Vanguard - I don't give a fuck if it's dead, It's still brown as fuck

Discussion in 'MMO Emulators' started by TheYanger, Jul 30, 2016.

  1. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    I can get the Inquisitor to show up on character creation but that is about it and without access to the client source I doubt it will happen cause from my digging around in the client they didn't get much further then that.
     
  2. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    So the more I started digging into how they did POI's the more it was a mess so i decided to redesign the POI system and wanted some input.

    As you can see i'm breaking it down by sphere -> region -> chunk -> poi instead of it being all over the place on live.

    newpoi.jpg
     
    • Like Like x 3
  3. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    Got any more updates? When do you think we could play with a mostly working game? 1 year? 2 years?
     
  4. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    Update time

    Revision: 2284
    Author: Xinux
    Date: Sunday, August 21, 2016 4:25:20 PM
    Message:
    Update: Fix for characters not able to start in there home town.


    Revision: 2285
    Author: Xinux
    Date: Sunday, August 21, 2016 8:48:45 PM
    Message:
    Added: GetPhysics() and SetPhysics() LUA Functions
    Added: Two structs


    Revision: 2286
    Author: smash
    Date: Sunday, August 21, 2016 11:12:40 PM
    Message:
    removed some spammy physics loggers I left in by mistake


    Revision: 2287
    Author: smash
    Date: Monday, August 22, 2016 1:21:12 AM
    Message:
    probable fix for a reported bug with SpawnNPC


    Revision: 2288
    Author: Xinux
    Date: Monday, August 22, 2016 10:35:32 AM
    Message:
    Added: SeeInvis() and SeeStealth() checks to CheckSpawnAggro() function
    SQL UPDATE: \vgoemu\trunk\dev\test_data\Rev 2288.sql


    Revision: 2289
    Author: Xinux
    Date: Monday, August 22, 2016 5:41:10 PM
    Message:
    Change: POI now send using location_id instead of sequence
    Added: RemovePOI() LUA function will no remove the poi


    Revision: 2290
    Author: zippyzee
    Date: Tuesday, August 23, 2016 4:31:04 AM
    Message:
    Work in progress on the parser.


    Revision: 2291
    Author: Xinux
    Date: Tuesday, August 23, 2016 1:21:22 PM
    Message:
    Added: POI remove message


    Revision: 2292
    Author: Xinux
    Date: Tuesday, August 23, 2016 1:38:17 PM
    Message:
    Update: Fix for the empty space in the locations tab for IOD that was never fixed on the live server.


    Revision: 2293
    Author: zippyzee
    Date: Wednesday, August 24, 2016 6:23:25 AM
    Message:
    Updates to handle multiple quest/objective updates per parley.


    Revision: 2294
    Author: zippyzee
    Date: Wednesday, August 24, 2016 6:24:25 AM
    Message:
    Database changes to handle multiple quest/objective updates per parley.


    Revision: 2295
    Author: zippyzee
    Date: Wednesday, August 24, 2016 11:26:56 AM
    Message:
    POI are now removed after a quest is completed. Update to NPCLocationProximity lua function to add chunk id to the coordinates.

    Revision: 2296
    Author: Xinux
    Date: Wednesday, August 24, 2016 1:47:09 PM
    Message:
    Update: Changed POIList::SendSinglePOI to always show in the compass when sent.
    SQL UPDATE: Change to parley_quests table and update to poi_locations
    \vgoemu\trunk\dev\test_data\Rev 2295.sql


    Revision: 2297
    Author: Xinux
    Date: Wednesday, August 24, 2016 3:51:03 PM
    Message:
    Added: StealthBreakCheck() function
    Update: Rogues know have it's own check for breaking stealth
    Added: Bool to send remove message for RemovePOI() function
    Added: New rule StealthBreakBaseChance
    SQL UPDATE: New Rule \vgoemu\trunk\dev\test_data\Rev 2297.sql


    Revision: 2298
    Author: zippyzee
    Date: Thursday, August 25, 2016 11:04:48 AM
    Message:
    Deleting POI from database for characters is now working. Quest system should check for other quests that still need POI before removing them. Minor change to icons to fix behavior on abandoned quests.


