View Full Version : VGOEmulator Update
xinux
09-29-2017, 01:22 PM
Change log has been updated.
New revisions 2860 to 2983
http://vgoemulator.net/index.php?p=changelog
Currently updating the website so excuse the look please.
NecroP99
09-29-2017, 02:28 PM
I never played Vanguard - what's it all about? it came out during my video game dark period where I was doing stuff IRL
Danth
09-29-2017, 04:18 PM
Vanguard was in essence a larger, more expansive Everquest. The classes were better designed and there were so many dungeons--some hidden in out of the way places--that most players likely never saw the majority of them. It was probably the most ambitious role playing game of its kind, at least by the standards of a decade ago.
Unfortunately, it was also the most comprehensively broken video game I think I've ever played. Not a single system worked right 100% of the time. Absolutely nothing. Zoning didn't work right, combat didn't work right, spells didn't always work, crafting was sometimes glitchy, the client was full of memory leaks, and so forth. Playing Vanguard could be likened to the video game equivalent of death by a thousand cuts--no single glitch was necessarily severe enough to cause a player to ragequit, however over time the sheer unending glitchiness of the thing gradually wore people down. Vanguard was poorly managed, its studio was rife with internal turmoil, and the game was released when it was functionally a glorified alpha. That doomed it to failure before it ever had a fair chance. After the failure of the original studio, its second owners (Sony) immediately relegated it to the position of an unwanted problem, staffed mostly by inept rejects or new hires, in which condition it labored until finally being put out of its misery several years ago.
An emulated version might work a lot better than the original game since it's an entirely new host.
Danth
Fauxhawk
09-29-2017, 04:19 PM
I never played Vanguard - what's it all about? it came out during my video game dark period where I was doing stuff IRL
Vanguard was ahead of it's time I think. I played at launch till about 6 months in, then off and on for a year or so. Never made it to the endgame.
It's a true spiritual successor to EQ. The coolest thing about it imo was the different spheres - adventuring, crafting and diplomacy. Adventuring and crafting is pretty obvious, but the diplomacy was like it's own mini-game. You talked to NPC's and played a card game along with the conversion to influence things. At high end you could influence an entire city (aka zone wide buffage). There was supposed to be more with it but i don't think it was ever implemented.
It really was an amazing game that failed due to a poor launch and extensive system reqs for the time. Iirc, they ran out of funds towards the end of development and decided to launch early to make up funds in subs to finish the game. It didn't work out too well.
Thanks for the update Xinux, I'm really looking forward to when it's finished. Keep up the good work!
NecroP99
09-29-2017, 04:23 PM
So is this thing playable yet or is it still being developed? The EMU version that is
Faux and Danth really summed it up perfectly. Vanguard was my biggest heartbreak in a mmo. I followed it through development and was in line day 1 to pick up my collector's edition copy. I felt like it was the "real" Everquest 2. It was just so sad it was so buggy and eventually shut down.
It had real genuine potential. Ahead of its time perhaps.
Fauxhawk
09-29-2017, 05:44 PM
Faux and Danth really summed it up perfectly. Vanguard was my biggest heartbreak in a mmo. I followed it through development and was in line day 1 to pick up my collector's edition copy. I felt like it was the "real" Everquest 2. It was just so sad it was so buggy and eventually shut down.
It had real genuine potential. Ahead of its time perhaps.
I agree Evia. I also purchased the collector's edition, which I still have. It was an extremely ambitious game and they almost delivered.
One of the coolest things I remember was starting one of the Asiatic humans (was it Koji?) as a sk but in Vanguard were they called dread lords? dire lords? Something like that. The opening was the invasion of this island, it was like a fantasy inspired WWII pacific theater bit. Was really well done. Felt like my actions and decisions had impact in the world.
So is this thing playable yet or is it still being developed? The EMU version that is
I think you can create characters and mess around in some of the starting areas but that's about it for the present. http://vgoemulator.net/phpBB3/index.php for more infos.
AzzarTheGod
09-29-2017, 06:54 PM
Did these guys end up getting help on the DB? hopefully yes
xinux
09-30-2017, 05:19 PM
Nope it didn't pan out. :( We did get some help on a few other things tho.
