VGOEmu Progress
Moderator: Community Managers
Re: VGOEmu Progress
[quote="John Adams":287zo3ew][quote="Cyrcle":287zo3ew]Looking good. Are we expecting to begin Content Development by at least the end of the year?[/quote:287zo3ew]
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.[/quote:287zo3ew]
Looking forward to it!
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.[/quote:287zo3ew]
Looking forward to it!
Re: VGOEmu Progress
Quote from another board and my response
[quote:279f9fxj]I wouldn't get my hopes up that the chunking problem can be fixed, even if these guys are the most awesome amateur dev team around. The root cause is that Sigil used an engine that wasn't built around seamless, open-world environments, and they did a terrible job trying to make it work.[/quote:279f9fxj]
Yup but what we can do is try to make chunking as quick and painless as possible one way is we are only going to send about 1/2 the packets live send when chunking. For instance every time you chunked in live it resent the entire marketplace to the client and for some reason it doubled other packets for no apparent reason i can find as of right now.
Volt is making good progress with npc dialog interaction.
[attachment=0:279f9fxj]dialog_component_overview.jpg[/attachment:279f9fxj]
Here is the latest commits.
[code:279f9fxj]
r741
Couple fixes to HotButton table and code, added some Debug loggers
!! New vgo_world.sql !!
Many opcodes added to match Xinux's structs work
---------------------
r740
more structs
---------------------
r739
NPC dialogs "step 1-snapshot"
- Improved the behavior for merchant, [house]escrow merchant and repair merchant options: The issue with the options required to be pressed twice is solved. Instead a merchant's window will now be displayed (every time).
- Known issue: "Your target is not interested in transacting with you" will be displayed twice in chat when closing the merchant's window.
- vgo_world_delta.sql deleted.
---------------------
r738
and even more structs for volt
---------------------
r737
added more structs
---------------------
r736
Re-commit of vgo_world.sql - accidentally saved script_id = 1
---------------------
r735
Updating public SVN binary with linux fixes (just in case!)
---------------------
r734
new opcode
---------------------
r733
Linux fixes
---------------------
r732
Merged delta sql into vgo_world.sql !! Need at least the new opcodes and character_hotbar tables - nothing else changed !!
---------------------
r731
NPC dialogs "step 1-snapshot"
- Added temporary handlers for merchant, trainer, instructor, banker, taskmaster, altar, escrow merchant, broker and repair merchant dialog options. The NPC's will respond! though not yet according to live behavior.
- Known issue: These three options will often require being pressed twice to function and will also still cause error messages in WS console: merchant, [house]escrow merchant and repair merchant.
- vgo_world_delta.sql contains queries needed to update the vgo_world db (added to queries for previous releases) (I will remove this file later on since it turned out to be more confusing than helpful).
---------------------
r730
Changed icon_id from unsigned to signed
---------------------
r729
vgo_world_delta.sql: Added queries to merge into vgo_world db, to support rev 726 hotbar functionality (please remove or clear vgo_world_delta.sql file when merged).
---------------------
r728
New structs for dialog handler
---------------------
r727
New opcodes.sql
---------------------
r726
- Hotbar now creates,update,delete and send the hotkeys when loading
- Changes some elements of hotbar struct fron uint to int
- Added in opcodes for the handlers regarding npc interaction
See post for queries viewtopic.php?f=16&t=944&p=7606#p7606
---------------------
r725
NPC dialogs "step 1-snapshot"
- Hailing or left-clicking NPC's will make appropriate NPC's open their default dialog.
- Hailing or left-clicking NPC's will make appropriate NPC's give their voice greetings.
- Left-clicking an attackable NPC will toggle autoattack (this is an interrim implementation, later on you will not be able to turn of autoattack in this way).
- New file vgo_world_delta.sql contains queries needed to update the vgo_world db (please remove this file when this is merged with the main file).
---------------------
r724
Fix for Chat Tells:
- Previously, sending a tell informed the sending client that they had sent a tell to their own character's name.
The receiving player still gets the tell, it was a cosmetic issue.
