etc should now display properly.
Revision: 2404
Author: Xinux
Update: Follower movement should look better
Update: Commented out deadlock per Faux
Revision: 2405
Author: smash
more bard song structs
Revision: 2406
Author: Faux
Fixed mutex deadlock for removing effects on death. Removal of Tick Timers in the RemovePawnTimedEffects is commented out for now
since its redundant and can occasionally cause heap corruption (two routines trying to delete the same memory).
The Tick Timers will get cleaned up by the CheckSpellTickTimers routine anyway.
Revision: 2407
Author: Faux
Support for loading of npc default attributes from the database. Also added in some tuning of mob hp levels (See post in combat sub forum)
Revision: 2408
Author: Xinux
Added: Range attacks (bows/xbows etc etc) will no longer turn on auto attack.
Revision: 2409
Author: Xinux
Added: LFG Search should now return players that are LFG
Revision: 2410
Author: smash
Saving/loading for bard songs (no functionality as far as playing songs, just UI packets)
Tweaked DB code to allow for multiple queries in one shot
Revision: 2411
Author: Xinux
Added: PVP and IsPVP lua functions
Added: IsPVP() and PVP to UnrealPawn
Revision: 2412
Author: Xinux
Update: More tweaks to PVP
Update: Arena should be working now for PVP
Revision: 2413
Author: Xinux
Update: Fix for quest rewards not showing.
Revision: 2414
Author: Xinux
Added: Regen now takes the characters level in to account.
Added: Bindstones will mow have the intractable icon when you mouse over them.
Added: Movers will now take draw_scale values.
Added: Vendors will no longer buy Quest or No Sell items.
Updated: You will no longer be stuck in combat when a mob leashes.
Revision: 2415
Author: smash
re-ordering of item/quest loading
Revision: 2416
Author: smash
moved a bunch of loading function to WorldDatabase::LoadDataLists
Revision: 2417
Author: Xinux
Update: Shadow Step should no longer cause the global cool down.
Revision: 2418
Author: Xinux
Fixed: Mobs should no longer stand still when snared.
Revision: 2419
Author: Xinux
Update: Characters should no longer get stuck in combat if they aggro without attacking
Revision: 2420
Author: Xinux
Update: Random coin chance is now using a rule
Added: RandomItemChance and RandomCoinChance rules
vBulletin® v3.8.11, Copyright ©2000-2025, vBulletin Solutions Inc.