Rev 3214 - 3227
Cliff Notes
Brotherhood System is now live
Getting stuck on loading screen when logging is mostly gone now. *Client being very picky on packet order*
Bag item restrictions have been implemented
Added some more checks on inventory space when trading, buying etc etc
Revision: 3227
Author: Xinux
Date: Thursday, May 03, 2018 3:21:16 PM
Message:
Added: Brotherhood's should now be working.
Added: Cleanup of brotherhoods on server start
SQL Update: Rev 3226 - Brotherhood character updates.sql
----
Revision: 3226
Author: Xinux
Date: Monday, April 23, 2018 10:53:24 AM
Message:
Update: Fixed handling of trade window when no inventory space available
----
Revision: 3225
Author: Xinux
Date: Friday, April 20, 2018 5:09:38 PM
Message:
Added: Container restrictions ie... No more non-ammo in your ammo bag
Added: Checking target character has enough open space when trading.
Updated: Should see less non-crafting items in your crafting table list
SQL Update: Rev 3225 - Item add item_fit.sql
----
Revision: 3224
Author: OncaLupe
Date: Thursday, April 19, 2018 9:54:27 PM
Message:
Added Lua:AddQuestPrereqSubClass(Quest, Sub_Class)
----
Revision: 3223
Author: OncaLupe
Date: Tuesday, April 17, 2018 10:17:52 AM
Message:
Fix for using .poicreate command for locations or chunks with special characters in them.
----
Revision: 3222
Author: Xinux
Date: Monday, April 16, 2018 3:43:15 PM
Message:
Update: logging
----
Revision: 3221
Author: Xinux
Date: Monday, April 16, 2018 3:22:24 PM
Message:
Update: More packet order work when logging in
----
Revision: 3220
Author: Xinux
Date: Monday, April 16, 2018 2:05:00 PM
Message:
Update: Changed how items are initially sent to the client since it appears to want them in a certain order
----
Revision: 3219
Author: Xinux
Date: Monday, April 16, 2018 11:02:40 AM
Message:
Update: Adjusted loading packet flow
Update: Replaced same values with defines.
----
Revision: 3218
Author: smash
Date: Sunday, April 15, 2018 9:27:10 AM
Message:
Added timed assembly callbacks
----
Revision: 3217
Author: Faux
Date: Sunday, April 15, 2018 7:05:32 AM
Message:
Function to remove all subclass spells from lua.
Check for whether a character is dead when they attempt to cast a spell. Some disciple reported being able to res himself after he died.
----
Revision: 3216
Author: Xinux
Date: Saturday, April 14, 2018 10:15:35 PM
Message:
Update: Removed stack size from assembly component display window on icon.
----
Revision: 3215
Author: Xinux
Date: Saturday, April 14, 2018 5:25:54 PM
Message:
Added: Couple of safety checks for invalid items
----
Revision: 3214
Author: Xinux
Date: Friday, April 13, 2018 1:05:45 PM
Message:
Update: Fix for crafting results overwriting vector entry
----
Out of curiosity - and pardon me if this is a "dumb" question - but how far along is the progress? I realize it's "playable" right now. What I mean is, if you were to tack on a percentage in which 100% = Vanguard at sunset, what would that be? 20%? 50%? If I were to log in right now, create a character and begin playing, how quickly would it be obvious that it's still being worked on (keeping in mind that those of us who played are well aware of the bugs in the original)? Would it be as obvious to someone who has never played Vanguard before, versus someone who has and fondly remembers all the bugs/features?
And please, this isn't anything but idle curiosity. I think you're a friggin' saint for even doing this, and I hope you don't take this question as anything other than face value.
Nope not a dumb question but also not a easy one to answer with a straight percentage value. There are two main aspects to recreating VG SOH you have the core systems and content/scripting basically.
Let's look at core systems which entails combat, crafting, harvesting, diplomacy, housing, boats, NPC AI etc etc. I would have to say that most of that work is complete expect for housing, boats (which will be awhile still trying to figure them out) and finishing mostly implemented systems like Caravan (Which i'm working on next) and a few others but to throw a value out there I would say 80% is coded.