---------------------
r723
Fix to the filter packets with the same sequence number: Now using Client::client_sequence for this. This should fix (at least one) issue with partial connections.
---------------------
r722
MasterSpawnList Continuation:
- Renamed a few functions:
- Load* functions involve querying the database to grab new spawn data for the spawn structs (Master Spawn List).
- Init* functions involve building/instantiating the spawn objects from the information in the spawn structs, upon request from the chunk/command process.
- Added Blocking to .reload commands so 2 players cannot reload the Master Spawn List at the same time.
- Started to add Mutex support to Init* functions, but this is not complete. Includes adding more Mutex support to the spawn classes.
- Added functions for Init*ing the rest of the spawn types (previous was only for NPCs). TODO is to create the commands to call these functions.
---------------------
r721
Rework of Master Spawn List and respawning:
- LoadNPCAppearances and LoadNPCAttachments loads in bulk query, rather than 1 query for each spawn_id
- .reload spawns now has a sub-sub-command: "all". .reload spawns will reload for the current chunk ONLY, .reload spawns all will reload the entire spawn list. There are a lot of optimizations available for this. Reloading a chunk's spawns is actually slower than reloading the whole server, but possibly less intrusive to other chunks. Optimizations will make this much faster. There is currently no thread protection in place: If 2 people reload spawns at the same time, bad things will likely happen.
---------------------
r720
Linux fixes
---------------------
r719
Added Logging to help resolve the Dropped Character/Chunk Client issue.
Changed how WorldCharacter objects are created for Character Select screen, so unneeded objects aren't created and then destroyed.
---------------------
r718
Added command ".spawn details", basic implementation - WIP
command_id 23: viewtopic.php?p=7550#p7550
Added GetPointsValue() to SGOUnrealPawn class to show the spawn's "dots" in details
Fixed a few loggers in Commands.cpp
Fixed some client print colors.
---------------------
r717
added two structs for volt
---------------------
r716
fixed OP_ClientAccessObject
---------------------
r715
Adjustments to HotBar code viewtopic.php?f=4&t=944#p7478
---------------------
r714
Some fixes to get things compiling on Linux.
---------------------
r713
Activated the Command Access system.
* Players now need to have their `characters`.`command_access` column set to match the values in your `commands`.`command_access` column.
* Default access for all commands is "A" for all access.
---------------------
r712
Implemented basic .chunk commands:
chunk details - displays info about the current chunk
chunk set safe - updates the start location (safe locs) of the current chunk to your character position/rotation
---------------------
r711
Added adding and deleting hot keys
Need to add the new sql table viewtopic.php?f=4&t=944
currently loading at startup is not implemented
---------------------
r710
Committing new vgo_world.sql for rev 709 code. Deleted spawn_tables.sql temporary file (tables are in vgo_world.sql now).
---------------------
r709
CampTimers.cpp: extended logging WorldDatabase.cpp: small fix to log message
---------------------
r708
Private code submit for rev 707.
---------------------
r707
World:
+ Implemented basic /bug reporting system - Table required from this post: viewtopic.php?p=7442#p7442
+ Continued work on PatchServer integration, but stuck on workflow - WIP
Compiled public binary for push to Public SVN
---------------------
r706
Added a few Lokked commands he was working on, all temp/test stuff - just wanted to reserve the handlers. !! Requires SQL from this post: viewtopic.php?p=7437#p7437 for rev 704+
---------------------
r705
Fixed logging category "LUA".
---------------------
r704
Commands handler revamp; starting with handler ID 1
Fixed some subcommand implementations
Added logger to debug commands being executed by players in-game
!! Must source the `commands` table info from this post! !!
viewtopic.php?p=7437#p7437
---------------------
r703
UDPServer::HandlePacketBunch: Improved console log message.
---------------------
r702
Added filter of consecutive 03 packets with the same sequence number in UDPServer::HandlePacketBunch. This is needed since the client sometimes sends duplicate 03 packets with OP_ClientAuthConfirm and more.
