Cool
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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 |
Thank you!
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Here is a few things added in the last two day's.
1. AFK will now show on the who list 2. Anon will now show you Anonymous on the who list 3. You can now set yourself or your target to GM/DEV with .setgm & .setdev same command will remove it. 3. Added [GM] and [DEV] tag in-front of your name in the who list. (If you think it looks better behind it i can move it.) 4. Sending a tell with either GM or DEV flag set will show (GM) after your name. (handled by the client) 5. Small visual change to the who list if you are set to GM or Dev the GM/DEV portion will now show in yellow the rest is still white. 6. Added in the option to inspect another player which should now populate with currently worn items. Also we should hopefully have movers (Doors, Elevators etc etc) on NT in the next few days. |
Been a little while since i did a video so figured it was about time.
This first one is showing off merchants, bank, and other misc details. https://www.youtube.com/watch?v=bftpJx2RIKE This one is showing off we are now sending forms along with the abilities. https://www.youtube.com/watch?v=ST15p0sSjq8 |
Just committed a new chunks table which should allow flying in all chunks so no more getting stuck when trying to take off. I had to enter a lot of values by hand so if you run into a chunk you have trouble flying in let me know the chunk ID or name and i'll take a look.
This will go live with the next update to NT which hopefully is tonight or tomorrow. |
Been a little bit since I've posted a update so here is a link to all of our commit comments for the past month.
http://vgoemulator.net/phpBB3/viewto...p=12458#p12458 |
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