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VGOEmu Progress

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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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VGOEmu Progress
  • Quote

Post by John Adams » Thu Oct 10, 2013 4:54 pm

Just a quick update to the thousands of eager players watching this empty forum...

Code
Scatman has nearly all of the core functionality coded up (threads, network, database, logging, i/o) and is finalizing some of the packetstruct stuff we're going to use to make the VG Clients compatible (the same way EQ2Emulator does). This means we too will not be locked to any single client version for 10 years.

Data
Xinux has spent a lot of time scouring the VG packet data to help Scat with the initial packet headers and structures. We're all learning more about the SOE Protocol than any of us really wanted, but it's fun!

Client
I have written a Launchpad getting ready to test initial authentication to the new LoginServer hopefully in the next month or two. After we get authentication working, our primary task will be getting a client into the world. I can promise it will be quite some time before this happens, because the World code has not even started yet, but I'm very dedicated to make this happen.

This is all done in little over a month since we started this project site, compared to the last 6 years that no one else has done, well, anything

I'm proud of our small team! We are therefore taking the title:

"Official Vanguard:SOH Emulator Project"


Stay tuned for more news!
John Adams
VGOEmulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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rottstein
Posts: 42
Joined: Sat Aug 31, 2013 11:28 am
Re: VGOEmu Progress
  • Quote

Post by rottstein » Sat Oct 12, 2013 10:32 am

If you guys want to put out your packet sniffer I will gladly run it while running around the game and send you the results. I am sure you will need lots of info captured.
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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Mon Oct 14, 2013 9:17 pm

We certainly will, rottstein. Standby on that, we're just starting to do some login connections tonight.

Scat has the UDP services hooked up, and with some fake packet data, his VGClient.exe hit my server with a resounding thud

[attachment=0:1k4wkygf]FirstConnection.jpg[/attachment:1k4wkygf]

This is monumental, because this is literally as far as any VG:Emu has ever gone since Ramsey's Beta dummy loginserver

I'm pretty excited right now. Great work, Scatman!
Attachments
FirstConnection.jpg
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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Mon Jan 27, 2014 7:29 pm

Just a small update, in light of the Vanguard Sunset in July 2014, we're currently considering NOT implementing the same multiple-client support that exists in EQ2Emulator... because there will never be another client besides the one we have. Seems pointless to extend that effort.


You "Team of 3" will be working pretty hard in the months to come to gather as much information as we can before the Live servers shut down. This is a Call To Arms, so to speak. Anyone willing to Collect needs to step forward and receive your assignments. We cannot do it alone, but we'll make one helluvan attempt
John Adams
VGOEmulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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theFoof
Developer
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Posts: 446
Joined: Fri Jan 24, 2014 10:23 pm
Location: Florida
Re: VGOEmu Progress
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Post by theFoof » Mon Jan 27, 2014 7:31 pm

Seems like a good decision, one client is easier to manage anyway
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dhew
Data Collector
Data Collector
Posts: 62
Joined: Sun Jan 26, 2014 3:27 pm
Re: VGOEmu Progress
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Post by dhew » Tue Jan 28, 2014 5:45 am

Standing by.
- Laerith, Dreadknight of New Telon
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tad10
Data Collector
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Posts: 46
Joined: Sat Jan 11, 2014 10:03 pm
Re: VGOEmu Progress
  • Quote

Post by tad10 » Tue Jan 28, 2014 1:25 pm

Willing to login and collect packets.

Also I'm very curious at exactly what version of Vanguard you're looking to emulate?

2007 Vanguard - despite it's lag and bugs had the best mix of quests, items and charm.

2008 Vanguard - added the APW raid zone but started taking away some of the fun of Vanguard (including changes to crafting, nerfing rescue abilities and starting to remove various fun quests like the Vampire Bat quest) and blew up the original XP curve meaning that players would outlevel questing areas long before they should.

Late 2008 Vanguard - added Isle of the Dawn and all the Hunter's League quests which hammered original VG itemization, especially for starting areas. Additionaly changes included making some dungeons "small group" or retasking mid-level PotA to a late game dungoen, and the odd outdoor raid mob.

2009-Present - added levels 50-55 which blew up the usefulness of the APW raid zone, removed racial starting areas, developed the "golden path" WoWish questlines and basically removed all that was fun and/or interesting and/or charming about Vanguard.

Basically I'd suggest you guys aim for 2007 Vanguard with a level 50 cap maybe with APW if you're feeling good. But for God's sake don't put in IoD, the level cap increase or post-50 content.
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shallaw
Posts: 1
Joined: Tue Jan 28, 2014 1:34 pm
Re: VGOEmu Progress
  • Quote

Post by shallaw » Tue Jan 28, 2014 1:42 pm

i'd like to help you guys collect packets as well
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Stella
Posts: 1
Joined: Tue Jan 28, 2014 1:46 pm
Re: VGOEmu Progress
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Post by Stella » Tue Jan 28, 2014 1:49 pm

What does it entail? I will help if I can. Just let me know how.
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grumblethorn
Data Collector
Data Collector
Posts: 1
Joined: Tue Jan 28, 2014 3:53 pm
Re: VGOEmu Progress
  • Quote

Post by grumblethorn » Tue Jan 28, 2014 3:54 pm

willing to work to help!
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