---------------------
r701
Removed some unnecessary {} and some extra spacing.
---------------------
r700
***Implementation of new UnrealChannel architecture
This allows more than 1024 Open/Close channel operations to be performed, per chunk. Previously, if more than 1024 Open/Close channel requests were processed by the server, the server would not properly reuse previously used channels and stop replicating spawns to the Client.
IMPORTANT: UnrealPlayerController has been hardcoded to Channel 2 and the Sequence Numbers of the 2 Reliable Packets sent (the Open packet and Function 67) are hardcoded to 1 and 2.
The SGOPCPawn representing the client's player has been hardcoded to Channel 3 and the Sequence of the 1 Reliable Packet (the Open packet) is hardcoded to 1.
Other Changes:
- Adventure Level for NPCs will randomize between the values in the DB for gamplay_level_low and _high.
- Renamed a mispelling in character.h
- Added Xinux's AFK code.
- Added a possible measure for detecting Double JOINs (and hence, duplicate avatar appearances). Logging included for when this is prevented, just so we know it's working.
- Cleaned up WorldDatabase.cpp. Nothing changed, just removed some comments.
- NPC Attachments are sent in the same packet as the Open Channel packet. This is as was done on Live. Previous, we sent attachments in their own packets.
- Removed Range Check Logging from Combat.cpp. Console doesn't need to be spammed.
---------------------
r699
added in structs for volt
---------------------
r698
Little more progress on PatchServer:
+ Added override check in Main world loop (so your worlds are not erroring trying to connect to a patcher that doesn't yet exist)
+ DB Version added to Version.h
+ PS_OP's added for talk between world and patcher
+ Added temp logging and a fake disconnect to test "complete" steps
+ Updated vgemu-patch.xml and vgemu-world.xml slightly
Note: Devs, to see a sample flow, run Login, Patcher, then World with the <patchserver /> tag set to "always". Otherwise, World's Main loop will skip trying to connect (default for now). No vgo-patch db is needed at this time, though you might create an empty one to avoid PatchServer.exe errors.
---------------------
r697
changed unknown to option in OP_ClientDialogOptionSelected
---------------------
r696
Committing a little more PatchServer work before code gets too far out of sync
Current state of PatchServer binary is it will listen for worlds, but do nothing yet.
Notes:
New <patchserver /> XML in vgemu-world.xml - ignore it for now
Code in world/Main.cpp commented out so the attempt to connect to PatchServer will not occur
Updated project files for World and Patcher
---------------------
r695
Fixes (might be changed again by Lokked's upcoming commits) to spawn_id and NPC adventure_level.
---------------------
[/code:279f9fxj]
[quote:279f9fxj]I wouldn't get my hopes up that the chunking problem can be fixed, even if these guys are the most awesome amateur dev team around. The root cause is that Sigil used an engine that wasn't built around seamless, open-world environments, and they did a terrible job trying to make it work.[/quote:279f9fxj]
Yup but what we can do is try to make chunking as quick and painless as possible one way is we are only going to send about 1/2 the packets live send when chunking. For instance every time you chunked in live it resent the entire marketplace to the client and for some reason it doubled other packets for no apparent reason i can find as of right now.
Volt is making good progress with npc dialog interaction.
[attachment=0:279f9fxj]dialog_component_overview.jpg[/attachment:279f9fxj]
Here is the latest commits.
[code:279f9fxj]
r741
Couple fixes to HotButton table and code, added some Debug loggers
!! New vgo_world.sql !!
Many opcodes added to match Xinux's structs work
---------------------
r740
more structs
---------------------
r739
NPC dialogs "step 1-snapshot"
- Improved the behavior for merchant, [house]escrow merchant and repair merchant options: The issue with the options required to be pressed twice is solved. Instead a merchant's window will now be displayed (every time).
- Known issue: "Your target is not interested in transacting with you" will be displayed twice in chat when closing the merchant's window.
- vgo_world_delta.sql deleted.
