Vanguard Emu
Ok, love the game...hate its state.
Its so going to be phased out soon, they're already offering free EQ2 with all expansions to subscribers who have canceled. Plus going for the 12 servers to 4. Its just going to be Matix/SWG low-income. I thought SoE just purchased it for its Intel Property. Anyway, I'd freaking love to get a emulator working on it. Because it has SO much ability. However, its only had one retail release and that was buggy beyond comprehension. So I think its going to be impossible until they supposed "re-release" in sept. |
Played the beta, never bought it. I thought since McQuad was part of it that it would be good, like the original Everquest. It did not deliver. Not surprised it is having difficulties.
But yeah, an emu might be cool... |
This is something I stumbled upon a while ago: http://vgoemu.com/
I can't say anything has been done, and I think Ramsey is busy with SWGEmu, but who knows. I'd love to see an early VGOEmu too since any dev on an emulator will far surpass the actual Public Alpha we've been playing. |
Sony isn't the type to shutdown a game, I think it will be a while before if they ever do shut it down. There is plenty of time to pull out an emulator in the future.
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This is one game that's in need of an emulator more than anything
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Shameless bump, if someone can get a RIFT emu going surely something can be done for VG as well.
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Yes, it would be nice. One of the problems with Vanguard in a whole is the client is somewhat clunky. When playing it live just recently, back in 9/2011 it was still slow on an i7 with an Nvidia Fermi
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Couple of us at EQ2Emulator have been looking into the initial work Ramsey (SWGEmu) had done. Nothing serious yet, just in our spare time.
If any dev types are interested in getting serious about it, let me know, otherwise it's just seeing what we can make happen. Hopefully we can get the ball rolling before the last server disappears. Or has it? hah |
From what I read the other day, it is done, over, turned off.
Might had been this one. http://www.tomshardware.com/news/Sta...lic,14300.html I am wondering, I know SWGEMU kind of had a reboot recently where they took a step back, way back and started over. I am guessing they are still in an infancy stage ? Just strange as long as that has been going that it is not at a higher stage of completion. |
I'd give my left and right testicle for a vanguard EMU server. I'm that serious about it!
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I know, I mean with a good community it could actually turn out better than what was originally put out.
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I agree 100%.
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Tbh, one is better off taking the Ryzom core and modifying it as opposed to emulating. I mean you have open source client, server, tools, and world editor.
Myself, I have been exporting assets from SWG and converting them for use in Ryzom Core (models, textures, heightmaps). Basically decided it was easier to create a new Star Wars MMO using the Ryzom Core and the now-dead SWG's object assets than to wait around for a server emulator for it (been 6 years now and still nothing of appreciable quality in that department) At least this way I am not gated, not limited by client licensing issues, or by having to wait on reverse engineering efforts, and get open source client/server code that gets updated along with the live code. Ryzom Core is almost like having a turn-key MMO development platform. Great if you want to make you own MMO (content-wise) but lack a stable full of C++ developers skilled in reverse engineering and a desire to work on your project. Instead a MMO project can be all about getting 3D modelers, scripters, world designers instead. |
Yeah I was in shock when I heard they released the core and the client.
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*bump*
Vanguard vanguard rah rah rah!!!! :-D |
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!!!!!!!!!!!
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Well from some more playing around the packets are kinda weird and from what i've noticed you can have the following.
You have some packets that are encrypted and some that are not it depends on what is in the packet. Packets can also contain plain text and encrypted data. I have also noticed in a packet you can have the acknowledgment at the start of a packet and at the end of a packet. Regardless been trying to figure out how they are handling the encryption but been unsuccessful since encryption is not my strong suit. So if anyone wants to take a crack at it be my guest. Going to be posting up all my finding/playing here and how to bypass the launcher and just use vgclient.exe to run the game later on. I also have the breakdown of the Hex -> Ascii map they use for chat packets posted up. http://mmoemulators.com/forum/viewforum.php?f=83 |
I think it is encrypted unless it contains your credit card information, then it is stored plain text :-)
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LOL for instance here is a chat packet.
Code:
5b //seq |
I would really like to look into this, but it tells me "You are not authorised to read this forum".
Is there a wait period after registration before viewing certain forums? |
Nope just tried it on my normal account and got there just fine make sure your logged in and try going to the main forum link MMOEmulators . I'm going to have that section of the forum changed to at least be view-able to guests tonight.
