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-   -   Vanguard Emu (https://www.eqemulator.org/forums/showthread.php?t=23271)

provocating 01-04-2015 09:30 AM

Thank you!

xinu 01-06-2015 11:57 PM

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.

xinu 01-30-2015 11:50 PM

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

xinu 04-10-2015 01:40 PM

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.

xinu 04-30-2015 02:49 PM

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

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?

xinu 04-30-2015 04:17 PM

Yea it's the client and how it handles spawns and such. The client lag was pretty good at sunset tho.

xinu 05-11-2015 04:30 PM

Here is some casting and spell animations Faux has been working on.

https://www.youtube.com/watch?v=WR7FMVcEmAA

xinu 06-20-2015 09:52 PM

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

xinu 07-10-2015 04:02 PM

Melee combat is starting to take form thanks to Zippy.

https://www.youtube.com/watch?v=tmnm...ature=youtu.be

provocating 07-11-2015 12:20 AM

That is pretty incredible.

xinu 08-01-2015 01:43 PM

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.

xinu 08-30-2015 02:28 PM

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.

xinu 01-05-2016 07:47 PM

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.

xinu 05-10-2016 06:15 PM

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:

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.

xinu 07-30-2016 11:44 PM

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)

xinu 08-18-2016 05:29 PM

Updates..

http://vgoemulator.net/phpBB3/viewto...p=20368#p20368

xinu 08-21-2016 04:56 PM

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
---------------------

xinu 10-19-2016 01:14 PM

Latest updates

http://vgoemulator.net/phpBB3/viewto...p=21633#p21633

xinu 03-22-2017 02:53 PM

All commit updates will now be posted to our website and updated every Monday.

http://vgoemulator.net/index.php?p=changelog

xinu 06-26-2017 11:56 AM

Change log has been updated Rev 2757 - 2859
http://vgoemulator.net/index.php?p=changelog

xinu 09-29-2017 01:22 PM

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?

xinu 12-06-2017 05:18 PM

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/v...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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