    Revision: 2299
    Author: Xinux
    Date: Thursday, August 25, 2016 11:53:50 AM
    Message:
    Update: Target character valid check


    Revision: 2300
    Author: Xinux
    Date: Thursday, August 25, 2016 3:55:48 PM
    Message:
    Update: Fix for animations not playing on the very first spawn.


    Revision: 2301
    Author: smash
    Date: Sunday, August 28, 2016 4:44:18 AM
    Message:
    Added: Saving of spell cooldowns to the database
    Added: A rule for the time threshold for the above feature
    Changed: (experimental) Reordered chunk startup slightly to allow for faster client UDP connections
    Added: Hooked into the item charge consumption system Xinux figured out
    Added: DB table and new rule
    Added: Some unreal rotation math
    Fixed: When beginning a harvest the selected tool will now auto equip into the player's inventory
    Changed: Spell cooldowns are applied after the spell is actually cast instead of at cast time for non instant spells (need confirmation this is right but think so)


    Revision: 2302
    Author: smash
    Date: Sunday, August 28, 2016 4:51:38 AM
    Message:
    forgot a common file


    Revision: 2303
    Author: smash
    Date: Sunday, August 28, 2016 5:02:36 AM
    Message:
    Fixed a compiler warning I didn't get on my machine


    Revision: 2304
    Author: smash
    Date: Sunday, August 28, 2016 5:21:43 AM
    Message:
    couple minor cooldown related UI fixes (last commit for this i swear!)


    Revision: 2305
    Author: smash
    Date: Sunday, August 28, 2016 9:08:12 PM
    Message:
    Added: combat wear preference will now be set when entering combat
    Fixed: a bug related to harvesting skill-ups
    Added: players will now dismount when beginning to harvest


    Revision: 2306
    Author: Xinux
    Date: Monday, August 29, 2016 9:46:34 AM
    Message:
    Update: Change to region_id's to account for new layout


    Revision: 2307
    Author: Xinux
    Date: Monday, August 29, 2016 3:36:35 PM
    Message:
    Added: Able to spawn vanity pets


    Revision: 2308
    Author: Xinux
    Date: Monday, August 29, 2016 4:14:30 PM
    Message:
    Update: Fixed ID not storing correctly.


    Revision: 2309
    Author: smash
    Date: Monday, August 29, 2016 10:24:18 PM
    Message:
    null client check for recent crash


    Revision: 2310
    Author: Xinux
    Date: Tuesday, August 30, 2016 9:02:27 AM
    Message:
    Update: struct work


    Revision: 2311
    Author: zippyzee
    Date: Wednesday, August 31, 2016 8:50:35 AM
    Message:
    Saving/loading diplomacy decks should work correctly, as well as saving and making changes to the default-loaded hand. Added Lua command to add a diplomacy card to a character.


    Revision: 2312
    Author: zippyzee
    Date: Wednesday, August 31, 2016 12:51:00 PM
    Message:
    Characters should change into the proper clothing for crafting and diplomacy now.


    Revision: 2313
    Author: zippyzee
    Date: Thursday, September 01, 2016 10:53:08 AM
    Message:
    Better quest overhead icon handling--gives precedence to turnin icons and should eliminate some double icon issues.


    Revision: 2314
    Author: zippyzee
    Date: Thursday, September 01, 2016 1:22:55 PM
    Message:
    Very minor struct update.


    Revision: 2315
    Author: zippyzee
    Date: Thursday, September 01, 2016 1:23:27 PM
    Message:
    Better handling of re-hailing after accepting quest if there are other quests available.


    Revision: 2316
    Author: smash
    Date: Thursday, September 01, 2016 9:21:16 PM
    Message:
    linux compile fixes


    Revision: 2317
    Author: smash
    Date: Saturday, September 03, 2016 11:31:24 PM
    Message:
    fix for the parley callback crash


    Revision: 2318
    Author: smash
    Date: Sunday, September 04, 2016 10:26:07 PM
    Message:
    fix for a crash in .spawn combine


    Revision: 2319
    Author: Xinux
    Date: Monday, September 05, 2016 11:57:31 AM
    Message:
    Update: OP_ServerUpdateItem struct
    Changed: Invul() check in combat to apply for both NPC/PC
    Added: Items will now be marked soulbound as soon as you accept
    Update: IsInvulnerable and Invulnerable LUA functions apply to NPC/PC
     
    • Like Like x 2
  5. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    Continued..

