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VGOEmu Progress

News and Announcement Forums

Moderator: Community Managers

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theFoof
Developer
Developer
Posts: 446
Joined: Fri Jan 24, 2014 10:23 pm
Location: Florida
Re: VGOEmu Progress
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Post by theFoof » Tue Nov 29, 2016 1:30 pm

[quote="OutcastCreatures"][quote]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[/quote]
Can you explain what was exactly got changed for the UI end?[/quote]

Nothing as far as the client goes, the server is just sending the packets/handling incoming packets now to populate the composition window.
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OutcastCreatures
Posts: 83
Joined: Sun Oct 30, 2016 4:58 pm
Location: Virgilina, VA
Re: VGOEmu Progress
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Post by OutcastCreatures » Tue Nov 29, 2016 6:03 pm

Good to know, and thanks for the explain.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: VGOEmu Progress
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Post by Amnath » Wed Nov 30, 2016 6:08 pm

Some nice updates in there.

From what I've noticed, on a level 15, if our out-of-combat regen is not "exactly" what it was on live, it's pretty close.

Versus a level 15 2-dot mob, they seem to have an outrageous amount of health, but that's probably best for now, as we don't really have gear to get all the damage bonuses. Similarly, although the pvp arena might appear frivolous, that will also be a quite handy tool--not in terms of whether a shaman is balanced versus a dread knight or any of that, but perhaps comparing two equivalent dk's to monitor differences in stats, gear, etc., or seeing if auras, clickys, and various other stuff works right. Probably fun to play around with as well.

Would suggest it's getting close to the point to look at a way for abilities to interrupt auto-attack.
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elquar
Content Designer
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Posts: 565
Joined: Tue Jun 03, 2014 2:07 pm
Re: VGOEmu Progress
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Post by elquar » Sat Dec 03, 2016 5:05 pm

It is very nice to see the Awesome progress guys!


As always appreciate the fantastic work you all do.
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Xinux
Project Leader
Project Leader
Posts: 2537
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Tue Apr 25, 2017 1:18 pm

Update posted Revision 2633 - 2756
http://vgoemulator.net/index.php?p=changelog
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Xinux
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Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Mon Jun 26, 2017 9:07 am

Change log has been updated Rev 2757 - 2859
http://vgoemulator.net/index.php?p=changelog
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zippyzee
Developer
Developer
Posts: 1240
Joined: Wed Jul 23, 2014 2:11 pm
Re: VGOEmu Progress
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Post by zippyzee » Sun Jul 09, 2017 10:27 am

Nice! Glad to see the progress continuing!
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Xinux
Project Leader
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Posts: 2537
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Fri Sep 29, 2017 10:27 am

Change log has been updated.

New revisions 2860 to 2983

http://vgoemulator.net/index.php?p=changelog

Currently updating the website so excuse the look please.
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Xinux
Project Leader
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Posts: 2537
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Tue Jan 02, 2018 12:36 pm

Changelog has been updated.

Rev 3041 - 3070

Cliff notes:
Crashing while chunking fixed (This is a big one been trying to track this down for a year now)
Npc spell lists
Push back with interrupt chance for melee damage on Npc spell casting
Guards will now assist against aggressive Npc's. If you aggro a non-aggressive mob and run to the guard they will not help you.
Many other fixes/additions.

https://www.vgoemulator.net/index.php?p=changelog
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Pyrodraoi
Posts: 1
Joined: Thu Jan 04, 2018 8:40 am
Re: VGOEmu Progress
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Post by Pyrodraoi » Thu Jan 04, 2018 9:10 am

There appear to be no servers to select from when attempting to create a new character. This will be my first character within this EMU environment. Am I doing something wrong or are there no servers currently up?
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