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First Glimpse of the VGOEmulator World

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John Adams
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Re: First Glimpse of the VGOEmulator World
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Post by John Adams » Mon Mar 24, 2014 5:06 am

Xen has been working pretty hard developing the BitWriter - the code that will allow us to create the channels and data to make a dynamic world. I read about it on IRC this morning, so I had to log in just to see how it looked. Imagine my surprise when, overhead, I saw shadows on the ground below me... I turned to look --
Dragon.JPG
Xinux summed it up nicely:

[quote][22:54] <@Xinux> SWEET AND EVERYONE LOVES DRAGONS [/quote]

Excellent work, Xen!
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Sacred
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Joined: Wed Mar 12, 2014 10:47 am
Re: First Glimpse of the VGOEmulator World
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Post by Sacred » Mon Mar 24, 2014 2:49 pm

Now the question is, did you wish you had a working armor vendor when you saw that?
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Chrisworld
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Location: Vineland, NJ
Re: First Glimpse of the VGOEmulator World
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Post by Chrisworld » Mon Mar 24, 2014 6:12 pm

Wow! It just got real!

Good work guys. Id you need any server/content testers consider me!
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Xen
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Joined: Wed Feb 19, 2014 6:22 am
Re: First Glimpse of the VGOEmulator World
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Post by Xen » Wed Mar 26, 2014 10:48 pm

ScreenShot_00119.jpg
ScreenShot_00120.jpg
ScreenShot_00121.jpg
ScreenShot_00122.jpg
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Xen
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Re: First Glimpse of the VGOEmulator World
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Post by Xen » Wed Mar 26, 2014 11:26 pm

ScreenShot_00125.jpg
ScreenShot_00124.jpg
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John Adams
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Re: First Glimpse of the VGOEmulator World
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Post by John Adams » Thu Mar 27, 2014 6:43 am

Flying whales! Who doesn't love flying whales?

I know this may seem insulting, but you and I think a LOT a like in many aspects. In EQ2, when I first started admin'ing, I made a zone with every model_id populated and lined them all up just to see what the models looked like... and named them "model #"

Things are lookin damn good. Are these hardcoded packets still, or are you pushing something from a DB yet?
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Xen
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Re: First Glimpse of the VGOEmulator World
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Post by Xen » Thu Mar 27, 2014 8:33 am

[quote="John Adams"]Things are lookin damn good. Are these hardcoded packets still, or are you pushing something from a DB yet?[/quote]

Still hardcoded. I just took my existing code and threw a loop around the NPC create code, incrementing the race id, and then lining up the x/y coordinates.


[quote="John Adams"]Flying whales! Who doesn't love flying whales?[/quote]

It was pretty awesome looking up and seeing that huge whale in the sky. That was 25x normal size. Hmm, wonder what 100x looks like. It was pretty sweet that it casts a huge shadow on the ground as well.
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John Adams
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Re: First Glimpse of the VGOEmulator World
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Post by John Adams » Thu Mar 27, 2014 9:21 am

Sounds very much like EQ2Emu in that respect. Happy about this because the learning curve is reduced slightly Nice work, Xen.
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Faux
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Re: First Glimpse of the VGOEmulator World
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Post by Faux » Thu Mar 27, 2014 10:02 am

These screenshots get me so amped. We really need a flying whale raid mob or just a whale raid mob only engagable by pcs on the deck of a boat.
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Swampdog
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Re: First Glimpse of the VGOEmulator World
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Post by Swampdog » Thu Mar 27, 2014 10:39 am

[quote="Faux"]These screenshots get me so amped. We really need a flying whale raid mob or just a whale raid mob only engagable by pcs on the deck of a boat.[/quote]

I remember discussions from the original VG team in the beta forums about encounters while at sea but they never came to be.. Maybe that is something that can be done once the emulator is going! Have John casually sailing the seas in his Caravel only to be attacked by Hermie the giant whale leaving him to rally his friends in order to take the whale out! lol
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