AkashicRecord
09-30-2017, 07:24 PM
Wow, Vanguard. That was one that I wanted to work really badly, but overall it fell apart due to bugs and performance issues. I had the Collector's edition, and even still listen to the game music CD from time to time. I played for months after release, but it just was not panning out, and I actually went back to old EQ and started over with a new class...
Vanguard had tons of potential...probably too much, and it was far ahead of its time. The game engine was ultimately not suited for the game's design, and it never could have been. The game programmers were all simultaneously fired in their parking lot, too!
"...the staff of Sigil Games Online were told to meet in the parking lot at 4:30PM and to take with them what they would need for the rest of the day. The employees were told that the launch of the game had not gone well, the company was in financial trouble and they were selling the company to Sony Online Entertainment. Director of Production, Andy Platter, then told the employees 'You're all fired.'"
To be successful, Vanguard would have had to be released with the technology of NOW, but with the same atmosphere and hype of 10 years ago...
AzzarTheGod
10-04-2017, 05:47 PM
they made it smooth years ago, I just went to this site looks very very dead
is this even a real / online server?
how buggy is it?
how many people play?
chill bro
the devs are trying to stay motivated its a fuckton of work. VG was a much more complicated game than shit-ass Classic 1999 EQ emulation.
hard to believe i know.
Muggens
10-04-2017, 06:08 PM
Made a char on VG live server before finding p99 - ran around all alone untill I met a dude who told me they were shutting it down. Although a ghost town I was impressed by the game(similar feel as EQ, more so than Eq2)
AzzarTheGod
10-04-2017, 06:25 PM
Made a char on VG live server before finding p99 - ran around all alone untill I met a dude who told me they were shutting it down. Although a ghost town I was impressed by the game(similar feel as EQ, more so than Eq2)
its a better game than EQ, it just didnt get its time to shine.
VG should have been released in place of EQ2, with EQ2 becoming EQ3 (there is some demand for an EQ2 style game, but as a sequel to EQ1, it didnt work very well)
VG was the successor to EQ1, EQ2 then moves to EQ3. Everybody would have been happy.
AzzarTheGod
10-05-2017, 03:31 AM
Too much brown
Alright, so it had a lot of brown.
AzzarTheGod
10-05-2017, 04:50 PM
anyone answer my question? is that vanguard server online and playable?
not really
heyokah
10-06-2017, 10:15 AM
anyone answer my question? is that vanguard server online and playable?
You can create a toon and log in and killbeetles and whatnot but that's about it.
Sinadin
10-06-2017, 02:07 PM
max level Disciple, Blood Mage and Psionicist here - despite the bugs..this game was simply awesome ...Ancient Port Warehouse anyone?
Don't forget to announce it here, once it playable
xinux
12-06-2017, 05:12 PM
Change log has been updated and website/forums should look much better then it did before.
Revision 2984 - 3040
http://vgoemulator.net/index.php?p=changelog
You can create a toon and log in and kill beetles and whatnot but that's about it.
You can do a good bit more then that currently. :)
AenorVZ
12-08-2017, 12:27 AM
It really was an amazing game that failed due to a poor launch and extensive system reqs for the time.
Phenomenal game, bungled launch. I played through beta until shortly after the Ancient Port Warehouse release. I was the third-best geared tank in Xanit K'Ven (I was in Gruffer from Vallon Zek's crew from beta but we merged into XK when the PvP servers merged) when APW released but I took a second job doing videography for CBS. Warriors started off with the best agro but they were mercilessly nerfed and useless by APW.
xinux
01-02-2018, 03:30 PM
Changelog has been updated.
Rev 3041 - 3070
Cliff notes:
Crashing while chunking fixed (This is a big one been trying to track this down for a year now)
Npc spell lists
Push back with interrupt chance for melee damage on Npc spell casting
Guards will now assist against aggressive Npc's. If you aggro a non-aggressive mob and run to the guard they will not help you.
