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Re: VGOEmu Progress

Posted: Wed Mar 02, 2016 11:07 pm
by scrup
IT LIVES!

Re: VGOEmu Progress

Posted: Wed Mar 02, 2016 11:46 pm
by Nilso
GREAT !!

Re: VGOEmu Progress

Posted: Thu Mar 03, 2016 3:43 pm
by Jakkal
That's really awesome!

Now you have to replicate the bugs for that authentic Vanguard feel.

Re: VGOEmu Progress

Posted: Thu Mar 03, 2016 7:46 pm
by elquar
wooo hooo

That is awesome Xinux , you won't believe how often i have tell folks about move command and rift command to get out of areas they fall into 8).

Re: VGOEmu Progress

Posted: Sat Mar 05, 2016 6:59 pm
by Crispin
Haha that is really something!

Re: VGOEmu Progress

Posted: Thu Mar 10, 2016 2:55 pm
by zippyzee
I have been steadily working on the quest series in Isle of Dawn to see what we can accomplish with the quest system in its current state. I've gotten the series done to Sun Village, with some minor things to patch up along the way. If anyone hasn't tried it out lately, please take a look. Don't bug anything minor, but if some quests are not working to completion on New Telon bug them or post them on the forums and I'll take a look. They are working all the way through "Inform the Magistrate's Representative" and the beginning of "Lost Charm" on my build, which means you should be able to do the quests in the burning village (Gai's Nousa) and in the first dungeon (Earth Den).

At this point more than half of the Isle of Dawn quests are available and working. It is remarkable because they push the boundaries of what can be done in quests, and there are very few "Kill x of these" type quests. So far the scripting has been able to handle it, with some modifications and new functions along the way, which bodes well for the remainder of the world.

Also, watch out for Moldew's Killer chickens. They will peck at your legs when you get to sun village!

We are working on the loot system as well and you will start seeing some changes to that very soon.

Enjoy!
Zz

Re: VGOEmu Progress

Posted: Thu Mar 10, 2016 3:19 pm
by Tomsk
Yes I've just got back from the pub, but it does not mean I mean this any less.....

I love you guys.


Re: VGOEmu Progress

Posted: Mon Mar 14, 2016 7:35 am
by bentwick
Donkey "I'm so alone" popped into my head just now!

Re: VGOEmu Progress

Posted: Fri Mar 18, 2016 4:12 pm
by Xinux
Here is all the commits since Jan 1st 2016

