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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Evernothing

Bronze Baronet of the Realm
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vanguard.png
 
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I am playing TESO at the moment and it is surprisingly decent. I like occupying my brain and time with something and that game has an insane amount of content and it is mostly enjoyable. But the combat is so fucking shit... Almost the whole time I am playing it, I am dreaming of Vanguard. I would much rather be playing Vanguard... I can't believe there weren't enough people to keep one server alive... I levelled up one of every class to 50 and never got bored of it. And now all those characters are lost, I would happily do it again on an emu. I wish I could do something to speed it up.
 
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I started learning C# but it is hard and I did it for a whole 2 weeks and still can't make my own MMO yet. I am disappoint.

I can however make a calculator which I hope to remake with CryEngine and make a million dollars.
 
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Are you guys gonna make this so that there is a package people can have to run their own servers? And is there any chance we would be able to play the game offline?
 
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That is awesome :)

You guys should have a web page that shows % completion of the project so we can check in to see where you are up to with quests and combat etc. Also can you get more people to help speed it up? Can non programmers contribute anything? I am dying to play this game again.
 

Xinux

Lord Nagafen Raider
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We have this but it is a little behind our progress i'll try and update it this week.

VGOEmulator.net

I'll also see about adding a list somewhere with the chunks and current scripted quest count.
 
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Great work. That bit about private servers and playing offline made my day. It is the only way to preserve the game forever, it can't be shut down again if we can play offline! And hopefully with private servers there could be some with interesting rulesets. Wish I could do something to help this project.
 

Xinux

Lord Nagafen Raider
91
177
Latest SVN Updates:

Revision: 2368
Author: Xinux
Add: Implemented Fall Damage
Add: Pet should now despawn and UI elements remove when you die
Update: NPC's should visually react faster when combat starts.


Revision: 2369
Author: Xinux
Update: If character is invul they will not take fall damage
Update: Removed unused code


Revision: 2370
Author: Xinux
Add: spell_aggro addition to handle spells that should and shouldn't aggro on cast.


Revision: 2371
Author: Faux
Added a function to get the targets of the casters group. If no group, it just returns the caster object.
Post in the combat/spells sub forum for usage directions. Tested fine in solo and group environments on my test server.


Revision: 2372
Author: Faux
Detrimental effects now can cause agro. See explanatory post in Combat/Spells sub forum.


Revision: 2373
Author: Faux
Added GetTickTarget function for our spell scripters.


Revision: 2374
Author: smash
Fix for duplicate bug reports being saved to the database (client based bug, filtering out the bad packets)
Few small memory leaks
Patch for a destructor possibly being called twice on an object pushed to Lua...
don't think this would affect our code at all but doing it anyway since it's 3 lines
Beware of Lua finalizers in C modules!


Revision: 2375
Author: Xinux
Update: Lowered fall damage some. You can now get skill hits on safe fall also the higher the skill the less damage you will take now.


Revision: 2376
Author: Xinux
Update: comments on unknown70 for items
SQL update for cash items with no sell value


Revision: 2377
Author: Xinux
Added: Sending of character buyback items on login
Added: Sending of buyback items when you open the buyback tab
Added: Most items that should not stack should no longer stack.


Revision: 2378
Author: smash
potential fix for a crash related to reading packet bunches


Revision: 2379
Author: Xinux
Added: Cleanup of character buyback items on character save.


Revision: 2380
Author: smash
fix for iterator crash (needed a mutex lock)


Revision: 2381
Author: Faux
Added handling for snare effects. Lua functions to use are the ApplySnare and ApplySnareTargets functions. See the spell script for the necromancer Torment Line.
Not fully functional yet though. The code is doing what its supposed to do and I can see the attribute module sending the updated speed with the right multiplier,
but the npc is not behaving correctly. On first cast, the npc appears rooted in place until the snare wears off and then it moves, but cannot be slowed down by
subsequent snares. Logging of AttrNPC shows the correct values being sent. We'll need to check consistency of how we are sending speed updates between attribute
code and other sources.


Revision: 2382
Author: Xinux
Added: Group experience


Revision: 2383
Author: Xinux
Added: Kill quests should now count for all members in your group in range.
Added: Loot sparkles should now appear to all group members.


Revision: 2384
Author: Xinux
Added: NPC corpse is now only loot-able by the character or group that killed it.
Update: Fix for invalid character crash.
Added: GetLootOwner() & SetLootOwner() functions


Revision: 2385
Author: Faux
Added in handling for directional cone and frontal ae spells in the targetting function.
Also added in ResetSpellTargets function that will rerun the targetting function
(useful for ticking spells like Aegis of Blades).


Revision: 2386
Author: smash
min range checks on spells


Revision: 2387
Author: smash
Added the .reload loot command
Fixed a couple minor bugs that were reported on
Fixed/cleaned up some minor issues found while bug hunting


Revision: 2389
Author: smash
fix for cool down syncing for spells with the same spell line but different cool downs
(wouldn't happen with any standard spells that I know of, just for custom spells)


Revision: 2390
Author: Xinux
Update: Code clean up of manual building of packets to use the existing function.


Revision: 2391
Author: Xinux
Update: Fix for auto attacking non-attackable NPC's
Added: Changed all manual built packets of WS_ServerResponseMessage to use one function
Added: 480'ish Server Response packet defines


Revision: 2392
Author: Xinux
Update: Made Location ID easier to see in .spawn details


Revision: 2393
Author: smash
Implemented: pet targeting, initial health cost on spells, error messages when you don't have the resources to cast a spell
Tweaked: Changed the character POI save query to INSERT IGNORE


Revision: 2394
Author: smash
SetIsAttackable lua function


Revision: 2395
Author: smash
WS_ClientBardSaveSong and WS_ServerBardSaveSong


Revision: 2396
Author: Faux
Quick fix for GivePlayerDiplomacyCard to return a 1 or a 0 to the lua script.
Scripters will need this value to determine if the inventory card should be destroyed or not.


