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VGOEmu Progress

News and Announcement Forums

Moderator: Community Managers

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normanix
Data Collector
Data Collector
Posts: 19
Joined: Sat Jun 28, 2014 11:33 pm
Re: VGOEmu Progress
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Post by normanix » Mon Aug 25, 2014 1:28 pm

Took my first look around New Telon earlier today. It was awesome.
Having said that, the movers are coming tomorrow morning to take all of our stuff. Until I get settled in the new house, and we have real internet access back, I'll be tethered to a cell phone.

Once things return to normal, I'd like to contribute more to the project so put me to work!

See you on the flip-side...
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: VGOEmu Progress
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Post by Kilsin » Mon Aug 25, 2014 8:03 pm

Good to hear Norm, good luck with the move mate!
Community & Web Manager | Visionary Realms, Inc.
Visit our Development website.
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Moldew
Content Designer
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Posts: 670
Joined: Sat May 24, 2014 10:51 am
Location: Seattle, WA
Re: VGOEmu Progress
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Post by Moldew » Tue Aug 26, 2014 12:26 pm

Good luck with the move Norm, see you in New Telon...
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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John Adams
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Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
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Re: VGOEmu Progress
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Post by John Adams » Tue Aug 26, 2014 7:24 pm

Thanks again to Ratief, we now have the option to "colorize" our NPCs to their proper factions!

[center:3rd22jxo][attachment=0:3rd22jxo]ScreenShot_00163.JPG[/attachment:3rd22jxo][/center:3rd22jxo]

Factions themselves will take a LOT of work still, as there are many unknowns, but the ones we do know we're starting to set in the world just for basic testing. Let me remind you again, the NPCs in New Telon are only for demo... so they will likely not be accurate. And nothing should attack you, red or not


To play with Factions yourself, target an NPC in game and type:
[code:3rd22jxo].factionget[/code:3rd22jxo]
This will show you their faction_id. To test different levels, type this:
[code:3rd22jxo].factionset {your name} {the faction_id} {the level}[/code:3rd22jxo]

Like this:
[code:3rd22jxo].factionset John 107 -20000[/code:3rd22jxo]

This will make faction 107 hate me.
Attachments
ScreenShot_00163.JPG
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: VGOEmu Progress
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Post by Kilsin » Tue Aug 26, 2014 8:02 pm

Nice work Ratief!
Community & Web Manager | Visionary Realms, Inc.
Visit our Development website.
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Dakadin
Posts: 58
Joined: Sun May 11, 2014 11:59 pm
Re: VGOEmu Progress
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Post by Dakadin » Tue Aug 26, 2014 10:50 pm

Yeah great job Ratief!
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ArtofWar
Data Collector
Data Collector
Posts: 120
Joined: Wed Jul 23, 2014 9:01 am
Re: VGOEmu Progress
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Post by ArtofWar » Wed Aug 27, 2014 8:05 am

Aye! that's fantastic, cant wait to see whats next!
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Xinux
Project Leader
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Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Fri Oct 03, 2014 3:16 pm

Some highlights from recently since there are to many commits from my last update.

Targeting continued: - added difficulty colors (dot color) to offensive target portrait - tuned one console message

Afk will now show at the end of your name and also appear to other clients.

Actor targeting: - Camping, rifting, chunking and otherwise leaving characters will clear themselves as a target of any other actor (as before) as well as clearing their own targets (new). - Added handler for OP_ClientChunkConnected

Added handler for /stuck yes command and code to port character to safe location in the current chunk

Implemented MasterSpawnList class. Created new Constructors for NPC-related Unreal Classes.

Added in server response to OP_ClientLocationCmd which will eventually respond with the area you are in for now it just returns chunk name

Implemented checking surrounding chunks during chunking for inactive or non-existent chunks. If found, sends WS_ChunkPreload2 packet, to let Client know not to let player move into these chunks. It will display the appropriate error message...

Added generic.lua to go with test spawn data (sample Hail function)

Improvements to sit/stand and resting: - Tied up the logic for is_resting, sit/stand and camping. - Server will set is_resting=false when character moves. - Fixed replication of the sit/stand animation (players can now see when another characters sit/stand)

Added Documentation for Combat class. Reimplemented cross-zone combat flags. Added safety net to Combat class, in case there is still a WorldCharacter spinning around in the loop.
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Cyrcle
Data Collector
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Posts: 288
Joined: Fri Jan 31, 2014 1:51 pm
Re: VGOEmu Progress
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Post by Cyrcle » Fri Oct 03, 2014 4:15 pm

Looking good. Are we expecting to begin Content Development by at least the end of the year?
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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Fri Oct 03, 2014 6:01 pm

[quote="Cyrcle":oyu4uz1c]Looking good. Are we expecting to begin Content Development by at least the end of the year?[/quote:oyu4uz1c]
It is my hope to begin much sooner. Lokked has done extensive work getting the "lists" implemented, and after we've had a chance to test them extensively, then add a few Commands for you guys to use, we should be ready to rock & roll.
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