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Vanguard:Saga of Heroes Emulator Wiki

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This Wiki is only getting started. Formatting has not yet been decided, but certain standards have been - like what data we're going to document. We feel it is important to document everything about Vanguard since the live servers have shutdown in July 2014.

Anyone wishing to be a Wiki Author and help with this massive effort, contact (Xinux) on the forum for access.

Getting started[edit]

Basic information about our project, showing a timeline of major events (at least as we get started), the core team members as we add them, and some standards to guide you if you become a Wiki Author.


Guides[edit]

General guides to help players and server administrators get setup to play or run their own VGOEmulator WorldServer.

Note: During the alpha stages of development, Private LoginServers are not offered - 
only access to VGOEmulator WorldServers is through the official LoginServer hub at vgoemulator.net.


For Players[edit]

These guides will help Players get started



For Developers[edit]

This guide is strictly for Developers and involves code not currently available to the public.

Development[edit]

Topics under this category are about the design and implementation of all service components of VGOEmulator.


VGO Code Standards[edit]

VGOEmulator may just be a parttime, side project for some - but that does not mean the code can be sloppy or hacked in "just to work". It's very hard to ask a group of volunteers to commit to Code Standards and Practices, because we are just doing this in our spare time. However, VGOEmulator attracts developers who share a common goal to create a code base we can be proud of. Following Standards results in the code looking like it was written by one brain, not 20.

This is an attempt to document standards and practices that new and existing developers can follow to not only give them direction, but help them help us maintain pride in our work.


C++ Code Standards[edit]

This document lays out the guidelines for how we prefer new C++ to be integrated into our code base. At the time of this writing, some existing code is below the expected standards because we simply did not provide a standard for the current team. Together, we're defining something more permanent. This document will likely change over time as we grow as a team.


Lua Scripting Standards[edit]

Lua 5.2 Scripting Engine is our language of choice for all external scripting for VGOEmulator, such as Spawn dialogs, movement, quest progression, spells/abilities, and many, many other features. We choose to use Lua to make rapid changes to content without having to recompile the world binaries. We have also adopted the Lua Scripting Standards from the EQ2Emulator team, so this document isn't "Lua in General", but just some guidelines on how we need scripts formatted and laid out.

WebDev Code Standards[edit]

VGOEmulator has many web-based modules, from the Login/Authentication modules to the Portal for both websites and the massive DBEditor Project. Currently, John Adams is the only one who manages that code, and it's a horrible mess of "try this, see if it works" over the last 8 years. John is working to re-architect most of the VGO DBEditor, and in doing so is designing standards for HTML, PHP, and Javascript code for our web services.


Architecture[edit]

The architecture topics will attempt to lay out how we are designing our components to communicate internally and between each other.


Common Code[edit]

Common code is the code shared between all components of VGOEmulator. We have designed our projects to make the most use of Common Code so each component we add, there is less to re-invent.


LoginServer[edit]

LoginServer functional information.


WorldServer[edit]

WorldServer functional information.


Current Feature Set[edit]

The developers are extremely busy building the world, but we will try to keep the list of Current Features updated frequently. If you do not know what should be working, ask a GM, Content Designer or Developer on the forums.


Release Management[edit]

These topics cover periodic updates of Public SVN as well as official "Releases" at the end of each development cycle.


Data Collection[edit]

A historical article on the data collection process our great data collectors used to help bring this game back to life!

Packet Analysis[edit]

Helpful guides on how to analyze and break down network packets.

This is a backup of the SOE Protocol documents found at SWGANH Wiki


Completed Packets[edit]


Content Design[edit]

These guides are related to building a zone (chunk) from nothing to a complete playable emulation of a live Vanguard: Saga of Heroes zone.


Reference[edit]

These articles are listings of things we've discovered along the way, like races, models, various other parameter values that alter the appearance or interaction with objects in the game


Lua Scripting[edit]

VGODB Editor[edit]

Reference[edit]

For our admins and players, here are topics related to game data we've discovered or that can be helpful during this pre-Alpha testing phase.