    Revision: 2320
    Author: Xinux
    Date: Monday, September 05, 2016 4:59:13 PM
    Message:
    Added: QuestRemove() LUA function


    Revision: 2321
    Author: smash
    Date: Monday, September 05, 2016 7:47:24 PM
    Message:
    Added code to the harvesting process so that if a client/player pointer goes bad that player is removed from the harvest
    Increased the limit of packets sent per writer thread iteration per client since we send so many packets at once, to reduce latency


    Revision: 2322
    Author: smash
    Date: Wednesday, September 07, 2016 4:54:28 PM
    Message:
    added a mutex around SGOUnrealPawn::factions


    Revision: 2323
    Author: Xinux
    Date: Thursday, September 08, 2016 3:15:05 PM
    Message:
    Update: No more annoying sound when starting to eat


    Revision: 2324
    Author: smash
    Date: Sunday, September 11, 2016 9:45:13 AM
    Message:
    attempted fix for hailing Golden UI mobs


    Revision: 2325
    Author: smash
    Date: Sunday, September 11, 2016 10:50:21 PM
    Message:
    format crash fix


    Revision: 2326
    Author: smash
    Date: Monday, September 12, 2016 1:15:20 AM
    Message:
    Tweaked how the Lua require root directory is set.
    other minor adjustments


    Revision: 2329
    Author: smash
    Date: Monday, September 12, 2016 3:53:33 AM
    Message:
    hardset the base Lua directory in the Lua source because app verifier was still complaining after other attempted modifications


    Revision: 2330
    Author: smash
    Date: Monday, September 12, 2016 5:37:12 AM
    Message:
    couple more locked NPC interaction fixes
    fixed turn_in text being sent to the quest journal window after logging in with a quest that has all objectives complete but has not been turned in


    Revision: 2331
    Author: smash
    Date: Tuesday, September 13, 2016 9:14:10 PM
    Message:
    harvesting fix


    Revision: 2332
    Author: Xinux
    Date: Wednesday, September 14, 2016 1:07:25 PM
    Message:
    Added: GM/Dev will only get the message when clicking on a object with it's ID.
    Added: Trying to loot while already looting you will now get a error message instead of a lua error.


    Revision: 2333
    Author: smash
    Date: Thursday, September 15, 2016 1:12:59 AM
    Message:
    Fixed some MSVC code analysis findings


    Revision: 2334
    Author: Xinux
    Date: Thursday, September 15, 2016 6:43:10 PM
    Message:
    Fixed: No more double cooldown when casting.


    Revision: 2335
    Author: smash
    Date: Saturday, September 17, 2016 12:18:15 PM
    Message:
    harvesting tools will now auto-equip while in use


    Revision: 2336
    Author: smash
    Date: Saturday, September 17, 2016 1:04:01 PM
    Message:
    Threaded loading at startup (can be made faster but seems good enough for now)


    Revision: 2337
    Author: smash
    Date: Monday, September 19, 2016 5:13:09 AM
    Message:
    Added the .reset cooldowns command


    Revision: 2338
    Author: Xinux
    Date: Thursday, September 22, 2016 10:06:57 AM
    Message:
    Added: dot component of a root spell should not break it's own root.
    Added: Root has a chance to break on it's own now.
    Update: Spell cooldown should only be sent if the cast time is greater then 2 seconds


    Revision: 2339
    Author: Xinux
    Date: Friday, September 23, 2016 1:31:36 PM
    Message:
    Update: Change to root dot check since lua spell is not always valid.


