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Mito aka Apoptosis

A place for you to tell us a little about yourself.

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Mito
Posts: 4
Joined: Tue Jul 29, 2014 8:39 pm
Mito aka Apoptosis
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Post by Mito » Tue Jul 29, 2014 8:57 pm

Wow, never knew what an Emulator was until Vookah told me about this site. He was gracious enough to give me a flying mount tonight so I could traverse the world of Telon one last time.

Older gamer here! I started Vanguard beta before the horrendous launch in 2007. I've played on and off since then under the names of Mito and Apoptosis (my gnome wizard SOE deleted...)

I'm in the process of opening a compounding pharmacy ---- just graduated from pharmacy school at the ripe old age of 39. I have plenty of time to help so please let me know if there is anything I can do?

Question - since VGO is open code does that mean we can improve the bugs, coding, etc? Possible to use a better game engine?
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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: Mito aka Apoptosis
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Post by John Adams » Tue Jul 29, 2014 9:19 pm

Hey Mito, welcome aboard.

[quote="Mito"]Question - since VGO is open code does that mean we can improve the bugs, coding, etc? Possible to use a better game engine?[/quote]
Our world source is indeed Open Source. Our efforts are to reproduce the game exactly as it is today _with_ options for some classic features if possible as we continue development. It is my hope that with total control over the World, we can fix server-side bugs and imbalances with game play.

Since you are new to Emulators, I'll just add one bit: They are generally not run on farms of 100's of machines, and in most cases in fact, 1 single machine runs the whole world and all chunks. Emulators (while some would boast) are not really meant to replace the full, real game, but in the case such as Vanguard, or Earth and Beyond, and Star Wars Galaxies, those games are available nowhere else but in Emulator form... so it's up to us to make our code "scalable". How scalable, that is to be determined. None of us have ever worked with an Unreal Engine before.

Which brings me to your last point; a better game engine. This project relies on the "Live" VGClient.exe and it's files. If you change the client, you may risk breaking our ability to communicate with it. However our code is Open Source, so whatever anyone wants to do with it is certainly up to them.

Hope that answers your questions. Stick around, the real fun starts soon with rebuilding our world.
John Adams
VGOEmulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux
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Mito
Posts: 4
Joined: Tue Jul 29, 2014 8:39 pm
Re: Mito aka Apoptosis
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Post by Mito » Wed Jul 30, 2014 7:35 am

Thanks for the quick reply.

Would it be possible for players to host individual chunks of the game so we could emulate the entire game world? I'm curious to the amount of servers currently running Vanguard?
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John Adams
Retired
Posts: 4582
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
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Contact John Adams
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Re: Mito aka Apoptosis
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Post by John Adams » Wed Jul 30, 2014 1:05 pm

[quote="Mito"]Would it be possible for players to host individual chunks of the game so we could emulate the entire game world?[/quote]
The current design of VGOEmulator, no. It's all in one exe. My original design spec called for "clustering", but it didn't impress anyone. Seemed like too much effort for such a small endeavor (at the time). Hosting chunks all around Planet Earth for 1 single server is not feasible anyway, due to internet latency. No way it would keep up. My hope is we can follow EQEmu's zone.exe concept someday, and allow multiple machines in a single location to load balance... but really, we're kinda waiting to see how popular this is. Drawing from our EQ2Emulator project, that gets 1 player logging in per month, it wasn't a high priority.

My servers are robust (when they stop being shut down by desert storms) so initially I should be able to handle 100 simultaneous players, which is more than I believe we'll see due to the current population of VG Live and the inherent attention span of gamers. Most will go find a new game starting tomorrow and forget all about VG:SOH.

We'll be here when nostalgia bites them, though
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Zewtastic
Posts: 527
Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: Mito aka Apoptosis
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Post by Zewtastic » Wed Jul 30, 2014 2:17 pm

I think if people knew that the game would not be shutting down, it would have more than 100 probably easy. But I am a homer so who knows.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: Mito aka Apoptosis
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Post by Kilsin » Wed Jul 30, 2014 6:43 pm

An average prime time for Australia was 100-350 for weekends and around 100-150 weeknights, it would of been larger for US and EU. As soon as the announcement was made, a lot jumped ship right away out of anger/resentment and only a handful of us stayed, so if word of this Emu gets spread around, you could be facing 100+ easily mate
Community & Web Manager | Visionary Realms, Inc.
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