Thread: Vanguard Emu
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  #36  
Old 08-28-2014, 04:21 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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.
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r641
Fixed another bug with factions. The count wasn't initialized. Updated the faction code to use the new DB column names.
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r640
Changed `value` column names in factions code. Added FactionInfoList.* to project files.
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r639
Attempt to fix compile issues on Windows.
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r638
Fixed some linux compile issues in UnrealActor.
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r637

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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 ...
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r635
added in struct for OP_ServerSlashCommand
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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.
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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.
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r632
Login: additional loggers Parser: Fixes to warnings World: Public binary commit
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r631
fixed typo in OP_ClientAccessObject struct
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r630
Camp command: Added robustness check vs invocation from clients with empty (null) characters, including added warnings to client and server console.
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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...
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r628
Changeing faction data names to all match
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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
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r626
Volt: New Telon DB as requested (possible camptimer character data issues)
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r625
Added `factions` table for Ratief (raw data, ignore the `faction_value` column, just for reference)
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r624
OP_ServerClearTarget2 & OP_ServerClearTarget3 for Volt
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r623
added OP_ClientOffensiveTargetOOR
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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".
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r621
Fixed two issues with command /hail.
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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.)
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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...
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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.
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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...
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r616
Dakadin: Quick fix to stop world crashing until we figure out the cause of the empty queue
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r615
Committing public binaries
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r614
Few more files to clean up.
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r613
New vgo_world.sql with Volt's `emotes` table, and cleaned out test data from `lua_script` table.
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r612
Linux fixes
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r611

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r610
Emotes RC 0.1
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r609
Emotes RC 0.1
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r608

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r607
Raw data through today's logs
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r606
C++ Parser changes Should parse just about everything now (except unreal)
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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 !!
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r604
proj files for the title list
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r603
Emotes: Implemented targeted emotes and broadcast to nearby characters. Emote: Minor rework and fix for broadcast to nearby characters.
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r602
another adjustment...
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r601
Changed the WS_Titles struct to be consistent with the other title structs.
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r600
Fixed some typos in the title db field names.
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r599
Fixed my mistake of using the wrong element names for the title structs.
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r598
Updated the title related opcodes.
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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.
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r596
another attempt at udp lockup fix
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r595
fixing my mistaken sln commit
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r594

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