    Revision: 2340
    Author: smash
    Date: Saturday, September 24, 2016 9:30:23 AM
    Message:
    added the **CHARACTERGENDERPOSSESSIVE** quest text token by request


    Revision: 2341
    Author: smash
    Date: Sunday, September 25, 2016 8:39:25 PM
    Message:
    .reload movers rework


    Revision: 2342
    Author: smash
    Date: Sunday, September 25, 2016 8:51:22 PM
    Message:
    fixed a m_CharQuests deadlock


    Revision: 2343
    Author: Xinux
    Date: Monday, September 26, 2016 2:38:36 PM
    Message:
    Update: Speed bonuses should now also add in to the movement reduction when casting
    Added: New Rule CastingMovementRestriction


    Revision: 2344
    Author: smash
    Date: Wednesday, September 28, 2016 11:18:55 AM
    Message:
    missing return on a null check


    Revision: 2345
    Author: smash
    Date: Thursday, September 29, 2016 10:51:56 PM
    Message:
    Reworked a large portion of MasterSpawnList and supporting functions to make it more thread safe
    Added a couple SpawnUtil functions for calculating relative yaw


    Revision: 2346
    Author: smash
    Date: Friday, September 30, 2016 1:36:13 PM
    Message:
    Added: linked aggro groups (grab the SQL file)
    Revamped the IsFlanking Lua function


    Revision: 2347
    Author: smash
    Date: Saturday, October 01, 2016 11:10:56 AM
    Message:
    GetRelativeAngleYaw function


    Revision: 2348
    Author: smash
    Date: Saturday, October 01, 2016 7:16:02 PM
    Message:
    Fixed a typo in GetRelativeAngleYaw (whoops)


    Revision: 2350
    Author: Faux
    Date: Saturday, October 01, 2016 7:57:44 PM
    Message:
    Deleting and replacing the EffectsList.cpp/.h files because I don't want to verify all the changes made it successfully. Recommitting the fully modified files momentarily.


    Revision: 2351
    Author: Faux
    Date: Saturday, October 01, 2016 8:07:54 PM
    Message:
    Rewrite to how pawn effects are stored. Duration effects will now be applied through either detrimental or beneficial functions rather than being stored separately. This will require a rewrite of some DoT and HoT scripts.


    Revision: 2352
    Author: Faux
    Date: Tuesday, October 04, 2016 10:42:45 AM
    Message:
    Giving NPCs default stats and attributes. We'll probably eventually want multiple default profiles in the database, but this will get us started. NPCs can now be buffed/debuffed via spells instead of getting errors when you try it.

    I wouldn't be surprised if a bunch of the default values are incorrect, so please take a look at them and make changes as necessary. Hopefully Ratief can check them out to make sure I am initializing stats correctly.


    Revision: 2353
    Author: Faux
    Date: Wednesday, October 05, 2016 2:04:35 PM
    Message:
    Iterated wrong loop size so it was only adding 4 of the resistances. All 13 should be available now.


    Revision: 2354
    Author: smash
    Date: Wednesday, October 05, 2016 10:24:15 PM
    Message:
    Fix for linked aggro (had to apply the default aggro radius for non-aggro npcs)
    Added a simple timer/check to track when a player has an active AccessTimer.. will probably need more tracking for interrupts and such later


    Revision: 2356
    Author: Xinux
    Date: Thursday, October 06, 2016 2:05:26 PM
    Message:
    Added: Will now get the release box if you are dead when you log in.
    Added: You will no longer be alive if you log out dead.
    SQL Update: vgoemu\trunk\dev\test_data\Rev 2356.sql



    Revision: 2357
    Author: smash
    Date: Friday, October 07, 2016 10:23:52 PM
    Message:
    fixed a few small safety issues in tcp/socket code


    Revision: 2358
    Author: Faux
    Date: Saturday, October 08, 2016 7:51:27 PM
    Message:
    Invis break timer code. Commented out in CheckInvisBreak lua function for causing a deadlock currently.


    Revision: 2359
    Author: smash
    Date: Saturday, October 08, 2016 9:01:29 PM
    Message:
    Mutexing changes for m_spell_timers


    Revision: 2360
    Author: smash
    Date: Monday, October 10, 2016 12:08:34 PM
    Message:
    deadlock fix


    Revision: 2361
    Author: smash
    Date: Monday, October 10, 2016 12:21:15 PM
    Message:
    crash fix (invalid caster, from the NT crash thread)


    Revision: 2362
    Author: smash
    Date: Monday, October 10, 2016 7:09:31 PM
    Message:
    fix for likely memory corruption when connecting to an ipv6 address


    Revision: 2363
    Author: Xinux
    Date: Friday, October 14, 2016 2:21:57 PM
    Message:
    Added: BlockPlayers LUA function.