Code: Select all

r1904
Players should no longer be able to go out of combat while in combat.
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r1903
Characters who are in stealth mode and get hit will be removed from stealth
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r1901
IsFlanking should be working now with caster vs target
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r1899
Added GetPackageIndex LUA Function
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r1898
Added GetMoverByDatabaseID() function Added the following LUA functions ActivateMover, GetChunkBySpawn, GetMoverByDatabaseID, MoverIsClosed 
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r1897
Added in declares for set/get modelnum and added a LUA function to set a model number based off race_id
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r1895
Added GetModelNum and SetModelNum LUA functions
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r1894
Two new LUA function SetOriginalRaceId and GetOriginalRaceId Characters save's now go off the OriginalRaceID.
So you should be able to do illusions and such now.
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r1892
An additional sanity check to prevent loot crashing. Added proper opcode message when attempting to loot a corpse with nothing on it.
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r1890
Major changes to the loot system. Loot will now drop randomly, and not every time. This includes coin. Mobs will despawn quickly with no loot or when looted, and remain available much longer with loot, but will eventually despawn now.
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r1889
Still buggy but characters should no longer disappear when stepping onto a elevator Enabled replication of player controllers since I think that will be needed for vehicles. 
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r1888
Starting code for elevator predictions. Player replication is still wrong but the character should no longer disappear when on a elevator.
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r1886
Elevators should work for the most part still a issue with really  tall elevators with the client not being close enough to the spawn  point for it to appear
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r1885
If a unreal pawn is marked as physics 4 (flying) in the DB they will bet set to gravity_plane 6 so they will no longer appear on the ground.
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r1883
Beginning work on /rope command
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r1882
Put in a command to update any attribute or stat base value to help deciphering the damage modifiers.
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r1881
Added in target override to SpellHeal lua function. Also changed return type of SpellAttack and DamagePawn so that the final damage can be used by the calling lua function. This is important for things like life taps, in which if the attack...
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r1880
Added handling for OP_ClientShortBeneSpellEffect so when the client sends the packet  to remove it we can respond. The client sending this though is about two seconds later then when it should have been removed by the server.
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r1879
Added in functions to GetWeaponType for main and offhand. Added in bonus damage to be calculated in SpellDamage and MeleeDamage lua functions. Tested with Paladin Holy Strike line. If you want to test it, run the following query on your db:
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r1878
Targeting a corpse should no longer show 100% for health percentage
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r1877
Added in functions to get main hand and secondary weapon damage.
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r1875
SpellHeal fix.
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r1874
Added in some basic range checks when casting.
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r1873
Some minor code to read vehicle server moves. Placed some controller DTs in the correct class/renaming them from unknowns
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r1872
Zip i redid void ChunkServer::SendPacketToObservers the way before for character was failing at the first check and when i fixed that it failed at the second so just changed it to be in line with the others.
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r1871
Better handling of POI and saving/loading should work to some degree. Minor changes to AttemptMeleeAttack() in combat.cpp.
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r1868
PC attack animation should now replicate to other players
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r1867
Damage will now show type of damage based off your main hand and two handed weapon. Range and offhand still need to be done.
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r1866
Heal amount should now show the correct heal amount instead of the full heal if the heal is over max health.
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r1864
Filled in some unknowns for OP_ServerCastSpell
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r1863
Added in target overrides for AddAttribute and AddStat functions. Works as per Paladin's Champion's Might. Lua script will need to apply the short term buff though to check for conflicts otherwise it will keep stacking the attribute.
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r1862
Defensive HP bar should no longer jump between full and empty Regen now updates the pawn health at the unreal level
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r1861
Heals now work and combat log damage/heal works Fixed spell animations from not casting
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r1860
Recall button information should update now when you bind.
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r1858
Added new lua function SetPrecastFlag which will allow you to stop a cast from casting
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r1857
Bind Location is set at character creation now based off where you start.
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r1856
Added in Recall to your bind location function. Characters bind location is no stored instead of accessing the DB each Time Recall works but still need's a few tweaks.
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r1855
Removed some of the unknowns in OP_ServerCharacterUpdate packet
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r1854
Added in SetIsInvul() and IsInvul()
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r1853
Added isreloading() to spawn Scripts also just to be safe.
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r1852
Added sanity check
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r1851
Added isreloading check to reload questscripts
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r1850
Added some support for saving character poi (journal locations), but it is in progress so expect some weirdness. Since the quest_locations table hasn't been filled in, it will not properly show loaded poi in the quest journal just yet. A fe...
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r1848
Added some Lua functions and made changes to allow implementation of IoD quests through "Gateway Termination".
