VGOEmu Progress
Moderator: Community Managers
Re: VGOEmu Progress
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...
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...
Re: VGOEmu Progress
Good to hear Norm, good luck with the move mate!
Re: VGOEmu Progress
Good luck with the move Norm, see you in New Telon...
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
But sometimes it makes no sense.
Refridgerator.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
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Re: VGOEmu Progress
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.
[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.
Re: VGOEmu Progress
Nice work Ratief!
Re: VGOEmu Progress
Aye! that's fantastic, cant wait to see whats next!
Re: VGOEmu Progress
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.
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.
Re: VGOEmu Progress
Looking good. Are we expecting to begin Content Development by at least the end of the year?
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: VGOEmu Progress
[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.
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.