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, 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
Xinux said: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 - 44Total - 520
Spawn scripts which include hailing, Quest dialog, drops etc etcBordinars 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 - 335Total - 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
You guys are awesome! Looking forward to the testing phase so I can do my part ;)
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.
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.
Xinux said: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.
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.
I never had a doubt that ultimately something would be lost, even with no coding/programming/game design knowledge. This is an emulator after all.
I think an important thing to consider, a point you briefly touch on in your response above, is there were so many iterations of VG between launch and sunset that it would be nearly impossible to meet everyone’s expectations to the letter. The ultimate vision of the game prior to launch, the game that went to launch and the game that existed on the final days are very different. So if you go by this line of thinking, this project will always mean different things to different people depending on where they land on that timeline and how much time they spent with each iteration. Long story short, there were always going to be discrepancies that couldn't be rectified in every case.
I have faith that you and your team are creating something that lovers of VG will cherish even if it can't be identical to the game we remember.
This reminded me of my number one joke, lol, MMOs be concerned...
""Lack of version control meant you had to hunt through screen shots or ask players what an item used to be like before it got unintentionally nerfed. There were a lot of days when I would literally sit with my head in my hands, flummoxed at how some feature or another could possibly have been implemented in such a convoluted way""
For those that may not know, that was Steve Danuser talking about Brad: http://www.mobhunter.com/?p=822
Of course, it is within my nautre to wonder just how many grasp the ramifications of such a simple statement, what with a world brimming with fanboys. But either way, it remains a good joke ^^
@Xinux i really appreciate all you do. Many thanks :)
is there a good tutorial on how to install this anywhere other than that one on the wiki ? When tryiong to install the game I keep getting an options window and i have no idea what to put in those fields. When I start the Launcher 25 thats asking for file location which i cant install due to the firsdt issue .
Edit: After reading the Vanguard forums I found a way to install. There really should be a better tutorial on how to get the game going for those who do not do that kind of stuff often. The Wiki page is pretty weak in explaining how to use the files
Edit # 2 : I found it much easier to install the game when I went to the Lauchpad 25 page on the Wiki since it had a detailed way to install it just took me a while to find itr because I already had the launcher Downloaded I was looking in other places on how to DL the game and install it properly so I just overlooked that link.
Malsirian said:I wish daybreak would just give y'all everything! Lol I so want this was playable right now. :)
Thanks for the update!
LOL if only they could.
I honestly would be happy with the same data you could get for EQ2, PS2 and DCUO from http://census.daybreakgames.com/ .
Xinux said:Malsirian said:I wish daybreak would just give y'all everything! Lol I so want this was playable right now. :)
Thanks for the update!
LOL if only they could.
I honestly would be happy with the same data you could get for EQ2, PS2 and DCUO from http://census.daybreakgames.com/ .
NoobieDoo said:Xinux said:Malsirian said:I wish daybreak would just give y'all everything! Lol I so want this was playable right now. :)
Thanks for the update!
LOL if only they could.
I honestly would be happy with the same data you could get for EQ2, PS2 and DCUO from http://census.daybreakgames.com/ .
They probably threw it all in the trash...
It's there somewhere - that's what makes it so depressing. :(
Malsirian said:It's there somewhere - that's what makes it so depressing. :(
I honestly wouldn't be surprised if all of their server code for VG evaporated in the Columbus Nova acquisition.
Their ability to version control timelocked servers from live servers across their games is absically non-existent. Nothing surprises me with them anymore.
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)
Xinux said: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)
Excellent news! I haven't had much time to visit New Telon lately but I'll have to carve out a chunk in the near future to run around <3
Update Time.
r2234
Update: quest valid check
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r2235
Update: change to PlayNonCombatAnimation to allow npc's to use it
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r2236
major group code rework the group window player stats will now update fixed various memory leaks linux compile fixes
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r2237
crash fix removed an excess LuaError in GetItemType
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r2238
offered_quest delete fix
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r2239
the LoadSpawnEntry query for specific chunks was loading placements for all chunks... the chunk id was also being saved to SpawnEntry.entry_id. Fixed this, reload spawns is now considerably faster.
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r2240
Added: auto attack toggle icon now shows when auto attacking Update: Removed unknown12 from spells and replaced with icon_toggle. This controls if the icon will have a + sign or a sword when it is toggled.
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r2241
Added: Character should now dismount if auto attacking or casting a spell
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r2242
Added: Offensive and defensive fighters should start auto attacking when you use a ability now.
Added: Should now get the visual effects when you level.
Update: Scrolling combat text should now be the correct colors auto attacks = white and abilities = yellow.
