View Full Version : Vanguard Emu
Irreverent
07-27-2007, 03:36 AM
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.
Blakine
07-27-2007, 07:09 AM
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...
John Adams
07-27-2007, 07:53 AM
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.
image
07-28-2007, 07:52 AM
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.
mixxit
07-18-2010, 03:11 PM
lets get this going before it goes the way of mxo
http://vanguardemulator.wordpress.com/
Sepiniath
08-12-2010, 08:28 AM
This is one game that's in need of an emulator more than anything
dalamar1011
07-13-2011, 05:22 PM
Shameless bump, if someone can get a RIFT emu going surely something can be done for VG as well.
provocating
12-19-2011, 03:03 PM
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
John Adams
12-20-2011, 09:59 AM
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
provocating
12-20-2011, 10:30 AM
From what I read the other day, it is done, over, turned off.
Might had been this one.
http://www.tomshardware.com/news/Star-Wars-Galaxies-MMORPG-SOE-LucasArts-The-Old-Republic,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.
Expletus
12-29-2011, 02:12 PM
I'd give my left and right testicle for a vanguard EMU server. I'm that serious about it!
provocating
12-29-2011, 02:23 PM
I know, I mean with a good community it could actually turn out better than what was originally put out.
Expletus
12-30-2011, 12:31 AM
I agree 100%.
Amphitryon
01-03-2012, 05:29 PM
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.
provocating
01-03-2012, 06:08 PM
Yeah I was in shock when I heard they released the core and the client.
Expletus
01-13-2012, 07:14 PM
*bump*
Vanguard vanguard rah rah rah!!!! :-D
:D
Initial VG Login Work (http://www.toxic04.com/VG_Server.jpg)
Expletus
03-08-2012, 04:58 PM
!!!!!!!!!!!
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
provocating
03-12-2012, 05:01 PM
I think it is encrypted unless it contains your credit card information, then it is stored plain text :-)
LOL for instance here is a chat packet.
5b //seq
80 55 80 56 //ack
00 06
80 01
84 8b 09
00 00
00 3a 80 32 00 36 00 36 //tell
00 10 //space
00 11 //"
00 2c 80 30 00 36 80 34 80 39 80 39 00 3c //Xalissx
00 11 //"
00 10 //space
00 24 80 32 00 36 00 36 80 37 //Hello
00 00 80
Which is pretty straight forward same with character creation packets.
Tempest
03-13-2012, 04:39 PM
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 (http://mmoemulators.com/forum/index.php) . I'm going to have that section of the forum changed to at least be view-able to guests tonight.
Tempest
03-14-2012, 10:20 AM
Thank you.
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=LBb9GZFaND8&feature=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=bayarjC6uCY&feature=youtu.be
rhyotte
05-03-2014, 02:25 AM
Cool! Going to be watching this.
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
provocating
05-30-2014, 08:54 PM
Keep us updated on your excellent progress please.
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
rhyotte
06-30-2014, 08:53 PM
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
provocating
07-08-2014, 08:55 PM
How much longer until sunset of Vanguard?
The end of this month. Ugh to much to do not enough time.
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/download/file.php?id=621&mode=view
and had to throw this in.
http://vgoemulator.net/phpBB3/download/file.php?id=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.
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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 :oops:
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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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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/download/file.php?id=926&t=1
and the code to go along with it.
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.
http://vgoemulator.net/phpBB3/download/file.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=eGC3NNFSrYA&feature=youtu.be
This one will show training abilities from a trainer.
https://www.youtube.com/watch?v=JNGexew7Hec&feature=youtu.be
vildainn
12-02-2014, 09:08 AM
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.
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
provocating
01-04-2015, 09:30 AM
Thank you!
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/viewtopic.php?f=2&t=38&p=12458#p12458
provocating
04-30-2015, 02:53 PM
I remember playing in Vanguard the client was always laggy, I had completely badass hardware and it was still laggy. Is that the client?