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r1847
Some minor fixes and changes to spell casting.
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r1842
Packets sent should be reduced some and trying a fix for the soft lock up.
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r1835
Added in spawn chance to .spawn details command
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r1834
Mainly a function to substitute character race from a quest_text variable. Also some structural changes to better handle sending quest and interaction icons for spawning npcs that is a work in progress.
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r1831
Likely fix for quest objectives being hidden when they should be showing.
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r1830
Some progress work, particularly with quests again. Unraveling mysteries one by one!
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r1829
Added in script_id for function error's
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r1828
Some possible crash fixes Added Wrappers for LuaQuestWrapper, LuaSpellWrapper, LuaDialogWrapper, LuaItemWrapper crafting_level and diplomacy_level are now in unrealpawn only Added some more logging
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r1826
Minor updates and some additional Lua functions. 
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r1825
Replaced some dynamic pointers
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r1824
Changing log to show short name instead of display name in the log since there are duplicate shortnames.
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r1823
Update to possible mutex lock
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r1822
Added extra protection for a client being dropped from the client list. Setup disconnect/connect messages to say what the udpserver is associated with (world/chunk name).  Also put logging into a namespace (just cleans up the global namespa...
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r1821
Continuing refinement of quest system. Still a number of lingering issues but getting closer. This is in progress and some of the quests on Isle of Dawn will behave erratically for the time-being.
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r1820
slight change to SetResendingPackets
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r1819
You will now get the database mover_id of the mover you click on
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r1818
Changed some values to atomic
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r1817
Need to return mover_id not unique_id
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r1816
Added display of Mover_Id with luadeug turned on.
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r1815
Added more detail to send to the clients when there is a lua error in a script
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r1814
Quest update. A number of underlying mechanisms have been retooled for future plans. This may mean we have new bugs on previously working systems. I will be updating a number of Isle of Dawn scripts to work with the new terminology.
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r1812
Added info->type since it was showing as a uninitialized value.
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r1811
Change to bitstream for -1 values also changed npc with factionid = 1 to -1
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r1810
Couple small fixes which could cause a crash.
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r1809
named some unnamed mutexes
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r1808
Added more isreloading checks in to hopefully stop the crashes.
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r1807
More checks for reload command
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r1806
possible crash fix?
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r1805
Added in check to stop process spawn ai during a reload.
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r1804
More missing { } from if statements
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r1803
Added in check for no tradeable items in a trade. Added new struct for error message.
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r1802
ReadLock was in the wrong place which look's to be the issue of the latest crash.
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r1801
Some changes to support db schema changes. Also added in precast functionality and fixed a bug where a group character was getting added to the target list twice.
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r1800
Some fixes to table schema and update of vendor id's that I can't change in dbe.
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r1799
Deleted update and spell tables. Going to make all changes in the dbe.
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r1798
Stripped out all old buffing and debuffing code from WorldCharacter, SGOUnrealPawn, and Npc classes. Fleshed out the EffectsList class and put in working versions of Favor of the LifeGiver I and II and Favor of the Deathdealer I and II. Whe...
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r1797
Reverting previous change
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r1796
Sending -1 value should be fixed now had to add a bit infront of the value.
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r1795
Fix for being able to reload and repop
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r1794
Added some more checks in place for repop and reload commands
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r1793
text fix in commands
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r1792
Updated command table
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r1791
Added .repop command help
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r1790
Reload command and repop commands are not broken apart for spawns,movers,ppo
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r1789
Rules:   Added new rule: R_Combat::DefaultAggroRadius = 1750 - now aggressive mobs will default to this value if the DB aggro_radius = 0   Changed Category of R_Dev::EnableCombat to R_Combat, changed associated code and tested   Fixed rule ...
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r1788
Fixed a logger string param in UDPServer Fixed potential badness in HandleDefineInteractAction Changed some messaging in Commands (more patience, world builders!) Put Ratief's gear bonus code back into WorldCharacter and WorldDatabase  Fixe...
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r1787
slight hack to have red mob attack you as long as your not flagged as a dev or a gm.
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r1786
-- Cleaning up /trunk/bin/world folder (no more script commits here, please) ++ Added "update_content.bat" in the ./world/ folder to fetch scripts from Content SVN    Remember to source /dev/test/lua_scripts.sql when scripts get updated (no...
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r1785
Added aggro info to .spawn details
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r1784
Moved spawn and movement to it's own thread
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r1783
Little commit so we can set mobs with no faction id but not aggressive ie.... yellow name Set a mob's faction_id to 1 to apply the yellow name.