Many other fixes/additions.
https://www.vgoemulator.net/index.php?p=changelog
xinux
02-16-2018, 03:36 PM
Change log updated
Rev 3071 - 3138
Cliff Notes
Added Bard Songs (Some songs components still need to be scripted)
Added Voice and Instrument modifiers
Added Pickpocket
Added Forage
Added Loot messages to other group members
Loot bug hopefully fixed (Cannot loot without typing /endloot)
Fix for spell chains not triggering for all ranks
Can now get multiple levels at a time in the diplomacy sphere
Multiple bug fixes and added functionality
Work in Progress (Someone put me out of my misery ;) )
Code to support training crafting recipes from trainers
Crafting Table slots available are now based off your crafting level
Will now show what is missing when you click on a crafting recipe from your list
Can now get skill hits while crafting
Check to make sure you can use crafting station
Number of uses showing on recipes and loading from character recipe table
Sending and updating of number of uses for crafting recipes
Removal of crafting recipes when they hit 0 number of uses
Initial work on work orders
Ability to gain crafting experience
Handling of completing work orders. (Still have item reward and faction hits to workout)
Handling of abandoning work orders.
Full Change Log posted here
https://www.vgoemulator.net/index.php?p=changelog
xinux
04-12-2018, 11:17 PM
Another round of updates Rev 3166 - 3213.
Revision: 3213
Author: Xinux
Date: Thursday, April 12, 2018 7:03:07 PM
Message:
Added: Reload command for assembly options and recipes
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Revision: 3212
Author: Xinux
Date: Thursday, April 12, 2018 4:07:50 PM
Message:
Added: Sending of new assembly recipes to the client
Added: LUA Function AddAssemblyRecipe()
Added: Rogue poisons to show back on the assembly list
Update: Test command for assembly recipes
Update: Changed sending POI's from multiple if's to a while() statement
Updated: Struct File
SQL Update: Rev 3212 - Assembly options and recipes table.sql
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Revision: 3211
Author: Xinux
Date: Wednesday, April 11, 2018 10:32:29 AM
Message:
SQL Update: Rev 3209 - Crafting_results adjustment.sql added in stage_0 change
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Revision: 3210
Author: Xinux
Date: Wednesday, April 11, 2018 10:29:23 AM
Message:
Added: Option to allow multiple comma separated values for stage_0_id in crafting_results
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Revision: 3209
Author: Xinux
Date: Tuesday, April 10, 2018 4:09:39 PM
Message:
SQL Update: Rev 3209 - Crafting_results adjustment.sql
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Revision: 3208
Author: Xinux
Date: Tuesday, April 10, 2018 4:02:11 PM
Message:
Added: Initial work on Assembly
Updated: Had to change how crafting results were handled since crafting in VG is basically 3 different systems combined in to one
Update: Fix for action points going negative
Update: Fix for adjustments being calculated when adding a secondary ingredient to a recipe while crafting
Update: Struct File
SQL Update: Rev 3208 - Assembly_tables.sql
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Revision: 3207
Author: smash
Date: Friday, April 6, 2018 2:38:00 PM
Message:
Added a mutex around WorldCharacter::recipes, added_recipes, update_recipes
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Revision: 3206
Author: Xinux
Date: Thursday, April 5, 2018 9:28:57 PM
Message:
Update: Fix for vector erase going out of range
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Revision: 3205
Author: Xinux
Date: Wednesday, April 4, 2018 10:49:59 PM
Message:
Update: slight change to remove recipe function
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Revision: 3204
Author: Xinux
Date: Tuesday, April 3, 2018 5:01:23 PM
Message:
Update: NPC should now attack you once you reach -8000 faction
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Revision: 3203
Author: smash
Date: Tuesday, April 3, 2018 4:18:06 PM
Message:
compile fix
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Revision: 3202
Author: Xinux
Date: Tuesday, April 3, 2018 2:28:45 PM
Message:
Update: Fix to get the project to compile.