Yea it's the client and how it handles spawns and such. The client lag was pretty good at sunset tho.
Here is some casting and spell animations Faux has been working on.
https://www.youtube.com/watch?v=WR7FMVcEmAA
New launcher is now live along with a complete character/account wipe since there has been so many schema changes most of the preexisting characters were not getting the benefit's of newly added features.
http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=1464
Melee combat is starting to take form thanks to Zippy.
https://www.youtube.com/watch?v=tmnme4KUm1g&feature=youtu.be
provocating
07-11-2015, 12:20 AM
That is pretty incredible.
A year ago.
http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=1594
rhyotte
08-02-2015, 02:10 PM
Book marked the site, just for grins.
Sorry it's been awhile since I have given a update but i think you will like this one.
-Updated code to cancel casting. Added code to remove a beneficial effect. Changing the buff structure to support how the client wants to remove a beneficial effect, reintroduced the stacking issue of buff icons. If you cast a high level buff and then try lower level buffs, it will block them. If you cast your buffs from lowest version to highest, it will only apply the highest buff, but it will still show the icons for the lower level buffs. Its just a display issue.
-Added attribute per level increase values
-Added support for short term buffs to the attribute code.
-Brought the NPC attribute code up the the same level as the PC code.
-Made NPCs have HPs based on their level.
-Initial implementation of encounter windows.
-Added allocation point handling (both adv and craft).
-Added in foundation for trading you get all the windows and can add items and coins just once both parties hit accept the windows disappear just nothing is added/deleted yet.
-Now have the following commands from the console Broadcast, Announce, Tell, Who, Kick, GetMOTD, SetMOTD, Shutdown [Time] [interval]
-Implemented basic Randomization of NPCs
Now for the good stuff which i expected to have something to show you long before now but the person that was suppose to be working on the system kept saying for weeks he was almost done but never showed us anything and then just disappeared. :(
So since the basic implementation of combat was done Zippyzee decided to work on the quest system so we can put our content people to work. So after two weeks i give you the first look at questing (still a work in progress). :)
https://youtu.be/0Xjx9AY55QM
Enjoy
provocating
08-30-2015, 02:31 PM
Any progress at all is exciting progress. You guys are making great momentum.
New progress video available.
https://www.youtube.com/watch?v=_Ofd8yy8_-Y
provocating
01-05-2016, 07:51 PM
Absolutely incredible the progress you guys have made.
Greeting's since it's time for a update figured I would give you some stats this time instead
of commit logs. Our content team has been kicking butt so this one is for them and all the
hard work they have been doing.
Following adventuring quests have been scripted per chunk
(Only Adventuring has been touched and some quest rewards still need to be added)
Bordinars Cleft - 67
Caial Brael - 29
Cliffs of Ghelgad - 23
Dahknarg - 73
Grimsea Watch - 6
Halgarad - 5
Hathor Zhi - 13
Isle of Dawn - 37
Khal - 70
Leth Nurae - 70
Lomshir - 41
Martok - 30
Shang Village - 12
Tursh Village - 44
Total - 520
Spawn scripts which include hailing, Quest dialog, Quest drops etc etc
Bordinars Cleft - 152
Caial Brael - 285
Cliffs of Ghelgad - 70
Dahknarg - 178
Grimsea Watch - 8
Halgarad - 12
Hathor Zhi - 17
Isle of Dawn - 39
Khal - 379
Leth Nurae - 99
Lomshir - 182
Martok - 405
Ocean Watch - 10
ShangVillage - 13
Tanvu - 335
Three Rivers Village - 8
TurshVillage - 335
Total - 2527
Spell scripts we just started working on not that long ago but they are coming along nicely.
I would like to personally thank everyone on the team for dedicating their free time to help bring
Vanguard alive again. Thank you
There was a concern brought up on another forum about us having limited data when it comes to combat and spells. This was my response to that concern.
