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 |
I remember playing in Vanguard the client was always laggy, I had completely badass hardware and it was still laggy. Is that the client?
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Yea it's the client and how it handles spawns and such. The client lag was pretty good at sunset tho.
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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=tmnm...ature=youtu.be |
That is pretty incredible.
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Book marked the site, just for grins.
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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 |
Any progress at all is exciting progress. You guys are making great momentum.
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Absolutely incredible the progress you guys have made.
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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. Quote:
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. |
Good work bros.
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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) |
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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 --------------------- r2280 enhanced water detection (can discern between swimming depth and just touching water now) --------------------- 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 --------------------- 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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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. |
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?
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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 |
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/v...php?f=5&t=3002 |
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 |
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.
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so is this playable enough today?
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