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  #31  
Old 06-30-2014, 08:53 PM
rhyotte
Hill Giant
 
Join Date: Jul 2012
Location: Oklahoma
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Cool

/10char
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  #32  
Old 07-08-2014, 08:44 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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
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  #33  
Old 07-08-2014, 08:55 PM
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provocating
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How much longer until sunset of Vanguard?
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  #34  
Old 07-08-2014, 11:08 PM
xinu
Sarnak
 
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Posts: 67
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The end of this month. Ugh to much to do not enough time.
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  #35  
Old 07-29-2014, 05:29 PM
xinu
Sarnak
 
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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.





and had to throw this in.


http://vgoemulator.net/phpBB3/downlo...=574&mode=view
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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.
---------------------
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.
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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...
---------------------
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)
---------------------
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.)
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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...
---------------------
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
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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...
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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.
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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.
---------------------
r596
another attempt at udp lockup fix
---------------------
r595
fixing my mistaken sln commit
---------------------
r594

---------------------
r593
fixed a udpserver crash
---------------------
r592
Renamed class _VoltDraftTickTimer to TickTimer
---------------------
r591
Renamed class _VoltDraftTickTimer to TickTimer
---------------------
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  #37  
Old 11-04-2014, 06:21 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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!




and the code to go along with it.

Code:
function spawn()
end

function opening_dialog(NPC, PC)
   OpeningDialog = GetDialog(NPC, PC)
   SetDialogGreeting(OpeningDialog, "Tan Fen Greatcloud says, \"Ahh! Thank you so much for answering our call for aid. I am Tan Fen Greatcloud, and I humbly welcome you to the Isle of Dawn.\"")
   AddDialogOption(OpeningDialog, "Can you tell me about the VGOEmulator Project?", "VGOAbout")
   AddDialogOption(OpeningDialog, "No, I am busy.", "DialogPCDeclined")
   CommitDialog(OpeningDialog, PC)
end

function VGOAbout(NPC, PC)
   CustomDialog = GetDialog(NPC, PC)
   SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"There has been no greater adventure known in all the world than trying to reconstruct a world from our fleeting memories! Those involved in this project are true heroes, indeed.\"")
   AddDialogOption(CustomDialog, "Who are these heroes?", "VGOHeroes")
   CommitDialog(CustomDialog, PC)
end

function VGOHeroes(NPC, PC)
   CustomDialog = GetDialog(NPC, PC)
   SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud smiles and says, \"You have not heard of the great and powerful Volt? Who has brought you these amazing dialogs so you can speak with me? Surely you have.\"")
   AddDialogOption(CustomDialog, "What about the others? They must have done something too!", "VGOOthers")
   CommitDialog(CustomDialog, PC)
end

function VGOOthers(NPC, PC)
   CustomDialog = GetDialog(NPC, PC)
   SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud exclaims, \"Of course! John, Xinux and Scatman brought the world into being. Xen unraveled the mysteries of my very existence. Ratief determined your titles and whether or not I even like you with Factions! Not to mention those seekers of data who risked their very lives to bring you the world you see before you.\"")
   AddDialogOption(CustomDialog, "Tell me about the Data Collectors!", "VGOCollectors")
   AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined")
   CommitDialog(CustomDialog, PC)
end

function VGOCollectors(NPC, PC)
   CustomDialog = GetDialog(NPC, PC)
   SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud holds his head in reverence, \"Ah, the Collectors! They were sent out into the world to discover all of Telon's secrets and return them to John, who used their discoveries to resurrect the world you know as New Telon!\"")
   AddDialogOption(CustomDialog, "Tell me about VGOEmulator again!", "VGOAbout")
   AddDialogOption(CustomDialog, "Tell me about those Heroes again!", "VGOHeroes")
   AddDialogOption(CustomDialog, "Tell me about those Others again!", "VGOOthers")
   AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined")
   CommitDialog(CustomDialog, PC)
end

function DialogPCDeclined(NPC, PC)
   CustomDialog = GetDialog(NPC, PC)
   SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"I'll be right here when you wish to speak again. Farewell.\"")
   CommitDialog(CustomDialog, PC)
end

function DialogNPCDeclined(NPC, PC)
   NpcSay(PC, "Tan Fen Greatcloud says, \"Come back when you have gained more experience.\"")
   CloseDialogWindow(PC)
end

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.

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  #38  
Old 11-20-2014, 05:13 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
Default

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
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  #39  
Old 12-02-2014, 09:08 AM
vildainn
Fire Beetle
 
Join Date: Apr 2014
Posts: 1
Default

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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  #40  
Old 01-03-2015, 10:18 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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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  #41  
Old 01-04-2015, 09:30 AM
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provocating
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Thank you!
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  #42  
Old 01-06-2015, 11:57 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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.
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  #43  
Old 01-30-2015, 11:50 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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
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  #44  
Old 04-10-2015, 01:40 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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.
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  #45  
Old 04-30-2015, 02:49 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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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