Very concerned about combat and spells as you guys have EXTREMELY limited data.
Recreating VG combat, spells, and classes is entirely another.
Yes it is and I completely agree with you we probably never will get it exactly like live was and probably never will which i hate to admit but it is the truth. All we can go on is the data we have collected and the players input. The combat/class system is and will be the most difficult part of this project. There is so many little details that will have to be accounted for which we will try our best to replicate to the best of our abilities.
Our plan for a base line is to give NPC's access to the same spells PC's have (On top of any custom spells we create from log data) they will also have access to the same stats strength, intelligence, resists etc etc. We also are planning on adding the feature where if a mob is extremely resistance to one type of spell say fire and you hit it with a fire spell it could/will heal the mob instead. That is just one of the many vanguard features that we plan on implementing to bring the live feel back that people remember.
There is way to much on our road map to go over everything but I hope when everything is said and done it will be a game people will enjoy playing again.
Tyen05
05-10-2016, 06:52 PM
Good work bros.
Some quick notes of recent additions.
Harvesting is now live.
Bows/X-bows should work now but there is still a animation issue which we should have fixed soon.
Day/Night spawning has been implmented .
Minions have been added to a few classes just need to script the other classes. (Note currently only suport 1 minion up at a time).
Various distance checks have been added mo more hailing a mob from 1/2 a chunk away.
HP updates on your defensive target should be more consistant now.
More values have been made into rules for easier adjustments.
PC's should no longer be able to cast or use items while stunned
PC's should not be able to move while stunned or rooted
PC's should stop swinging if stunned while in combat
Fix for dead npc's turning into the walking dead and still attacking you.
Vendor buyback is now working.
Vendor bought items now sell back at 80% of the purchase price.
Item conversion is now working (turning logs into planks etc etc)
Updates..
http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=38&p=20368#p20368
Here is a few more since my last up update.
r2278
Added: Spell casting push back and spell interrupts when taking damage.
The more your spell gets pushed back the greater chance to be interrupted
Added: Casting() and IsCasting() LUA functions
Added: SetIsCasting() bool at the pawn level
Added: SpellInterruptBaseChance and SpellPushBackBaseChance rules
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r2280
enhanced water detection (can discern between swimming depth and just touching water now)
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r2281
Added: Pet's should only be able to attack attackable npc's
Added: Item charges should now be working correctly
Added: RemoveCharges() LUA function
Added: current_charges and max_charges are now loading/saving from character_items
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r2283
Added: Command .gminvis on/off
Added: Will not show on /who list unless GM or DEV when using GMInvis
Added: Will not replicate to other clients when using GMInvis
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Latest updates
http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=38&p=21633#p21633
All commit updates will now be posted to our website and updated every Monday.
http://vgoemulator.net/index.php?p=changelog
Change log has been updated Rev 2757 - 2859
http://vgoemulator.net/index.php?p=changelog
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.
Shiny151
10-19-2017, 02:27 PM
So apparently setting up your own Vanguard server has been suspended for a while now? Or is there an updated link for the server files?
Yes for now it is once most of the functionality is done it will be opened back up which will most likely be beta build.
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
Shiny151
01-03-2019, 01:07 PM
I've been keeping a watchful eye on VGO over the months. For those of you that are interested, the testing criteria has been updated merely weeks ago. Take a look at this thread.
https://www.vgoemulator.net/phpBB3/viewtopic.php?f=5&t=3002
Shiny151
08-17-2022, 11:32 AM
After more than three years I thought I'd swing back around and see what has developed here. Does anyone know if there'll ever be a point where folks can run their own Vanguard server?
Best
Vexyl
08-17-2022, 01:40 PM
I suggest joining their Discord to find out more information on the current state of the project. The invite URL is listed on their website.
Ikoparu
10-26-2022, 02:28 AM
so is this playable enough today?
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