---------------------
r738
and even more structs for volt
---------------------
r737
added more structs
---------------------
r736
Re-commit of vgo_world.sql - accidentally saved script_id = 1
---------------------
r735
Updating public SVN binary with linux fixes (just in case!)
---------------------
r734
new opcode
---------------------
r733
Linux fixes
---------------------
r732
Merged delta sql into vgo_world.sql !! Need at least the new opcodes and character_hotbar tables - nothing else changed !!
---------------------
r731
NPC dialogs "step 1-snapshot"
- Added temporary handlers for merchant, trainer, instructor, banker, taskmaster, altar, escrow merchant, broker and repair merchant dialog options. The NPC's will respond! though not yet according to live behavior.
- Known issue: These three options will often require being pressed twice to function and will also still cause error messages in WS console: merchant, [house]escrow merchant and repair merchant.
- vgo_world_delta.sql contains queries needed to update the vgo_world db (added to queries for previous releases) (I will remove this file later on since it turned out to be more confusing than helpful).
---------------------
r730
Changed icon_id from unsigned to signed
---------------------
r729
vgo_world_delta.sql: Added queries to merge into vgo_world db, to support rev 726 hotbar functionality (please remove or clear vgo_world_delta.sql file when merged).
---------------------
r728
New structs for dialog handler
---------------------
r727
New opcodes.sql
---------------------
r726
- Hotbar now creates,update,delete and send the hotkeys when loading
- Changes some elements of hotbar struct fron uint to int
- Added in opcodes for the handlers regarding npc interaction
See post for queries viewtopic.php?f=16&t=944&p=7606#p7606
---------------------
r725
NPC dialogs "step 1-snapshot"
- Hailing or left-clicking NPC's will make appropriate NPC's open their default dialog.
- Hailing or left-clicking NPC's will make appropriate NPC's give their voice greetings.
- Left-clicking an attackable NPC will toggle autoattack (this is an interrim implementation, later on you will not be able to turn of autoattack in this way).
- New file vgo_world_delta.sql contains queries needed to update the vgo_world db (please remove this file when this is merged with the main file).
---------------------
r724
Fix for Chat Tells:
- Previously, sending a tell informed the sending client that they had sent a tell to their own character's name.
The receiving player still gets the tell, it was a cosmetic issue.
---------------------
r723
Fix to the filter packets with the same sequence number: Now using Client::client_sequence for this. This should fix (at least one) issue with partial connections.
---------------------
r722
MasterSpawnList Continuation:
- Renamed a few functions:
- Load* functions involve querying the database to grab new spawn data for the spawn structs (Master Spawn List).
- Init* functions involve building/instantiating the spawn objects from the information in the spawn structs, upon request from the chunk/command process.
- Added Blocking to .reload commands so 2 players cannot reload the Master Spawn List at the same time.
- Started to add Mutex support to Init* functions, but this is not complete. Includes adding more Mutex support to the spawn classes.
- Added functions for Init*ing the rest of the spawn types (previous was only for NPCs). TODO is to create the commands to call these functions.
---------------------
r721
Rework of Master Spawn List and respawning:
- LoadNPCAppearances and LoadNPCAttachments loads in bulk query, rather than 1 query for each spawn_id
- .reload spawns now has a sub-sub-command: "all". .reload spawns will reload for the current chunk ONLY, .reload spawns all will reload the entire spawn list. There are a lot of optimizations available for this. Reloading a chunk's spawns is actually slower than reloading the whole server, but possibly less intrusive to other chunks. Optimizations will make this much faster. There is currently no thread protection in place: If 2 people reload spawns at the same time, bad things will likely happen.
---------------------
r720
Linux fixes
---------------------
r719
Added Logging to help resolve the Dropped Character/Chunk Client issue.
Changed how WorldCharacter objects are created for Character Select screen, so unneeded objects aren't created and then destroyed.
---------------------
r718
Added command ".spawn details", basic implementation - WIP
command_id 23: viewtopic.php?p=7550#p7550
Added GetPointsValue() to SGOUnrealPawn class to show the spawn's "dots" in details
Fixed a few loggers in Commands.cpp
Fixed some client print colors.