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Revision: 3201
Author: Xinux
Date: Tuesday, April 3, 2018 11:30:39 AM
Message:
Update: Fix for forms that are subclass specific
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Revision: 3200
Author: smash
Date: Monday, April 2, 2018 8:30:57 PM
Message:
Changed the lifecycle of Crafting
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Revision: 3199
Author: Xinux
Date: Monday, April 2, 2018 7:53:15 PM
Message:
Update: fix for complication description
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Revision: 3198
Author: Xinux
Date: Monday, April 2, 2018 7:06:10 PM
Message:
Added: NULL check on continue action function
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Revision: 3197
Author: Xinux
Date: Monday, April 2, 2018 9:37:20 AM
Message:
Update: Changed what level you get extra table slots
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Revision: 3196
Author: Xinux
Date: Sunday, April 1, 2018 5:01:55 PM
Message:
Update: Fixed training on Generic crafting trainers
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Revision: 3195
Author: Xinux
Date: Saturday, March 31, 2018 6:16:53 PM
Message:
Update: Ignore buyback items as available crafting items
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Revision: 3194
Author: Xinux
Date: Friday, March 30, 2018 8:48:05 PM
Message:
Updated: compile fixes
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Revision: 3193
Author: Xinux
Date: Friday, March 30, 2018 6:40:41 PM
Message:
Update: Fixed no available work order message showing when there is some
Update: Spelling error
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Revision: 3192
Author: Xinux
Date: Friday, March 30, 2018 6:27:04 PM
Message:
Update: Fix for skinning type mobs not aggroing
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Revision: 3189
Author: Xinux
Date: Thursday, March 29, 2018 11:49:03 PM
Message:
Update: Crafting item removal adjustment
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Revision: 3188
Author: Xinux
Date: Thursday, March 29, 2018 11:42:58 PM
Message:
Update: Turned on some logging
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Revision: 3187
Author: Xinux
Date: Thursday, March 29, 2018 11:37:52 PM
Message:
Update: Adjusted item quantity check while crafting
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Revision: 3186
Author: Xinux
Date: Thursday, March 29, 2018 11:09:46 PM
Message:
Update: Tweak to the crafting flow
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Revision: 3185
Author: Xinux
Date: Thursday, March 29, 2018 9:29:55 PM
Message:
Update: Fix for workorder window not showing.
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Revision: 3184
Author: Xinux
Date: Thursday, March 29, 2018 8:38:28 PM
Message:
Added: Reward to be used for quest turn in for introductory work order quest
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Revision: 3183
Author: Xinux
Date: Thursday, March 29, 2018 8:19:08 PM
Message:
Update: Added more types to show on your crafting table
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Revision: 3182
Author: Xinux
Date: Thursday, March 29, 2018 7:14:45 PM
Message:
Update: fix for being stuck in combat if someone else kills your target
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Revision: 3181
Author: Xinux
Date: Thursday, March 29, 2018 6:41:09 PM
Message:
Update: Workorder window will display even if you don't have any work orders.
Update: Reworking how invis is handled
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Revision: 3180
Author: Xinux
Date: Thursday, March 29, 2018 2:16:05 PM
Message:
Added: Workorders will not display till introductory quest is done
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Revision: 3179
Author: Xinux
Date: Thursday, March 29, 2018 10:46:17 AM
Message:
Updated: Change order of packets sent for crafting actions
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Revision: 3178
Author: Xinux
Date: Wednesday, March 28, 2018 3:36:01 PM
Message:
Update: Struct file
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Revision: 3177
Author: Xinux
Date: Wednesday, March 28, 2018 3:30:20 PM
Message:
Added: Crafting actions will now display the name of the missing item
Added: Some logging for complications
SQL Update: Rev 3177 - Crafting actions item name.sql
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Revision: 3176
Author: Xinux
Date: Wednesday, March 28, 2018 1:49:45 PM
Message:
Update: Fix for crafting table getting out of sync
Update: Can no longer select a recipe unless you have all the required tools/items
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Revision: 3175
Author: Xinux
Date: Tuesday, March 27, 2018 8:04:41 PM
Message:
Update: auto attack fix
Update: fix for group exp
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Revision: 3174
Author: Xinux
Date: Tuesday, March 27, 2018 4:54:00 PM
Message:
Added: Now clearing current complications when you succeed or fail crafting a item.