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Thank you.
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This is a hell of a bump but just wanted to give a update on the progress of the EMU so far. Since SoE decided it was going to close down Vanguard we decided to give it a go and we are making decent progress. We currently have a nice group of collectors running around packet collecting for us but we could use some more if anyone is interested.
Here is a video a made a week and half ago where we were hard coding spawns and randomly spawning 5 mobs whenever you logged in. https://www.youtube.com/watch?v=LBb9...ature=youtu.be Now we have it loading from our Database and i got the UI loading today on it's own. I plan on doing another video hopefully tomorrow of a spawned zone. |
And here is a updated video of spawns loaded from our database instead of being hard coded.
https://www.youtube.com/watch?v=baya...ature=youtu.be |
Cool! Going to be watching this.
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Just thought i would drop a update.
This is being able to see other players ingame. (still a little buggy) https://www.youtube.com/watch?v=hwseCeuk1yQ |
Keep us updated on your excellent progress please.
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In-game chat initial work has been committed and here is a little video of it in action.
https://www.youtube.com/watch?v=QAgmEm5j9Cg |
Cool
/10char |
Quick little update:
Added: Much better movement support (no more spawns appearing and disappearing while moveing) Added: Characters will now save and load more data from the Database Added Login: The char_lasteen timestamp will now be utilized when a character is saved world-side Changed: made world a bit less spammy on the logwrites Changed: re-enabled proximity spawning |
How much longer until sunset of Vanguard?
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The end of this month. Ugh to much to do not enough time.
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Picked up a new Developer Volt and we are still looking for more if anyone is interested.
Basic lua support is now in and a few commands have been added. http://vgoemulator.net/phpBB3/downlo...=621&mode=view and had to throw this in. http://vgoemulator.net/phpBB3/downlo...=574&mode=view |
Been awhile since a update sorry about that been busy.
Here are the major points factions have been introduced so NPC's should show the right color name now and character running/walking movement should be fluid now (Rotation still a little choppy tho). Emotes are in and working and offensive targets should show the right information along with characters having Titles now.. And here are the patch notes since the last update. r642 Common: Added 2 new log categories: LOG_TITLE, LOG_FACTION Parser: Fixed struct changes to titles and factions New VCProject files. --------------------- r641 Fixed another bug with factions. The count wasn't initialized. Updated the faction code to use the new DB column names. --------------------- r640 Changed `value` column names in factions code. Added FactionInfoList.* to project files. --------------------- r639 Attempt to fix compile issues on Windows. --------------------- r638 Fixed some linux compile issues in UnrealActor. --------------------- r637 --------------------- r636 Added basic faction functionality to WorldCharacter. ChunkServer now handles the OP_ClientNpcFaction opcode. Added 'factionset' and 'factionget' commands. More comment clean up for the title code. Added a basic say handler to LUA that lets ... --------------------- r635 added in struct for OP_ServerSlashCommand --------------------- r634 Cleaned up my title code a bit and added better (doxygen ready) comments to it. Moved the TitleInfoList into the WorldDatabase class so that it isn't a global anymore. Fixed a compiler warning in ConfigReader. --------------------- r633 Fixed a bug that caused the PacketStruct class to never load the last 2 bytes of data if the struct elements are 1 byte types. --------------------- r632 Login: additional loggers Parser: Fixes to warnings World: Public binary commit --------------------- r631 fixed typo in OP_ClientAccessObject struct --------------------- r630 Camp command: Added robustness check vs invocation from clients with empty (null) characters, including added warnings to client and server console. --------------------- r629 Quick fix to CampTimers to prevent world crash - still need root cause determined Added MaxMovementSpeed rule, default of 1500 Capped .speed command due to communication issues with players using ridiculous speed settings vs proximity spawn... --------------------- r628 Changeing faction data names to all match --------------------- r627 fixed the Packet struct 'WS_Unknown904' (type=2) (server) not found changed the opcodelist.h and just added the structs for faction that ratief needs --------------------- r626 Volt: New Telon DB as requested (possible camptimer character data issues) --------------------- r625 Added `factions` table for Ratief (raw