Vanguard - I don't give a fuck if it's dead, It's still brown as fuck (Download link in 1st post)

turbo

Molten Core Raider
1,238
106
Top 2 favorite MMO soundtracks hands down Hathor Zi and Celestial Ward areas. Both times that I retired from VG I fly in on the dragon into Hathor Zi for the final time and powered off my computer with the dark elf music playing and a hint of a tear in my eye.
 

turbo

Molten Core Raider
1,238
106
Code and assets had version control. The design tools, which I assume he is referring to, modified the SQL database directly so the designers had no available method to roll individual changes back or check the revision history. I'd like to think that I would have broken/changed many fewer items had I been able to diff the change instead of "submitting" blindly...then again, I was pretty green!
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25 USD for the name and address of the god damn moron that broke my Chaos Volley; best spell in 15 years of playing MMO's. Oh god the joys of being a guild leader and setting up heal/invuln rotations to keep my mass bombs of chaos volley going. BLM was the best class in any MMO from a design stand point (I 2 boxed one) but my love was with my chaos volley. I remember healing myself on my 2 box healer in APW because I couldn't trust the damn healers.
 

Cylus

Trakanon Raider
9
0
25 USD for the name and address of the god damn moron that broke my Chaos Volley; best spell in 15 years of playing MMO's. Oh god the joys of being a guild leader and setting up heal/invuln rotations to keep my mass bombs of chaos volley going. BLM was the best class in any MMO from a design stand point (I 2 boxed one) but my love was with my chaos volley. I remember healing myself on my 2 box healer in APW because I couldn't trust the damn healers.
The original Chaos Volley was never capped iteration/damage-wise (I solo'd the first Giant with it), which made it even more ridiculous.
 

Lunis

Blackwing Lair Raider
2,257
1,484
I remember the first month of launch killing Kronus because of Chaos Volley. And btw, the Temple of Kronus area where you had to float up to the top was the most frustrating thing I think I've ever done in an MMO... it was so fucking broken.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
It was Disciple's Inner Light. Each Disciple that had it was hitting the server an obscene amount of times per second dragging everything down. Yet again one of those issues where something probably looked great on Dev and Test, but got beyond borked going to Live servers.
Ahh lol man I remember us trying to fix it during raids on our side thinking it was buffs.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
@Emu guys, do you have to DL Vanguard and then use the launcher on your site? I know I deleted it a long time ago so I would have to probably torrent if so.
 
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@Emu guys, do you have to DL Vanguard and then use the launcher on your site? I know I deleted it a long time ago so I would have to probably torrent if so.
If you already have it installed, you just use the launcher on the site to point it to where Vanguard is located. If you don't have it installed, you'll need to get the files from someone (on the site). Just post and ask. They are still working out a way to distribute it without legal issues (will probably lead to torrenting).
 

Xinux

Lord Nagafen Raider
91
177
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..

rrr_img_74855.jpg



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
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ops:
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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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Hekotat

FoH nuclear response team
12,025
11,485
To whomever negged me, I was talking about the bot spam you retard.


Excellent updates!
 
6,216
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The only thing I didnt like was the KDQ dailies, I liked in essence the idea of the island and the rare loot that dropped there. I think it would have done much better like the rest of the game and they should have made is overland dungeons and put the loot on the bosses.

Dailies were the GD devil and still are
I pretty much had and did everything except KDQ dailies/KDQ quests.

From my experience they were unneeded.
 
1,268
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Code and assets had version control. The design tools, which I assume he is referring to, modified the SQL database directly so the designers had no available method to roll individual changes back or check the revision history. I'd like to think that I would have broken/changed many fewer items had I been able to diff the change instead of "submitting" blindly...then again, I was pretty green!
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Wow that is unbelievable. I've worked on several projects with an SQL database and it is maybe slightly harder than trivial to put SQL in version control:

- 1-click batch file to write your database to sql files
- 1-click batch file create the database locally from the sql files
- then you can create, modify, and test a copy of the database locally, put the sql backup file in version control, and diff the sql files before you submit

Note that doesn't solve concurrent development issues, but all that takes is some forethought in table backup file layout and maybe a simple locking system. All tools writing directly to the live database is just seems inconceivable ...
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Elidroth_sl

shitlord
350
0
Wow that is unbelievable. I've worked on several projects with an SQL database and it is maybe slightly harder than trivial to put SQL in version control:

- 1-click batch file to write your database to sql files
- 1-click batch file create the database locally from the sql files
- then you can create, modify, and test a copy of the database locally, put the sql backup file in version control, and diff the sql files before you submit

Note that doesn't solve concurrent development issues, but all that takes is some forethought in table backup file layout and maybe a simple locking system. All tools writing directly to the live database is just seems inconceivable ...
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It wasn't writing to the live DB, but to the beta/dev DB which was then copied to live servers for a patch. I haven't looked at the tools in awhile, but I don't think we even had a flagging system to keep stuff from being propagated out that wasn't ready yet. Maybe we did.. I'll have to fire up the design tool and take a look tomorrow.
 
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It wasn't writing to the live DB, but to the beta/dev DB which was then copied to live servers for a patch. I haven't looked at the tools in awhile, but I don't think we even had a flagging system to keep stuff from being propagated out that wasn't ready yet. Maybe we did.. I'll have to fire up the design tool and take a look tomorrow.
While you're at it, you could always snag and donate some other tools and whatnot to help speed things along.
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Korrupt

Blackwing Lair Raider
4,832
1,228
PM me if you find a good torrent link, I didnt look hard but wasnt able to find it with a quick look.