---------------------
r717
added two structs for volt
---------------------
r716
fixed OP_ClientAccessObject
---------------------
r715
Adjustments to HotBar code viewtopic.php?f=4&t=944#p7478
---------------------
r714
Some fixes to get things compiling on Linux.
---------------------
r713
Activated the Command Access system.
* Players now need to have their `characters`.`command_access` column set to match the values in your `commands`.`command_access` column.
* Default access for all commands is "A" for all access.
---------------------
r712
Implemented basic .chunk commands:
chunk details - displays info about the current chunk
chunk set safe - updates the start location (safe locs) of the current chunk to your character position/rotation
---------------------
r711
Added adding and deleting hot keys
Need to add the new sql table viewtopic.php?f=4&t=944
currently loading at startup is not implemented
---------------------
r710
Committing new vgo_world.sql for rev 709 code. Deleted spawn_tables.sql temporary file (tables are in vgo_world.sql now).
---------------------
r709
CampTimers.cpp: extended logging WorldDatabase.cpp: small fix to log message
---------------------
r708
Private code submit for rev 707.
---------------------
r707
World:
+ Implemented basic /bug reporting system - Table required from this post: viewtopic.php?p=7442#p7442
+ Continued work on PatchServer integration, but stuck on workflow - WIP
Compiled public binary for push to Public SVN
---------------------
r706
Added a few Lokked commands he was working on, all temp/test stuff - just wanted to reserve the handlers. !! Requires SQL from this post: viewtopic.php?p=7437#p7437 for rev 704+
---------------------
r705
Fixed logging category "LUA".
---------------------
r704
Commands handler revamp; starting with handler ID 1
Fixed some subcommand implementations
Added logger to debug commands being executed by players in-game
!! Must source the `commands` table info from this post! !!
viewtopic.php?p=7437#p7437
---------------------
r703
UDPServer::HandlePacketBunch: Improved console log message.
---------------------
r702
Added filter of consecutive 03 packets with the same sequence number in UDPServer::HandlePacketBunch. This is needed since the client sometimes sends duplicate 03 packets with OP_ClientAuthConfirm and more.
---------------------
r701
Removed some unnecessary {} and some extra spacing.
---------------------
r700
***Implementation of new UnrealChannel architecture
This allows more than 1024 Open/Close channel operations to be performed, per chunk. Previously, if more than 1024 Open/Close channel requests were processed by the server, the server would not properly reuse previously used channels and stop replicating spawns to the Client.
IMPORTANT: UnrealPlayerController has been hardcoded to Channel 2 and the Sequence Numbers of the 2 Reliable Packets sent (the Open packet and Function 67) are hardcoded to 1 and 2.
The SGOPCPawn representing the client's player has been hardcoded to Channel 3 and the Sequence of the 1 Reliable Packet (the Open packet) is hardcoded to 1.
Other Changes:
- Adventure Level for NPCs will randomize between the values in the DB for gamplay_level_low and _high.
- Renamed a mispelling in character.h
- Added Xinux's AFK code.
- Added a possible measure for detecting Double JOINs (and hence, duplicate avatar appearances). Logging included for when this is prevented, just so we know it's working.
- Cleaned up WorldDatabase.cpp. Nothing changed, just removed some comments.
- NPC Attachments are sent in the same packet as the Open Channel packet. This is as was done on Live. Previous, we sent attachments in their own packets.
- Removed Range Check Logging from Combat.cpp. Console doesn't need to be spammed.
---------------------
r699
added in structs for volt
---------------------
r698
Little more progress on PatchServer:
+ Added override check in Main world loop (so your worlds are not erroring trying to connect to a patcher that doesn't yet exist)
+ DB Version added to Version.h
+ PS_OP's added for talk between world and patcher
+ Added temp logging and a fake disconnect to test "complete" steps
+ Updated vgemu-patch.xml and vgemu-world.xml slightly
Note: Devs, to see a sample flow, run Login, Patcher, then World with the <patchserver /> tag set to "always". Otherwise, World's Main loop will skip trying to connect (default for now). No vgo-patch db is needed at this time, though you might create an empty one to avoid PatchServer.exe errors.
