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  #1  
Old 01-05-2016, 07:51 PM
provocating's Avatar
provocating
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Absolutely incredible the progress you guys have made.
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  #2  
Old 05-10-2016, 06:15 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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:
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.
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  #3  
Old 05-10-2016, 06:52 PM
Tyen05
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Join Date: Mar 2009
Location: eqbrowser.com
Posts: 309
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Good work bros.
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  #4  
Old 07-30-2016, 11:44 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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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  #5  
Old 08-18-2016, 05:29 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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Updates..

http://vgoemulator.net/phpBB3/viewto...p=20368#p20368
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  #6  
Old 08-21-2016, 04:56 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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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  #7  
Old 10-19-2016, 01:14 PM
xinu
Sarnak
 
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Posts: 67
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Latest updates

http://vgoemulator.net/phpBB3/viewto...p=21633#p21633
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  #8  
Old 03-22-2017, 02:53 PM
xinu
Sarnak
 
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Posts: 67
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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
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  #9  
Old 06-26-2017, 11:56 AM
xinu
Sarnak
 
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Posts: 67
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Change log has been updated Rev 2757 - 2859
http://vgoemulator.net/index.php?p=changelog
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  #10  
Old 09-29-2017, 01:22 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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.
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  #11  
Old 10-19-2017, 02:27 PM
Shiny151
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Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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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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  #12  
Old 12-06-2017, 05:18 PM
xinu
Sarnak
 
Join Date: Jan 2008
Posts: 67
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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
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  #13  
Old 01-03-2019, 01:07 PM
Shiny151
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Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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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
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  #14  
Old 08-17-2022, 11:32 AM
Shiny151
Hill Giant
 
Join Date: Jul 2009
Location: Indianapolis
Posts: 228
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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
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  #15  
Old 08-17-2022, 01:40 PM
Vexyl
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Join Date: Oct 2009
Location: U.S.A.
Posts: 197
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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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