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VGOEmu Progress

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Moderator: Community Managers

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John Adams
Retired
Posts: 4582
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 » Fri Apr 10, 2015 1:04 pm

Updating now. Go fly, be free.
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GraniteTheWolf
Data Collector
Data Collector
Posts: 59
Joined: Sun Apr 20, 2014 8:33 pm
Location: Wisconsin, USA
Re: VGOEmu Progress
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Post by GraniteTheWolf » Fri Apr 10, 2015 10:30 pm

[quote="John Adams"]Updating now. Go fly, be free.[/quote]

You gave me the biggest grin. I haven't flown in Vanguard since.... the last time ANY of us flown lol. Awesome!

Also nothing like taking to the skys on the eve of your birthday (Today, April 11th Central time, is my ding-day. Yay, getting older... lol)
Data Collector.
Granite - 55 Shaman; Velo - 55 Sorcerer; Draxy - 55 Paladin
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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 » Sat Apr 11, 2015 2:00 pm

Happy birthday, Granite!
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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TigerTiger
Posts: 99
Joined: Mon Oct 28, 2013 2:14 pm
Re: VGOEmu Progress
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Post by TigerTiger » Sun Apr 12, 2015 3:17 pm

[quote="Jakkal"]Well, it wouldn't work on people like me!

I heard mounts were in, oh it was so nice to be able to hop on a horse and just run around again. I wasted so much time doing that in the live game, and I really enjoyed doing that again![/quote]
Mounts, Mounts, Mounts! Where are the Mounts? Jakkal you get me Raki Textures? Do you want me to make you a special Zebra Mount? Armored Zebra Mount?
Last edited by TigerTiger on Fri Apr 17, 2015 1:45 pm, edited 1 time in total.
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Jakkal
Content Designer
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Posts: 3095
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
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Re: VGOEmu Progress
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Post by Jakkal » Sun Apr 12, 2015 3:24 pm

I'm actually on vacation right now, but I'd love to be able to mess with in-game textures on mounts and mobs and stuff.
Image
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Xinux
Project Leader
Project Leader
Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Thu Apr 30, 2015 11:13 am

Been a little bit since i did a update so here are our commit comments for the last month.

r1203
Should be able to fly in all chunks now with the new chunks table

r1204
Fix : MoverProcessor.cpp:324:58: error: call of overloaded ‘abs(float)’ is ambiguous with : "#include <algorithm>"

r1205
Moved sendmotd and chat channel around so motd would appear after the chat channels.

r1206
Further work with mover processors.

r1207
Fixed that some movers could make an unwanted movement when spawning.

r1208
First review for Groups (not yet finished). - All code from ChunkServer.cpp is now in group.cpp (exept handlers). - Using a new struct for the groups and group's invites variables.

r1209
Missing Opcodes between dbeditor and the public svn rev1181.

r1210
Group's Invites : Fix the group's invites window to display all group's members.

r1211
Groups Invites : - When the leader leave the group, another member is promoted. - If you try to invite a zoning character, you have an error message. - If someone quit the game or is disconnected, that member is removed from the group and i...

r1212
Groups Invites : - Forgot to update the groups' variable with a manual promote ^^

r1213
Changed unknown13 to recovery in OP_ServerAbilities Updated OP_ServerPetAbilties
Added multiple structs DB column change please run the following SQL file ****

r1214
Main.cpp: Remove the old variable for groups. ChunkServer.cpp: Add some Doxygen header for groups' code Group.cpp: Now, all new members have the correct update for loot options and marks.

r1215
Cleanup all old unused variables.

r1216
Forgot to upload the updated group.h for loot options

r1217
Friends code works but there is a issue of it only returning the first and last values. Submitting so Black can take a look New struct file and SQL table for friends

r1218
Forgot FriendsList.cpp and FriendsList.h

r1219
FriendsList.cpp: Fixed the issue where only the first and the last friends are displayed.

r1220
Login Server: Missing LSConfigs.cpp into the Makefile

r1221
ChunkServer.cpp: no modification, just added the Doxygen headers for Rifts and Bindstones functions

r1222
Friend list now updates when you .rift or chunk normally
Fix a issue where the friends list was using the wrong characters location
Added ignore code.
The client auto blocks Tell's if you are on the list. New Struct file and SQL table vgoem...

r1223
Linux : Added Friends List and Ignore List to the Makefile

r1224
Adjusted item code to reflect struct change Corrected some structs and added some new one's updated some opcodes

r1225
Adding consider function internal testing seems good still need to figure out skinning so commenting it out for now. Updated struct file

r1226
Added the client Interrupt Ability Handles

r1227
Little fix from previous update.

r1228
You will now see other players flying in the air instead of it showing them on the ground. Still a bug where it shows you in the air after you land and still on your mount.

r1229
Emotes will now default to defensive target before offensive if you have both as a target. Change per this: Note that with target-optional emotes, Vanguard will assume you wish perform the emote towards your defensive target, then your offe...

r1230
Update OP_ServerStrategyHand Struct If you set always_loaded in the chunk table to 1 the chunk will not shutdown when there are no players in that chunk. Fixed some mismatch errors Commented out chunk loading at startup till it can be fixed...

r1231
Can now Preload multiple chunks

r1232
Struct update

r1233
LOG_DIPLOMACY is to long changed to LOG_DIPLO since it was not showing in the console

r1234
Added following structs OP_ClientDeckLoad OP_ClientDecksave OP_ClientDeckClear

r1235
/played now returns the amount you have played for your current session
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elquar
Content Designer
Content Designer
Posts: 604
Joined: Tue Jun 03, 2014 2:07 pm
Re: VGOEmu Progress
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Post by elquar » Thu Apr 30, 2015 8:25 pm

Nice Xinux


I have not got a chance to test flying , but will next time i get to log in to servers.

As always keep up the great work !
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snom
Data Collector
Data Collector
Posts: 83
Joined: Mon Apr 21, 2014 7:12 am
Re: VGOEmu Progress
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Post by snom » Fri May 01, 2015 6:11 am

Looking great! Keep up the good work!
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wanuvas70
Data Collector
Data Collector
Posts: 19
Joined: Sat Mar 29, 2014 1:36 pm
Re: VGOEmu Progress
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Post by wanuvas70 » Sun May 03, 2015 9:16 am

Nice work all!
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Xinux
Project Leader
Project Leader
Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
  • Quote

Post by Xinux » Mon May 11, 2015 1:27 pm

Here is some casting and spell animations Faux has been working on.

https://www.youtube.com/watch?v=WR7FMVcEmAA
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