Now the next part content and scripting which i'm putting together cause they basically go hand in hand. Scripting for example even tho the spell system is in and working someone still has to touch every single spell and script it to do X which can take a little time espically when we have to add in special functions just to handle some of the more complex spells. Crafting we have to add in the database every outcome for a crafting recipe and a single recipe can have 12 different outcomes depending on the ingredients and actions you use so we have to create a item that matches the outcome if we didn't collect it from live. Diplomacy/Quests we were able to auto create most of what we collected but someone still has to touch each parley/quest and tweak where needed.
Content ie... Quests, Chunks, Boss fights etc etc... These all have to be scripted plus we only have the data we collected from live to work with and even tho we have a good many quests, dialog, NPC's we are missing a ton of quest data and dialog from about level 30+ so we will at some point have to start creating our own quests and dialog. So in the department on content honestly that will be a work in progress for a very long time and just to throw a number out for content/scripting I would say maybe 20% on the data we have available to us.
Now you might be saying to yourself 20% is nothing well VG was honeslty one of the bigger mmorpg's out there in regards to content there was a ton to do and explore. I have to give a ton of respect for the content team working on scripting, recreating quests from scratch when we can find information on it and cleaning up spawns in chunks. I've seen them on all day working on VGOEmu to bring VG back to life and without them we wouldn't even be that far and also the other developers who are still here and have left us for Pantheon ;) thanks for all your hard work and hours you dedicated of your time.
Sorry kinda got off topic going to leave you with some current numbers on how the scripting is going. FYI we did not get any server code or database of Vanguard we coded our own login server and world server and using the data we packet collected from live which is why it's taking us longer then some of the emualtor's out that working off a leaked copy of whatever server they are hosting.
Each one of these has either been created from scratch or tweaked by the content team.
Spell Scripts - 732
Spawn Scripts - 6,136
Item Scripts - 371
Quest Scripts - 2,024
Chunks - 38
If you have any more questions or need me to clarify anything just ask and i'll answer the best I can.
Xinux said:Now you might be saying to yourself 20% is nothing well VG was honeslty one of the bigger mmorpg's out there in regards to content there was a ton to do and explore.
For what it's worth, this thought never crossed my mind :)
Thanks for the info, Xinus. That answered my question and then some. I wish I had any relevant experience at all that I could use to assist in this, but as it is, I can only stand on the sidelines and cheer you guys on.
Ya'll keep on fighting the good fight.
Caravan system should be implemented this week just need to finsh cleaning up the code, adding in comments and some more testing. The caravan system is going to be a little different on the emulator then it was on live so here is the basic run down of our implementation.
Live
4 Hour character offline time required.
Removed from caravan once you use it.
Must log out in 10 minutes once you joined.
Emulator
4 Hour character offline time required.
No longer removed from your caravan.
No longer need to log out once you joined.
You will not be able to use the caravan to get to any chunk that is key or flagged required.
The caravan system really didn't get used much after rifts were added in live i'm trying to make it a little more appealing with our changes.
Let me know your thoughts or if you have any suggestions.
Been meaning to post some updates so here you go this is not everything just some that stood out.
Added: Dynamic starting and stopping of surrounding chunks as you move through chunks.
* Basically with the above system as you move through chunks any connected chunk that is not started will start and stay started as long as there is a player in a adjacent chunk or the chunk is set to always loaded. With this we don't have to have every chunk running and you no longer have to wait for the chunk to start when you move in to the next one.
Added: Ability for necromancer to name permanent pets
Added: Ability to assign crafting experience per recipe
Added: Per-player loot
Added: Lua:AddLoot() now takes an optional Spawn param. If set, only that player will see the item. Sparklies react as expected.
Added: proc damage messages to be sent to the client
Added: Caravan system (Could still use a few tweaks but functional now)
Added: caravan_restricted flag to chunks
Update: Fix for items of different quality stacking.
Updated: Fixed timed quest system.