Revision: 2397
Author: smash
replaced all strerror calls with strerror_s


Revision: 2398
Author: smash
linux fixes


Revision: 2399
Author: Xinux
Update: Crash fix


Revision: 2400
Author: Xinux
Added: Quest ID will show after the quest name for easier redoing quests and reports.


Revision: 2402
Author: Xinux
Update: NPC's should now be able to follow other NPC's


Revision: 2403
Author: Faux
Some updates to targeting code.
Spell Chains, counters, rescues etc should now display properly.


Revision: 2404
Author: Xinux
Update: Follower movement should look better
Update: Commented out deadlock per Faux


Revision: 2405
Author: smash
more bard song structs


Revision: 2406
Author: Faux
Fixed mutex deadlock for removing effects on death. Removal of Tick Timers in the RemovePawnTimedEffects is commented out for now
since its redundant and can occasionally cause heap corruption (two routines trying to delete the same memory).
The Tick Timers will get cleaned up by the CheckSpellTickTimers routine anyway.


Revision: 2407
Author: Faux
Support for loading of npc default attributes from the database. Also added in some tuning of mob hp levels (See post in combat sub forum)


Revision: 2408
Author: Xinux
Added: Range attacks (bows/xbows etc etc) will no longer turn on auto attack.


Revision: 2409
Author: Xinux
Added: LFG Search should now return players that are LFG


Revision: 2410
Author: smash
Saving/loading for bard songs (no functionality as far as playing songs, just UI packets)
Tweaked DB code to allow for multiple queries in one shot


Revision: 2411
Author: Xinux
Added: PVP and IsPVP lua functions
Added: IsPVP() and PVP to UnrealPawn


Revision: 2412
Author: Xinux
Update: More tweaks to PVP
Update: Arena should be working now for PVP


Revision: 2413
Author: Xinux
Update: Fix for quest rewards not showing.


Revision: 2414
Author: Xinux
Added: Regen now takes the characters level in to account.
Added: Bindstones will mow have the intractable icon when you mouse over them.
Added: Movers will now take draw_scale values.
Added: Vendors will no longer buy Quest or No Sell items.
Updated: You will no longer be stuck in combat when a mob leashes.


Revision: 2415
Author: smash
re-ordering of item/quest loading


Revision: 2416
Author: smash
moved a bunch of loading function to WorldDatabase::LoadDataLists


Revision: 2417
Author: Xinux
Update: Shadow Step should no longer cause the global cool down.


Revision: 2418
Author: Xinux
Fixed: Mobs should no longer stand still when snared.


Revision: 2419
Author: Xinux
Update: Characters should no longer get stuck in combat if they aggro without attacking


Revision: 2420
Author: Xinux
Update: Random coin chance is now using a rule
Added: RandomItemChance and RandomCoinChance rules
 
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potential fix for a crash related to reading packet bunches

I hate it when my packet gets bunched. I read your link that shows progress, you guys have done a lot! Still seems a lot of work to do though but at first glance at least, it looked like you guys are maybe 60-70% complete. But I don't know if the missing stuff is harder, maybe it is. Or maybe it is easier and you are more like 90%! Either way, I will continue to think of Eric Cartman ways to freeze myself so I can defrost when this game is ready.
 
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This is starting to look quite far along now according to the progress page. I hope you guys have priorities decided for stuff, because it seems like you could make the game playable pretty soon with a bit more work on the back end stuff and finishing the combat and spells. And then afterwards you could finish adding items, groups, diplomacy, crafting, caravans, raid content, etc.. etc..
 

jayrebb

Naxxramas 1.0 Raider
14,722
14,652
I hate it when my packet gets bunched. I read your link that shows progress, you guys have done a lot! Still seems a lot of work to do though but at first glance at least, it looked like you guys are maybe 60-70% complete. But I don't know if the missing stuff is harder, maybe it is. Or maybe it is easier and you are more like 90%! Either way, I will continue to think of Eric Cartman ways to freeze myself so I can defrost when this game is ready.

There is a monster amount of work to be done. Unfortunately these guys have barely anything to work with and much of the design is going to have to be made from scratch. They are lacking data in a lot of areas. They really need an angel sys admin to leak the DB from Daybreak, but I am sure its physically inaccessible, not even on the network, and only exists in an off-line local network somewhere that only the top management have access to, if that-- it might even be on tapes in a closet.

Not to discredit the work Xinux and friends have done, they are working absolute miracles. They truly had nothing.

To spend 40 million in initial costs and probably another 10 over at SOE in repackaging it, I mean wow, way to just blow the intellectual property and art assets. Its a shame SOE botched the re-launch so badly, this game had so much going for it. I remember the big collapse happened about 1 year to 1.5 years in, after that summer the game was basically finished. I remember getting a call to check it out about 2 years later after launch, it was great, but it was unfortunately rolling out content for a dead world.

This game is the ultimate paradox of MMO's. Nothing about its journey made any sense.
 
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Yeah :/

SoE: Snatching defeat from the jaws of victory.

I really want to play this again but I don't want to play an unfinished version of it. I will start playing when I can pick a class and level up with working spells and quests etc. But it seems like even that is going to take a lot more work.