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VGOEmu Progress

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Moderator: Community Managers

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Xinux
Project Leader
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Posts: 2549
Joined: Wed Aug 28, 2013 2:20 pm
Re: VGOEmu Progress
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Post by Xinux » Fri Aug 08, 2014 2:42 pm

Patch notes from the last week or so.
Enjoy

[pre:1kgc0nk3]Further fixed the issue with clients reconnecting too quickly
Revamped ack logic in udp code, this should greatly increase outgoing packet transmission speed
Fixed a bug where characters would sometimes not be removed from the world list
If a player attempts to log into world while their account already has a client, all other clients
with their account id will be kicked
camp command robustness improvement (blocks consecutive camp requests)
Support for camp command: Added empty handler for OP_ClientLFGSearch.

+ Added the following UnrealTypes:
+ Quat - used for boats
+ VGShipState - used for boats
+ ResourceLookup, Sound, StaticMesh - used for looking up indexes in asset files
+ Reorganized Unreal classes into separate files
+ UnrealActor.h contains only the UnrealActor class now!
+ Renamed _3dsList.h/cpp to SGO3ds.h/cpp
+ Renamed PPOList.h/cpp to PPO.h/cpp
+ Added Vehicle/Ship classes and initial replication functionality.
NOTE: there is no way to show a vehicle in game right now unless you hardcode it in ChunkServer.
+ Added Mover classes
+ They load from the mover database table based on the chunk
+ Updated Makefile to include new/renamed files.
+ Added UnrealFile classes to allow for dynamic loading of files from the database
+ All files properties are loaded into memory on WorldServer start from the unreal_files table so
they can be queried faster when needed.
+ ChunkServer changes
+ SendZoneFiles function no longer has hardcoded file values. The files are determined dynamically
based on the resources needed.
+ Setting the PC Model number based off the race id. However, this doesn't appear to be working
fully 100% yet as there seems to be a disconnect between login server raceid and Unreal raceid.
+ Currently sending all movers in the chunk to the client. We probably want to limit it based on
proximity like NPC's.

Fixed a crash with destructing packet structs and one caused by trying to zone to an invalid chunk
Fixed the disconnect packet
Fixed a bug that could cause a client to hang while loading a zone
Player ghosts should now be properly removed from a zone
Reconnecting quickly after exiting world should no longer cause waiting on world data...
to appear on character select
Speed should no longer reset after changing chunks
The global variable UnrealActor::next_unique_id is now atomic
Fragmented packets being sent from the client are now read correctly
Fixed a crash relating to reading control bitstreams
Ports will now be available for reuse after a chunk shuts down[/pre:1kgc0nk3]
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John Adams
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Posts: 4582
Joined: Wed Aug 28, 2013 9:40 am
Location: Phoenix, AZ.
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Re: VGOEmu Progress
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Post by John Adams » Sat Aug 09, 2014 1:30 pm

Sorry for my excitement, I'm just pleased I finally took the time to learn the "cpsend" commands Just messing around learning opcodes today, I got a few things to appear in the client. Fwiw, Xinux already got all this to work, he just doesn't get excited.

[attachment=0:2kc8z2iv]ScreenShot_00155.JPG[/attachment:2kc8z2iv]
Attachments
ScreenShot_00155.JPG
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Zewtastic
Posts: 527
Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: VGOEmu Progress
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Post by Zewtastic » Sat Aug 09, 2014 4:42 pm

Awesome stuff.
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Kilsin
Posts: 525
Joined: Sun Apr 27, 2014 6:53 pm
Location: Australia
Re: VGOEmu Progress
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Post by Kilsin » Sat Aug 09, 2014 6:21 pm

That is awesome stuff! nice
Community & Web Manager | Visionary Realms, Inc.
Visit our Development website.
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Cyrcle
Data Collector
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Posts: 288
Joined: Fri Jan 31, 2014 1:51 pm
Re: VGOEmu Progress
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Post by Cyrcle » Sat Aug 09, 2014 8:34 pm

Great work guys! Moving along at an amazing pace.
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Kandra
Data Collector
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Posts: 266
Joined: Fri May 16, 2014 2:35 am
Re: VGOEmu Progress
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Post by Kandra » Tue Aug 12, 2014 5:50 am

[quote="John Adams":1ersavsk]Sorry for my excitement, I'm just pleased I finally took the time to learn the "cpsend" commands Just messing around learning opcodes today, I got a few things to appear in the client. Fwiw, Xinux already got all this to work, he just doesn't get excited.

[attachment=0:1ersavsk]ScreenShot_00155.JPG[/attachment:1ersavsk][/quote:1ersavsk]

Nice... you get to do all the quests twice.
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jimbo
Posts: 89
Joined: Fri Aug 01, 2014 3:17 am
Location: Perth, Australia
Re: VGOEmu Progress
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Post by jimbo » Tue Aug 12, 2014 7:58 pm

Awesome work - I'm having a lot of fun trying to work out how your spawn tables work at the moment - don't tell me ! - I'll work it out

If you have not already got an Entity Relationship diagram ? - I'll draw one up ?

Jim
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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Wed Aug 13, 2014 1:48 am

Jimbo, the spawn tables are just temporary. They were just to get sample data into the world for validation of collects. A new schema is coming, so I wouldn't spend too much time diagramming it out right now.
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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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Re: VGOEmu Progress
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Post by John Adams » Fri Aug 22, 2014 6:18 pm

Thanks to Lokked, one of our newest C++ devs, movement now takes on a new, beautiful appearance in the world.

[quote:3bd5k73j]Replication Movement Fluidity:
Actors will now replicate fluidly, rather than jumping around. Walk/Run animations will show.[/quote:3bd5k73j]

Check it out next time you're in New Telon, and let us know how it looks.
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ArtofWar
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Posts: 120
Joined: Wed Jul 23, 2014 9:01 am
Re: VGOEmu Progress
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Post by ArtofWar » Sun Aug 24, 2014 7:57 pm

Yay, It really is an improvement. Bit by bit our dead world comes back to life
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