Update: Fix diplomacy strategy hand crash
Update: Fixed buyback issue
Update: Tweak to combat to remove orphaned worldcharacter
Update: spells table to include is_passive and is_combo flags.
Update: checks on client attempting to use a spell. Now ends if either is_passive or is_combo are 1 and sends a message to the player.
Update: Tweaked how autoattack is started. All melee attacks that do damage should now start autoattack.
Update: Fix for Mez
Update: Fix for NPC attacking you if you zone back in to a chunk that you just ran from while being attacked
Update: Fix for being able to get infinite copies of an item if there was an unique item after it that you already have in corpse loot.
Update: Fix for sparklies not vanishing for group members after a player looted the last item from a corpse.
Update: Tamed mobs with a script attached to it now follow you correctly
Update: UI window now goes away when your tamed mob dies.
Update: Moved parley rewards and faction hits in to the complete function to fix exploit
Update: Fix for aggressive mobs attacking you when charmed or themselves
Update: Fixed Falling damage after dismounting from a flying mount. Can't tell if player has landed, so can't properly apply Parachute buff right now.
Update: Fixed Class point changes for Monk/Disc were not being saved on level change.
Update: Changed harvesting to either end harvest if atleast half the node has been consumed or reset if less than half has been consumed
Update: changed procs to only hit on a successful hit
Update: Crafting arrows and throwing weapons stack is based off crafting results now
Update: Crafting arrows and throwing weapons stats are no longer adjusted
I know it's been awhile and i'll get a change log posted up next week but we are looking for input from ex-live vanguard players on how we are looking to change the mechanics around crafting jewelry.
https://www.vgoemulator.net/phpBB3/viewtopic.php?f=82&t=4914
Ok here are the cliff notes since the last time I gave you guy's a update.
Added: Tool name if missing a certain tool for crafting
Added: Handling and storing of crafting tool-belt
Added: Slowing of crafting actions sent to the client since we were sending to much at once to the client
Added: Can no longer equip/unequip items while crafting
Added: AP cost to change active tool-belt while crafting
Added: Players will now equip/unequip crafting tool based off crafting action
Added: Storing of previous bag and slot value when equipping crafting tools while crafting
Added: Loading/Saving of active tool-belt and handling when equip/unequip
Added: Learned abilities will now go to your main bar if there is room
Added: Learned high rank abilities will now over previous rank hotkey
Added: Handling of crafting reward based on quantity
Added: Handling of crafting reward by special proc
Added: Combat forms will be removed when you die now
Added: Special handling for crafting jewelry cause of course it can't work like all the other crafting
Added: Check to make sure you are not processing a action when you try and use one
Added: Dismounting players when they enter the water while mounted
Update: fix for item not going from boe to soulbound when using toolbelt
Update: Fix for parley indicator disappearing
Update: Fix for auto attack toggling off in combat *hopefully*
Update: Fix for going out of combat as soon as you pull a mob
Update: Fix for being able to cast while Harvesting
Update: Fix for gaining skill ups when casting combat form
Update: Fix for still being able to harvest with a skill you no longer have after changing skills
Update: Fix for random special chance when crafting
Update: Fix for stuns
Update: Fix for double scrolling combat numbers when a player gets melee hit
Update: Fix for proc damage not always showing above target
Update: Fix animation when changing from weapon to hand to hand.
Update: Fix for Brotherhood XP not being split.
Update: Fix for not getting all Brotherhood XP on login
Update: Fix for pet heals text appearing over target npc
Update: Fix for Disc finisher not going through the whole chain
Update: Fix for not seeing damage from hitting more then 1 npc
Update: Fix for Cone and Frontal AoEs not hitting the proper targets.
Update: Fix for complications not removing after the correct amount of turns
Update: Fix for quality level jumping from D to A
Update: Fix for equipped items being lost when swapping with another.
Update: Fix not being able to move items after you finish crafting
Update: Fix for being able to single pull mobs with a range weapon
Update: Fix for dupe bug when trading stackable items
Update: Dual wielding weapons will see a increase in damage over using a single one hander
Update: Crafting will now show all missing items and such when selecting a recipe
Update: Cone and Frontal AoEs no longer need a target to use.
