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

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Xinux

Lord Nagafen Raider
91
177
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.
 

Xinux

Lord Nagafen Raider
91
177
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
 
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Xinux

Lord Nagafen Raider
91
177
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
 
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Xinux

Lord Nagafen Raider
91
177
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
 
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1,678
149
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?
 

Xinux

Lord Nagafen Raider
91
177
Are any classes fully playable?
No class is fully playable yet. There are some classes which have most of there abilities scripted.

How much of the world is populated with mobs?
Everything is spawned that we were able to packet collect while the server was online.

How many of the quests are in?
These scripted numbers are from mainly the starter chunks.
Quests = 881
NPC = 3808
Abilities/spells = 323

How much loot is added to mobs?
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.
 
Last edited:
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Reactions: 1 user

Izo

Tranny Chaser
18,347
20,951
Wont you be retired before this is playable then? Just curious. I mean, tyen has this hobby too, science help us.