Are there multiple vg emu projects in the works, or are they now working together? Will they be sharing code for people to make multiple servers or going the route of P99 and keeping it for only their own server?
I'd love to see a custom server more like the original game (less fast travel, harsher death penalty, less quest progression).
Dullahan said:
Are there multiple vg emu projects in the works, or are they now working together? Will they be sharing code for people to make multiple servers or going the route of P99 and keeping it for only their own server?
I'd love to see a custom server more like the original game (less fast travel, harsher death penalty, less quest progression).
The game server is open source so anyone can download the code, modify it, and run their own server (and some of us already runs modified private servers). Login server and launch pad is not open source though, so you have to register your server at vgoemulator.net, unless you write your own login server and launch pad.
Preview of the new launcher to be released soon which will fix multiple issues.
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.
Melee combat is starting to take form thanks to Zippy.
https://www.youtube.com/watch?v=tmnme4KUm1g&feature=youtu.be
I can't wait! Sorry if I am beating the the dead horse here but is there a way to track progress of this emulator besides surfing through the forums? I am pretty darn interested in playing/testing this and I would like to know how to get set up.
If anyone has any information please reply here or send me a PM I greatly appreciate it!
Thanks,
Joe
All the info you need is on our wiki page also.
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). :)
Enjoy
Xinux said:
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). :)
Enjoy
Very cool! Thing seem to be coming along nicely. Can't wait to see more.
Xinux said:
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). :)
Enjoy
Really appreciate all the work you guys are doing. It's looking great!
Xinux said:Finally had a chance to do a new video. Enjoy
Great to see all the working features in one place. I'm very much looking forward to the completion of this project and am very greatful that you and your team are keeping Vanguard alive! /thank.