    Revision: 2364
    Author: Ratief
    Date: Monday, October 17, 2016 8:50:29 AM
    Message:
    -Fixed compile errors on Linux.
    -Fixed the display of armor class in the client.


    Revision: 2365
    Author: smash
    Date: Tuesday, October 18, 2016 6:35:45 PM
    Message:
    **Add lua.hpp to your build list!!!**
    Now compiling Lua as C++ code instead of C
    Overriding the Lua panicking function with one I wrote


    Revision: 2366
    Author: smash
    Date: Tuesday, October 18, 2016 7:45:35 PM
    Message:
    SetHarvestingID Lua function
    Tweaked when harvesting becomes available for skinnable NPCs


    Revision: 2367
    Author: Xinux
    Date: Wednesday, October 19, 2016 9:38:39 AM
    Message:
    Added: NPC's now regen HP
    Added: Pet's now regen HP
    Added: Packet struct to update pet health bar
    Added: defensive/offensive target bar should now update on regen ticks
    Added: Pet health bars should now update in combat and during regen ticks
    Added: Player pets are now using EntityBitmaskPet
    Added: Pet's owner will now be put in combat and added to the NPC hate list
    Added: Pet UI window should now go away when your pet dies
    Added: petType() to SGOUnrealPawn
     
    • Like Like x 2
  6. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    Can anyone give a summary? Are any classes fully playable? How much of the world is populated with mobs? How many of the quests are in? How much loot is added to mobs?
     
  7. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    No class is fully playable yet. There are some classes which have most of there abilities scripted.

    Everything is spawned that we were able to packet collect while the server was online.

    These scripted numbers are from mainly the starter chunks.
    Quests = 881
    NPC = 3808
    Abilities/spells = 323

    Right now most mobs will drop stuff around their level think of it kinda like diabloish loot minus the really good stuff.
    We have the ability to assign specific items to certain npc's.


    We are getting there we have no leaked source or database like other EMU's so we are having to do this all by hand and with people using there free time to help which is why it is taking awhile.
     
    #1587 Xinux, Oct 20, 2016
    Last edited: Oct 27, 2016
    • Like Like x 1
  8. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    Keep up the good work! It is taking a while I'm sure people are just glad it is happening at all. I would love to play this game again.
     
  9. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    Do you know how many those quests are as a percentage? Roughly.
     
  10. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    We have a total of 4902 quests in our DB.
     
  11. Izo Well-Known Member

    Izo
    Joined:
    Jul 22, 2016
    Messages:
    7,936
    Ratings:
    +679
    Wont you be retired before this is playable then? Just curious. I mean, tyen has this hobby too, science help us.
     
  12. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    Cool so you have about 1/6 of it done. Do you know if there is anything a none coder could do to help the project along?
     
  13. Lenas Tread Lightly
    DONOR

    Lenas
    Joined:
    Jul 30, 2016
    Messages:
    5,258
    Ratings:
    +550
    Sorry, can't trust a "dev" that can't spell.
     
  14. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138
    But every programmer is bad at spelling. I noticed that ages ago and it has always proven to be true!
     
  15. Xinux Member

    Xinux
    Joined:
    Aug 1, 2016
    Messages:
    64
    Ratings:
    +20
    Fixed it since it was bothering you so much. :p
     
  16. tyen Well-Known Member

    tyen
    Joined:
    Jul 30, 2016
    Messages:
    2,678
    Ratings:
    +2,366
    I started typing one sentence per line because of coding bergers.

    sorry pals, forgot how to write english =/
     
  17. Identikit Well-Known Member

    Identikit
    Joined:
    Aug 3, 2016
    Messages:
    700
    Ratings:
    +816
    is english a programming language now all of a sudden?
     
  18. Soygen Admlnlstrator
    SUPER DONOR

    Soygen
    Joined:
    Jul 22, 2016
    Messages:
    21,250
    Ratings:
    +10,751
    Figuratively.
     
  19. pharmakos bµɐʁwɐʞoƨ
    DONOR

    pharmakos
    Joined:
    Jul 31, 2016
    Messages:
    4,757
    Ratings:
    +1,149
    Technically?
     
  20. Banned

    qwertyqweqwertwqert
    Joined:
    Jul 30, 2016
    Messages:
    1,614
    Ratings:
    +138