Update: will now swap to adventure/appearance gear if you select appearance while not in adventure gear
Update: Attachments, chunking and swapping between gear sets should hopefully be fixed now
Update: Only tool-belt's will now be checked for crafting tools
Update: Now checking to make sure you are facing your target when needed for spells
Update: Critical damage should now be showing in the melee damage packet
Update: Buff's should no longer disappear if you tab out while in full screen
Update: Changed priority of quest icons and quests out of level range should not show
Update: adjust melee hit chance
Update: adjusted spell resist chance
Added: All skills and attributes now factor in to crafting
Added: All complications bonuses and penalties now factor in to crafting
Added: If recipe does not use a primary crafting skill it will do a extra check for the primary of that recipe
Added: Complications can now make you UN-complete a crafting step
Added: You will now un-equip your crafting tool if you cancel your crafting session
Added: Created server rules for tweaking values in regards to crafting
Added: **Temporary addition of the item ID to the item description for development**
Update: Will now make sure you have enough action points plus complications to do a action
Update: You can now change equipment up till you start adding to your crafting table
Update: Struct file
Appreciate everyone's work as always;
Sadly, still unplayable for me, same issue as always, everything white, only the UI being visible.
Am convinced it's due to an overclocked RAM, CPU (core+uncore) and/or altered base clock or spectrum. Which -i'd repeat- entails some change from your end, as i'd played the 'original' from an overclocked PC as well; main frequency, southbridge, northbridge, DDR3, everything was tweaked there too but had never had any issues, let alone total unplayability.
Sincerely hoping this gets fixed at some point. And because i can anticipate one's advising me to "disable everything and re-re-boot", well.. that's not very practical, now is it :)
*if it was on a much older engine, i could see how a modern OCed PC could cause issues, but not here. Is there some internal trigger related to any of this that you may perhaps have activated?
** As it's been a while, in the off chance you no longer recall: Shaders on or off, re-dowloading the client, deleting cache, each and every gfx option activated or deactivated, compatibility mode on or off, none of these have helped.
Wish I could tell you I know what is causing your issue but I don't. The client is from the last day VG was live that was downloaded and patched but never logged in so basically a clean client. The only file that get's changed is the loginserver.txt file and the launcher does that other then that it's just packet data back and forth from the server/client which there is nothing in regards to the engine/configuration that we have seen. I've downloaded that same client on my both my home machines, work and my laptop with no issues. I know the amd ryzen threadripper 1950x cpu has issues with the client and you have run something like Process Lasso and force it to run in single-threaded mode or else the client won't start. If I hear of anyone else having your issue and finding a fix for it you will be the first person I inform but currently I have no fix sorry.
Xinux said:you will be the first person I inform but currently I have no fix sorry
You've nothing to be sorry about; am very, very grateful for all that you do and to what extent possible, have done my best to let people know :)
( and i also appreciate your patience with this.. first world problems, but i don't have a 'normal' PC to run it with, though come to think of it, i'll go Google its original requirements, see if i can rig something up )
It's been awhile since i've posted sorry about that i'll do a proper changelog post soon in the mean time here is a few videos of my work on bringing back tombstone's since they broke them shortly before sunset.
This one is creation of the tombstone and being ressed via tombstone.
https://www.youtube.com/watch?v=bmEwTT70AvI
This one is working on giving and revoking consent to drag your tombstone.
https://www.youtube.com/watch?v=XnsgfbSTRyE href="https://youtu.be/XnsgfbSTRyE" target="_blank">
WIP on the fishing system.
https://www.youtube.com/watch?v=yMJtYC4J7mM
Thanks to Foof look's like the locking up while loading in from character select and sometimes going to a different chunk is finally fixed also We are replacing the marketplace cash currency with Ancient Sigils that can be earned in game and looking for ideas https://www.vgoemulator.net/phpBB3/viewtopic.php?f=82&t=5262 . We also have a geo system in place now so there should be no more aggroing through walls/floors and casting does do line of sight checks now.