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r2243
added a missing NpcList mutex lock
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r2244
added a check to prevent HP from dipping below 0
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r2245
reload spawns will now clear the respawn list optimized a few highly used functions
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r2246
forgot a check
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r2247
Initial implementation of spell timing system. Works for debuffs so far. Unclear what other functions we will need, but things like immunities could be handled by this system as well.
Altered tick timers to be stored by a map with an integer index value. This index value is stored in the effects list instead of a pointer to the tick timer to eliminate the chance of a bad pointer dereferencing.
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r2248
more optimizations (done with this for now unless I decide to speed the spawn send/removes check further)
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r2249
removed a check (the attackable EntityBitmask on aggro checks, non-attackable NPCs can still engage in combat with other NPCs)
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r2250
likely fix for the recent crash iterating through ChunkServer::npc_list LuaErrors will now append the offending script name automatically
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r2251
extra safety check for Lua script name debugging (fail)
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r2252
Update: Animation for using a bow/xbow and also swapping from range to melee should be good now.
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r2253
Updated: Corrected opcode value
Added: Handling of OP_TeleportInChunk
Added: Saving of client teleport response
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r2254
Update: Change from localhost to 127.0.0.1 due to sql connection changes
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r2255
Huge crafting update. Should allow the tutorial crafting quests on Isle of Dawn and creation of first crafting item. **NOTE** Remove recipeinfolist.h and recipeinfolist.cpp from your projects. Add craftinginfolist.h and craftinginfolist.cpp to your project (A more suitable name). You can also add 'Crafting' to your vgemu-world.xml for proper logging.
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r2256
Quick sanity check to prevent runaway (non-stackable) items filling inventory.
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r2257
Modified code to allow any following npc to cross chunk lines.
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r2258
>>>>>********* Added basic chunk water/lava geo detection checks (grab the volumes.phys file)! ***********<<<<<<
Added a world timeout to login so that the webpage module can better detect NT's server status while debugging
Changed the auto attack check for NPCs with the "gold" locked encounter UI mode
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r2259
Added: IsAttackable() Lua Function Added: ItemRefreshTimer() Lua Function Added: SendItemRefreshTimer() packet function
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r2260
Update: Forgot the define for ItemRefreshTimer
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r2261
Update: Heals spells floating combat text should be green now and partial heal amounts should show now.
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r2262
Added: NPC's should no longer aggro someone if they get in to range if the npc is already in combat.
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r2263
Added: Characters will now go into combat if aggroed by a npc
Updated: Characters will no longer be removed from combat if attacking multiple mobs and they kill one of them.
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r2264
Format correction
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r2265
Fixed a couple small things with groups (UI mostly) Added a Lua function GetOriginalLocation by request
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r2266
forgot structs
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r2268
Added: All Quest Difficulty level experience is now a rule
Added: All Quest XP Modifiers are now a rule
Added: Handles for all Quest Types
Added: Define for all spheres
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r2269
Added: Speed value to .spawn details
Added: DefaultCombatGroundSpeed rule
Added: GetDefaultCombatGroundSpeed() LUA function
Update: NPC combat movement speed is now a Rule
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r2270
Added: When you clear your target and have a mob attacking you it will move to the encounter window until it hits you or you target it.
Updated: Adjusted check to break root and changed the chance to break to a stored value assigned via LUA
Added: Snared() IsSnared() LUA Functions
Updated: Rooted() LUA function to accept a value for chance to break
Updated: Should no longer get a Lua SpellDamageTargets command error when you don't have a target while having a DOT going.
Updated: NPC movement to account for snare and root effects.
Updated: Add encounter window now has a second value to bypass checks for current target.
Added: Casting a spell that is not a instant cast will now slow your movement considerably
Added: RootBreakChance() and SetIsSnared() and GET's for both
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r2271
Update: Check to stop a crash if your target dies/Despawns and the server then tries to remove a detrimental effect.
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r2272
Update: Moved removal of casting movement restrictions all spells with cast times should be covered now.
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r2273
Updated: Corrected damage type defines
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r2275
Added: EXP table for all three spheres (adventure, crafting and diplomacy)
Added: Crafting and Diplomacy EXP bar will now fill correctly
Added: You will no longer level once you hit max level per server rule.
Added: You will no longer gain experience when at max experience and max level
Update: You will no longer get the experience message if it does not yield any experience
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Am I reading this last update correctly?? Mobs will now follow you ACROSS chunk lines??? IIRC before all you had to do was chunk to lose aggro, if this is true it's pretty awesome and I think I will love a VG emulator. SO many things can be fixed and VG could be made even more epic!
Other than that, keep up the great work Xinux!!
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
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r2280
enhanced water detection (can discern between swimming depth and just touching water now)
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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
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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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