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Revision: 3173
Author: Xinux
Date: Tuesday, March 27, 2018 3:01:48 PM
Message:
Added: Learning crafting actions based off skill level
Updated: WorldCharacter::CheckSkillUpdate() to return true/false
SQL Update: Rev 3173 - Crafting learned actions.sql
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Revision: 3172
Author: Xinux
Date: Tuesday, March 27, 2018 10:18:04 AM
Message:
Added: Quantity based off action chosen if there is one.
SQL Update: Rev 3172 - Crafting Action updates.sql
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Revision: 3171
Author: Xinux
Date: Tuesday, March 27, 2018 9:26:08 AM
Message:
Update: Reworked auto attack toggle
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Revision: 3170
Author: Xinux
Date: Monday, March 26, 2018 9:23:38 PM
Message:
Update: updated return value
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Revision: 3169
Author: Xinux
Date: Monday, March 26, 2018 8:59:41 PM
Message:
Update: ops misspelled db query
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Revision: 3168
Author: Xinux
Date: Monday, March 26, 2018 8:57:11 PM
Message:
updated: SQL query
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Revision: 3167
Author: Xinux
Date: Monday, March 26, 2018 8:47:16 PM
Message:
Added: Level_required field for all sphere quests
Added: LUA function GetContinentByRace
Updated: Changed GetRaceID() calls to GetOriginalRaceId() where needed
SQL Update: Rev 3167 - Quest level_required.sql
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Revision: 3166
Author: Xinux
Date: Monday, March 26, 2018 7:18:09 PM
Message:
Update: fix for monk's jin not going past 5
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xinux
04-12-2018, 11:48 PM
Yes flying mounts work.
Darksinga
04-13-2018, 02:44 PM
I had too crappy of a PC to run VG on release. I think I logged in during a beta and never logged in again due to lag.
As I missed out on this game 100%, is there an ETA of when the player base can play even in a beta/aloha format?
I also have learned some C/Perl/Java along the way but not sure what kind of work needs to be done or it may be way over my head.
xinux
04-13-2018, 04:24 PM
Server is open to the public while we are working on it just don't get attached to your character cause it will be a wipe at some point.
Server back-end is C++ with scripting done in LUA.
Saludeen
04-13-2018, 09:23 PM
The bad looking art, target rings, floating combat text, animations, and WoW like quests are what ruin it for me. Can't have a dumb looking character that swings all awkward. Everquest graphics might be old but at least the characters look cool. And target rings / floating combat text / quest boxes ruin the immersion and feel of the world because they're artificial and out of place. Unfortunately Pantheon devs are making the same mistake too. But I sent Brad this image to try and change their mind:
https://i.imgur.com/wNZFSHB.jpg
Someone on their team is infecting the game with the modern MMO disease.
Vormotus
04-25-2018, 02:19 AM
Wow I loved this game back in the day!
I like everyone else here it seems, bought the Collectors Edition! And yes, I have on my car playlist the OST for it :)
Though I am fully engaged with P99 at the moment and due to time constraints can only play one game, I will definitely look this up in the future!
Wonder if it can run under Linux?
To all the people working on it a big hug and thanks!
And yes, it was the true successor to EQ1 ...
Necromancers there had so much awesome potential, specially with the undead golem like pets that you could further tweak with enhancements and the Necro spec tree focusing on Wratih Mode or Lich Mode.
Game was amazingly advanced and if it could have been given more time, resources it would have easily surpassed WoW.
All the classes had these incredibly original and awesome powers, I remember bards there were very fun due to the way you constructed songs plus the diplomacy game.
Amazing game, truly amazing game and a shame it went down that way.
I always remember it fondly
Bisonzabi
04-28-2018, 04:39 PM
I had too crappy of a PC to run VG on release. I think I logged in during a beta and never logged in again due to lag.
