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Re: VGOEmu Progress

Posted: Fri May 02, 2014 5:09 pm
by John Adams
Diggin the faction colors. Awesome clip, man.

Re: VGOEmu Progress

Posted: Fri May 02, 2014 8:05 pm
by Zewtastic
Wow very nice, particle effects and a harvesting node, almost.

Re: VGOEmu Progress

Posted: Thu May 29, 2014 1:40 pm
by Xinux
With the latest update from Foof you can now see other players in game. It is still a little buggy at this point but here is a quick video.

Remember to change to 720p



[url:fjc9z00y]https://www.youtube.com/watch?v=hwseCeu ... e=youtu.be[/url:fjc9z00y]


Enjoy

Re: VGOEmu Progress

Posted: Thu May 29, 2014 2:35 pm
by theFoof
[quote="Xinux":3m9yc85c]With the latest update from Foof you can now see other players in game. It is still a little buggy at this point but here is a quick video.

Remember to change to 720p



[url:3m9yc85c]https://www.youtube.com/watch?v=hwseCeu ... e=youtu.be[/url:3m9yc85c]


Enjoy[/quote:3m9yc85c]

Oh woot it works! Thanks for checking that out. Just an FYI to everybody, the bugginess comes from movement updates not being 100% correct. I also only send the initial spawn packets by proximity currently, not handling updates yet.

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 3:10 pm
by Xinux
In-game chat initial work has been committed and here is a little video of it in action.


[url:6frhltug]https://www.youtube.com/watch?v=QAgmEm5j9Cg[/url:6frhltug]

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 7:08 pm
by Faux
Awesome work, Xinux! If I might make one suggestion, one that the vg playerbase asked for repeatedly, was 1 global chat channel instead of continental channels for Thestra, Qalia, and Kojan.

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 7:11 pm
by Xinux
This was foof's doing but i don't see a reason why we couldn't implement a world chat channel.

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 7:24 pm
by theFoof
Yeah, those channels like "help" and such are global. I could add a global emu channel that wouldn't be a problem. Need to fix a linux error anyway so will add that in.

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 7:26 pm
by Faux
Thanks guys. It was a fairly common complaint on the forums that it made no sense, especially with the smallish player populations to separate the chat channels. It made it so you had to hop around to the different continents when trying to find a group.

Re: VGOEmu Progress

Posted: Sun Jun 29, 2014 8:25 pm
by John Adams
[quote="Faux":6urnvbf1]Thanks guys. It was a fairly common complaint on the forums that it made no sense, especially with the smallish player populations to separate the chat channels. It made it so you had to hop around to the different continents when trying to find a group.[/quote:6urnvbf1]
Thanks Foof. I believe this is the first (official) player-facing "customization" made in VGOEmulator.

Let this stand as Exhibit A that we are capable and willing to fix bugs or bad implementations that SOE wouldn't