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Fix stairs

What would you like to see us "fix" about Vanguard: Saga of Heroes?

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Mortuarius
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Joined: Thu Mar 06, 2014 9:54 am
Re: Fix stairs
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Post by Mortuarius » Fri Jul 18, 2014 12:44 pm

hmm ok then so heres a question. Since I know you guys wont edit the client yourselves or distribute edited clients, if someone else were to have and edited client, could we use that client to log into your servers?
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theFoof
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Re: Fix stairs
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Post by theFoof » Fri Jul 18, 2014 12:53 pm

To early to say for sure, but depending on "what" is edited, it does change offsets in the client and makes it more difficult to send things correctly. Unreal has a system for handling this, but we don't utilize it yet.
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John Adams
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Re: Fix stairs
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Post by John Adams » Fri Jul 18, 2014 12:59 pm

Right, as foof mentioned, we don't know enough about the unreal (vgr) files and their associated components. Far as I can see, there's a GUID, and sizes, and different values that have to be sent to the world to allow players to enter a chunk. If you edit the Unreal script and (for example) it changes the CRC of the file and the Client no longer understands it, then that ends that.

You're not just dealing with our world being able to communicate (we likely can get around that in code) but the VGClient.exe and it's dll's - we just don't know that answer yet. Although, Tiger has modified some stuff I believe, and still got into the world fine [ after using a hex tool to hack memory addresses in the binaries themselves... no one really wants to do that, right? ]
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Ily
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Re: Fix stairs
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Post by Ily » Fri Jul 18, 2014 1:11 pm

[quote="theFoof"]Like John said, editing the topography of a map file is part of the client.. however I saw mention of adding a brush. We don't have support for it yet but I think we technically "can" send brushes as actors. So if we knew the details of a brush to fix a certain set of stairs, we could possibly send it as a spawn and that would be something the project could support. Hypothetical.[/quote]

The fix is an invisible brush or otherwise known back in the day as a clip brush (Quake / Doom terminology) that is a rough geometric shape that collides with actors (players, mobs, ect).

The real question to me here is can we currently open up a chunk in Unreal Ed and edit it, compile it (build it within Unreal Ed), save it, and then distribute it to the clients? Anyone have this answer or shed some light on this?
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John Adams
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Re: Fix stairs
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Post by John Adams » Fri Jul 18, 2014 1:21 pm

[quote="Ily"]and then distribute it to the clients?[/quote]
This is the part that we, VGOEmulator.net, can take no part in. What you guys do on your own is cool, as long as things still work. Best way to determine this is to try it. Sounds simple. I say go for it.
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Ily
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Re: Fix stairs
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Post by Ily » Fri Jul 18, 2014 2:15 pm

Guess I'll start tinkering around with the VGR files off to install UT2004. Weeee! Installing
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TigerTiger
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Re: Fix stairs
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Post by TigerTiger » Sun Jul 20, 2014 4:15 pm

[quote="Mortuarius"]^ Thats because for a long time, VG did not have an artist on the dev team. When SOE DID have one, they primarily created crap for the in-game store. It was never considered a real priority to fix the stairs. Also would love to see tails added to the animal races. This is something that was promised to be added on in Beta and then hinted at again when the game went F2P but they never followed through on it.[/quote]
I can probably add tails, I just need you to send me a tail model. I can also add sliders to control the tail size (I made a post with tail sliders for the dire wolf model). I might even be able to add a client side command to toggle the tail. I also think the unreal engine supports streaming of package files so that say if I ran a server, raki/vul/kura tail patches would automatically be downloaded.
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John Adams
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Re: Fix stairs
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Post by John Adams » Sun Jul 20, 2014 6:09 pm

[quote="TigerTiger"]I also think the unreal engine supports streaming of package files so that say if I ran a server, raki/vul/kura tail patches would automatically be downloaded.[/quote]
I know the Unreal channels do some sort of file xfer (capability), so if this is in fact true, my worries about "modding clients" is moot. If it's just in the nature of the beast, I'm good with that.

(fwiw, I mostly meant redistribution of the entire client, modified or otherwise, in my previous rantings - what Tiger mentions is a different ballgame altogether, and sounds pretty exciting.)
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