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VGOEmu Progress

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Moderator: Community Managers

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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Fri May 02, 2014 5:09 pm

Diggin the faction colors. Awesome clip, man.
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Zewtastic
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Joined: Wed Jan 29, 2014 12:28 pm
Location: Sunny Sacramento CA. USA
Re: VGOEmu Progress
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Post by Zewtastic » Fri May 02, 2014 8:05 pm

Wow very nice, particle effects and a harvesting node, almost.
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Xinux
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Re: VGOEmu Progress
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Post by Xinux » Thu May 29, 2014 1:40 pm

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
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theFoof
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Re: VGOEmu Progress
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Post by theFoof » Thu May 29, 2014 2:35 pm

[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.
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Xinux
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Re: VGOEmu Progress
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Post by Xinux » Sun Jun 29, 2014 3:10 pm

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]
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Faux
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Re: VGOEmu Progress
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Post by Faux » Sun Jun 29, 2014 7:08 pm

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.
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Xinux
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Re: VGOEmu Progress
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Post by Xinux » Sun Jun 29, 2014 7:11 pm

This was foof's doing but i don't see a reason why we couldn't implement a world chat channel.
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theFoof
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Re: VGOEmu Progress
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Post by theFoof » Sun Jun 29, 2014 7:24 pm

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.
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Faux
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Re: VGOEmu Progress
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Post by Faux » Sun Jun 29, 2014 7:26 pm

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.
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John Adams
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Re: VGOEmu Progress
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Post by John Adams » Sun Jun 29, 2014 8:25 pm

[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
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