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r1782
Fixing a crash for pc auto attacks. Everything works locally now, PC auto attacking, NPC autoattacking, DoTs, and other Paladin and Necro spells.
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r1781
Changed a log error to log debug and set it to 1 for SendPacketToObservers since I'm calling this from other sections and if there is no observers it throws a message in the console.
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r1780
Added is_aggro to the code. What this does if set to 1 the mob will appear red to everyone if set to 0 then it will go off the faction of the mob compared to the player
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r1779
Added function "GetSpawnByLocationID()" to chunkserver.h. Have not tested but it is a near replica of GetSpawnByDatabaseID(). Fixed multiple access attempts when looting the same flower. There is now a check in place to prevent two lua_call...
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r1778
Sorry about that. Here's the schema for quest_progress. I've been sitting on it so long I thought it had already been committed.
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r1777
Crash bug for combat resolved.
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r1776
Merging local Commands file edits so I stop getting conflicts Uploading unreal_pawn.sql for Xinux's is_aggro code 
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r1775
Added LUA Function GetSpawnLocationID() Changed GetName() to work with PC and NPC Added in define that zip forgot. :) 
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r1774
Fixed small error in sql syntax.
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r1773
Fixed .quest reset. Added dialog to Tan Fen Greatcloud to reset adventurer's quests. Saving/loading quests should work, as well as progress on the individual objectives. This may need watching as it is a complicated process. Packet 311 is n...
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r1772
No need to SendAdvLevelUpdate() unless you actually level
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r1771
Commenting out check for attackable bitmask in HandleClientHail
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r1770
Do not commit an out-of-date lua_scripts.sql anymore. Too much work is being done to be blowing away this table. 
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r1769
Added in missing {} from if statements that have a return
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r1768
One addition little change.
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r1767
Updates to the spell casting system. Ticking spells are now implemented. DevouringShadows.lua is an example. Big change to the normalized spell tables. In addition, you may have to update the foreign key dependency for spell id in the start...
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r1766
Added debug line to UDPServer::HandleFragmentedPacket
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r1765
Added new rule LuaDebug Added lua error messages to client when luadebug is on
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r1764
Fix to super-noob mistake in .summon code ( \nl is not new-line :)
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r1763
Titles should be working now. Everyone please watch you { }
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r1762
Fix for group member information not showing on the invite window when you are joining a group already formed.
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r1761
Fix to super-noob mistake in .summon code ( \nl is not new-line :)
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r1760
Preventive loading of inactive quest rewards
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r1759
InitQuests fix; was returning on error instead of contining SetSphere fix; was setting sphere to quest "level" value
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r1758
Latest Targonor Content Scripts, lua_scripts_2016-01-09.sql table and all Quest-related tables (!! this are not zippy tables, but fresh quests not yet set up!!) Updated numerous struct elements to match the values in code 
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r1757
-Changed the item list load to not use the item mod count from the items table, but to count the number of mods in the item mods table. -Updated the makefile to include some new files.
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r1756
Added in function and handling of resurrection spell and created script for cleric res spell Adding in sending of defensivetarget packet to update in combat(probably wrong spot since it spams) Unrealpawn health still needs to be updated for...
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r1755
Fix to .summon command - and a ton of accidental auto-reformatting you can ignore :)
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r1754
Crash fix
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r1753
More comments
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r1752
added comments for some unknowns in character update packet
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r1751
Better handling of quest abandonment/deletion. The command .quest reset is now working properly, or close to it. Added a call to the quest Lua script for "Abandoned" to handle special needs when a quest is abandoned. 
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r1750
This seems to fix the server crash when you abandon a quest.
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r1749
Added in check on spell casting to make sure the target is not dead and also added in bypass to check for resurrection type spells.
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r1748
Quest accepted time should now show correct in the journal
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r1747
Added Claim logger to vgo world xml Commenting out Gear bonus code because it's crashing every server, windows and linux 
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r1746
Added in function to support /guildstatus "player" You must be in the same guild in order to see the other players status tho
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r1745
Moved to the send character claims to the .claim command  to see if it fixes the claims not displaying sometimes. Fixed some spelling errors
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r1744
Possible fix to .reload spawns issue of not deleting removed spawns  Started implementing more .guild commands  
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r1743
Added text for when you receive the item and removed some excess code.
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r1741
Claims should now work i still need to test with a fresh client to see if any of the xml files need to be tweaked since mine are. Command to bring up the window is .claim
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r1740
Fixed `character_claims` table constraints
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and a little video showing race change via lua script

https://www.youtube.com/watch?v=pI9M_Lp ... e=youtu.be

Re: VGOEmu Progress

Posted: Sat Mar 19, 2016 6:15 am
by bentwick
Getting closer, great to see all of these update.