data, ignore the `faction_value` column, just for reference) --------------------- r624 OP_ServerClearTarget2 & OP_ServerClearTarget3 for Volt --------------------- r623 added OP_ClientOffensiveTargetOOR --------------------- r622 Additions to HandleOffensiveTargetRequest: Offensive target portrait now hooks up to target level and target compass (direction and distance). Also a value for target dot color is added, but it is for now hardcoded to "white". --------------------- r621 Fixed two issues with command /hail. --------------------- r620 Implemented handler for right-click on actor. (Any right-click of a no-PC actor results in "hail" default action. Thus no fancy stuff yet.) --------------------- r619 Replication Movement Fluidity: Actors will now replicate fluidly, rather than jumping around. Walk/Run animations will show. Changes made to include Velocity in Movement Packet, changed velocity algorithm. What is NOT done is Actor Rotation... --------------------- r618 Added SendConnect() to Process(), section where tcp.reconnect() is called. This will send the proper TCP Connect packet to the Login Server, to properly re-establish connection after a Login Server crash. --------------------- r617 Made a few changes to how character info is set: -- Removed the character->Set stuff per the comment in SendPlayerInitPackets() ++ Moved those character->Set's to WorldDatabase::LoadCharacter() preparing for loading more character data from... --------------------- r616 Dakadin: Quick fix to stop world crashing until we figure out the cause of the empty queue --------------------- r615 Committing public binaries --------------------- r614 Few more files to clean up. --------------------- r613 New vgo_world.sql with Volt's `emotes` table, and cleaned out test data from `lua_script` table. --------------------- r612 Linux fixes --------------------- r611 --------------------- r610 Emotes RC 0.1 --------------------- r609 Emotes RC 0.1 --------------------- r608 --------------------- r607 Raw data through today's logs --------------------- r606 C++ Parser changes Should parse just about everything now (except unreal) --------------------- r605 SQL: Cleaned up spawn tables, added character_attributes and FKs to character tables *Noticed there was no title_id 600, so I made them Citizen (600) of VGOEmualtor (601, type 1) !! new vgo_world.sql !! --------------------- r604 proj files for the title list --------------------- r603 Emotes: Implemented targeted emotes and broadcast to nearby characters. Emote: Minor rework and fix for broadcast to nearby characters. --------------------- r602 another adjustment... --------------------- r601 Changed the WS_Titles struct to be consistent with the other title structs. --------------------- r600 Fixed some typos in the title db field names. --------------------- r599 Fixed my mistake of using the wrong element names for the title structs. --------------------- r598 Updated the title related opcodes. --------------------- r597 Adding my work to get titles working in game. I also cleaned up the character save/load functions a bit in preparation for for save/loading in the future. --------------------- r596 another attempt at udp lockup fix --------------------- r595 fixing my mistaken sln commit :oops: --------------------- r594 --------------------- r593 fixed a udpserver crash --------------------- r592 Renamed class _VoltDraftTickTimer to TickTimer --------------------- r591 Renamed class _VoltDraftTickTimer to TickTimer --------------------- |
Thanks to Volt's hard work, we have some basic NPC Dialogs working -- so well in fact, my cheeks hurt from smiling at being able to write a LUA script and click the options :) Bravo, Volt!
Everyone should come to Isle of Dawn on New Telon, and speak to Tan Fen Greatcloud. He has an interesting story to tell you! http://vgoemulator.net/phpBB3/downlo...php?id=926&t=1 and the code to go along with it. Code:
function spawn() And while we are posting progress, here is some more! It needs a little more work and then I have to clean out some stuff that doesn't belong in the starting abilities, implement the subclasses. http://vgoemulator.net/phpBB3/downlo...php?id=927&t=1 |
Been a little bit so bringing you guys some videos this time.
This video will show the following. Character creation Starting hotbar populated Starting abilities/racials populated Adding items to your inventory with preview Adding item to the correct equipment slot https://www.youtube.com/watch?v=eGC3...ature=youtu.be This one will show training abilities from a trainer. https://www.youtube.com/watch?v=JNGe...ature=youtu.be |
Awesome thanks Xinux!! Wish I knew more about the coding side of things to assist in the EQ2 and Vanguard Emulators. Was long time fan and huge contributor to both of them.
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Had our after Holiday/New Year meeting if you guy's want to read through it here is the chat log.
http://vgoemulator.net/phpBB3/viewtopic.php?f=38&t=1116 |
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