To be fair the game was horribly optimized and ran like shit either way. Even before it died my computer which I built in 2012 would stutter and hiccup during gameplay. One of the bigger problems of Vanguard's internal programming was that it didn't take advantage of things like Unreal's script management tools so everything was a giant spaghetti coded mess. Doesn't help that much of the game was shat out within a year and rushed to oblivion. I remember how the month of open beta went through multiple changes from testing flying mounts to revamping the GUI for diplomacy multiple times. God damn what a disaster launch was...and the game in general.
AzzarTheGod
04-28-2018, 04:42 PM
i had a decent rig n went beasta on it. it had some crashes n optimization trouble as well as teh group bug.
the group bug, not the graphics performance, was the biggest problem.
u'd get dropped off a grp np 100 times a session n have to regroup. took a long time to get fixed at launch. after that we kakked nauts.
AzzarTheGod
04-28-2018, 05:00 PM
i had a hot rig too i felt the memory leak was the smokinest problem with the game tho. i hated rebooting it connnnnnstantly.
brad eroded my friends trust in me. i took them to vg from wow. if id been there chillin w/ bigteeth iw ould have asked brad sad stuff emotional questions and tried to get really personal.
yeh i wuld b emotionally inappropriate w him for sure id tell him about ded family members
xinux
05-03-2018, 07:43 PM
Rev 3214 - 3227
Cliff Notes
Brotherhood System is now live
Getting stuck on loading screen when logging is mostly gone now. *Client being very picky on packet order*
Bag item restrictions have been implemented
Added some more checks on inventory space when trading, buying etc etc
Revision: 3227
Author: Xinux
Date: Thursday, May 03, 2018 3:21:16 PM
Message:
Added: Brotherhood's should now be working.
Added: Cleanup of brotherhoods on server start
SQL Update: Rev 3226 - Brotherhood character updates.sql
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Revision: 3226
Author: Xinux
Date: Monday, April 23, 2018 10:53:24 AM
Message:
Update: Fixed handling of trade window when no inventory space available
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Revision: 3225
Author: Xinux
Date: Friday, April 20, 2018 5:09:38 PM
Message:
Added: Container restrictions ie... No more non-ammo in your ammo bag
Added: Checking target character has enough open space when trading.
Updated: Should see less non-crafting items in your crafting table list
SQL Update: Rev 3225 - Item add item_fit.sql
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Revision: 3224
Author: OncaLupe
Date: Thursday, April 19, 2018 9:54:27 PM
Message:
Added Lua:AddQuestPrereqSubClass(Quest, Sub_Class)
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Revision: 3223
Author: OncaLupe
Date: Tuesday, April 17, 2018 10:17:52 AM
Message:
Fix for using .poicreate command for locations or chunks with special characters in them.
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Revision: 3222
Author: Xinux
Date: Monday, April 16, 2018 3:43:15 PM
Message:
Update: logging
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Revision: 3221
Author: Xinux
Date: Monday, April 16, 2018 3:22:24 PM
Message:
Update: More packet order work when logging in
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Revision: 3220
Author: Xinux
Date: Monday, April 16, 2018 2:05:00 PM
Message:
Update: Changed how items are initially sent to the client since it appears to want them in a certain order
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Revision: 3219
Author: Xinux
Date: Monday, April 16, 2018 11:02:40 AM
Message:
Update: Adjusted loading packet flow
Update: Replaced same values with defines.
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Revision: 3218
Author: smash
Date: Sunday, April 15, 2018 9:27:10 AM
Message:
Added timed assembly callbacks
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Revision: 3217
Author: Faux
Date: Sunday, April 15, 2018 7:05:32 AM
Message:
Function to remove all subclass spells from lua.
Check for whether a character is dead when they attempt to cast a spell. Some disciple reported being able to res himself after he died.
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Revision: 3216
Author: Xinux
Date: Saturday, April 14, 2018 10:15:35 PM
Message:
Update: Removed stack size from assembly component display window on icon.
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Revision: 3215
Author: Xinux
Date: Saturday, April 14, 2018 5:25:54 PM
Message:
Added: Couple of safety checks for invalid items
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Revision: 3214
Author: Xinux
Date: Friday, April 13, 2018 1:05:45 PM
Message:
Update: Fix for crafting results overwriting vector entry
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