---------------------
r697
changed unknown to option in OP_ClientDialogOptionSelected
---------------------
r696
Committing a little more PatchServer work before code gets too far out of sync
Current state of PatchServer binary is it will listen for worlds, but do nothing yet.
Notes:
New <patchserver /> XML in vgemu-world.xml - ignore it for now
Code in world/Main.cpp commented out so the attempt to connect to PatchServer will not occur
Updated project files for World and Patcher
---------------------
r695
Fixes (might be changed again by Lokked's upcoming commits) to spawn_id and NPC adventure_level.
---------------------
[/code:279f9fxj]
- GraniteTheWolf
- Data Collector
- Posts: 59
- Joined: Sun Apr 20, 2014 8:33 pm
- Location: Wisconsin, USA
Re: VGOEmu Progress
Its so nice to hear little things like NPC voices and get response menus. Each step closer feels great.
I know I haven't been very active since data collection ended. I also haven't had much time on the server to run around and check for bugs. I only log in for a bit each time updates are made to see the progress in-game.
I'll admit I don't have the patience to run all over checking for bugs, even though I had plenty to gather data. Guess I felt like I was accomplishing more logging data :p
I still check here a few times a week! Right now I really want to give a big shout out to our head coders who are putting all the data we collected to work and recovering our world.
I cant wait to dig my paws back in when we go to a live playable state with quests and even grinding.
I know I haven't been very active since data collection ended. I also haven't had much time on the server to run around and check for bugs. I only log in for a bit each time updates are made to see the progress in-game.
I'll admit I don't have the patience to run all over checking for bugs, even though I had plenty to gather data. Guess I felt like I was accomplishing more logging data :p
I still check here a few times a week! Right now I really want to give a big shout out to our head coders who are putting all the data we collected to work and recovering our world.
I cant wait to dig my paws back in when we go to a live playable state with quests and even grinding.
Data Collector.
Granite - 55 Shaman; Velo - 55 Sorcerer; Draxy - 55 Paladin
Granite - 55 Shaman; Velo - 55 Sorcerer; Draxy - 55 Paladin
Re: VGOEmu Progress
Gotta say Dev's, things are shaping up really nicely.
Just got settled from the Big move, and logging in once I got my internet was a great thing to see how much was implemented during my time being dark.
Excited to see whats next.
And you guys rock
Just got settled from the Big move, and logging in once I got my internet was a great thing to see how much was implemented during my time being dark.
Excited to see whats next.
And you guys rock
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: VGOEmu Progress
Thanks to Volt's hard work, we have some basic NPC Dialogs working -- so well in fact, my cheeks hurt from smiling at being able to write a LUA script and click the options Bravo, Volt!
Everyone should come to Isle of Dawn on New Telon, and speak to Tan Fen Greatcloud. He has an interesting story to tell you!
[center:2l9fd8mu][attachment=0:2l9fd8mu]ScreenShot_00173.JPG[/attachment:2l9fd8mu][/center:2l9fd8mu]
The Script (so you can follow along)
Everyone should come to Isle of Dawn on New Telon, and speak to Tan Fen Greatcloud. He has an interesting story to tell you!
[center:2l9fd8mu][attachment=0:2l9fd8mu]ScreenShot_00173.JPG[/attachment:2l9fd8mu][/center:2l9fd8mu]
The Script (so you can follow along)
Code: Select all
function spawn()endfunction opening_dialog(NPC, PC) OpeningDialog = GetDialog(NPC, PC) SetDialogGreeting(OpeningDialog, "Tan Fen Greatcloud says, \"Ahh! Thank you so much for answering our call for aid. I am Tan Fen Greatcloud, and I humbly welcome you to the Isle of Dawn.\"") AddDialogOption(OpeningDialog, "Can you tell me about the VGOEmulator Project?", "VGOAbout") AddDialogOption(OpeningDialog, "No, I am busy.", "DialogPCDeclined") CommitDialog(OpeningDialog, PC)endfunction VGOAbout(NPC, PC) CustomDialog = GetDialog(NPC, PC) SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"There has been no greater adventure known in all the world than trying to reconstruct a world from our fleeting memories! Those involved in this project are true heroes, indeed.\"") AddDialogOption(CustomDialog, "Who are these heroes?", "VGOHeroes") CommitDialog(CustomDialog, PC)endfunction VGOHeroes(NPC, PC) CustomDialog = GetDialog(NPC, PC) SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud smiles and says, \"You have not heard of the great and powerful Volt? Who has brought you these amazing dialogs so you can speak with me? Surely you have.\"") AddDialogOption(CustomDialog, "What about the others? They must have done something too!", "VGOOthers") CommitDialog(CustomDialog, PC)endfunction VGOOthers(NPC, PC) CustomDialog = GetDialog(NPC, PC) SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud exclaims, \"Of course! John, Xinux and Scatman brought the world into being. Xen unraveled the mysteries of my very existence. Ratief determined your titles and whether or not I even like you with Factions! Lokked stablized our otherwise chaotic world and brought peace to the land again. Not to mention those seekers of data who risked their very lives to bring you the world you see before you.\"") AddDialogOption(CustomDialog, "Tell me about the Data Collectors!", "VGOCollectors") AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined") CommitDialog(CustomDialog, PC)endfunction VGOCollectors(NPC, PC) CustomDialog = GetDialog(NPC, PC) SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud holds his head in reverence, \"Ah, the Collectors! They were sent out into the world to discover all of Telon's secrets and return them to John, who used their discoveries to resurrect the world you know as New Telon!\"") AddDialogOption(CustomDialog, "Tell me about VGOEmulator again!", "VGOAbout") AddDialogOption(CustomDialog, "Tell me about those Heroes again!", "VGOHeroes") AddDialogOption(CustomDialog, "Tell me about those Others again!", "VGOOthers") AddDialogOption(CustomDialog, "Okay, I am bored now. Bye.", "DialogPCDeclined") CommitDialog(CustomDialog, PC)endfunction DialogPCDeclined(NPC, PC) CustomDialog = GetDialog(NPC, PC) SetDialogGreeting(CustomDialog, "Tan Fen Greatcloud tells you, \"I'll be right here when you wish to speak again. Farewell.\"") CommitDialog(CustomDialog, PC)endfunction DialogNPCDeclined(NPC, PC) NpcSay(PC, "Tan Fen Greatcloud says, \"Come back when you have gained more experience.\"") CloseDialogWindow(PC)end[/code:2l9fd8mu]
Re: VGOEmu Progress
And while we are posting progress, here is some more!
It needs a little more work and then I have to clean out some stuff that doesn't belong in the starting abilities, implement the subclasses, and get John to show me how to successfully back up the tables to send to him for inclusion in vgo_world.sql.
It needs a little more work and then I have to clean out some stuff that doesn't belong in the starting abilities, implement the subclasses, and get John to show me how to successfully back up the tables to send to him for inclusion in vgo_world.sql.
- John Adams
- Retired
- Posts: 4581
- Joined: Wed Aug 28, 2013 9:40 am
- Location: Phoenix, AZ.
- Contact:
Re: VGOEmu Progress
Hey Faux, that is a beautiful sight. Great work!
Re: VGOEmu Progress
I just thought I'd let you all know that you're all bad asses!
Re: VGOEmu Progress
[quote="John Adams":2gp9kdh5]The Script (so you can follow along)[/quote:2gp9kdh5]Oh my John, that brought some laughter!
Faux, that looks very promising!
Faux, that looks very promising!
"Gaze in amazement adventurer"
- Blackstorm
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Re: VGOEmu Progress
ouch... an amazing work again
i think we move faster these last days !! we are really close to add and play with few contents ^^
i think we move faster these last days !! we are really close to add and play with few contents ^^