VGOEmulator 0.1 Released! (finally...)
Posted: Fri Nov 07, 2014 11:29 am
Well, sorta. It was supposed to be branched back in Aug, but I didn't have time to organize it properly so you get it today
What this "release" really was is nothing more than a branch of the code at what we called the Core/Foundation code - that is, all the work Scatman, Xen, Xinux and I did *before* we started adding any features. Core was basically the net code, getting the client to connect, account and character authentication and creation, and so forth.
Note that the Binary in this package does have issues; It was not a stable release, merely a branch just after Xen did some major Unreal channel updates and before our big disaster with instability in early Aug. It is best to ignore this package entirely, but I wanted to post that it was in the /releases/vgoemulator/0.1 folder anyway. It should be the same stuff that's on Public SVN under Rev 579.
Just so I can practice Releases though, here's the infos
Download: The Source Code (rev 579)
Download: The Binaries (rev 579)
User: anonymous
No password!
I won't bother listing the changelog, because for the 0.1 release it was pretty much *everything*.
History:
VGOEmulator.net was first founded around May 8, 2011 by John Adams and Xinux who were trying to work with Ramsey's original VGOEmu.org code. After finding the game changed too much over the years since Beta, they abandoned that effort until Scatman joined them.
The first commit of the Foundation Architecture was on Aug 29, 2013 by Scatman. Rapid development of the core services lasted until Oct 2013, when the team took leave for the holidays. In Jan 2014, SOE announce "Sunset" and everything changed. Scatman started WorldServer, and with the addition of Xen we were in the world on Mar 18, 2014.
The next few months were spend collecting VG Live data and working on server stability using real collected data from the Live Game.
Today, deep into the 0.2 cycle, we have many more features and functionality and the world is far more stable, and a bigger, more diverse team than I have ever worked with on any other project before (server devs, content collectors and designers). It is truly amazing the amount of support offered to VGOEmulator.net.
I want to thank the team, both past and present, for their support and progress on this project. We've come a long way in a short time, with quite a journey ahead of us. I am happy to be taking it with you.
What this "release" really was is nothing more than a branch of the code at what we called the Core/Foundation code - that is, all the work Scatman, Xen, Xinux and I did *before* we started adding any features. Core was basically the net code, getting the client to connect, account and character authentication and creation, and so forth.
Note that the Binary in this package does have issues; It was not a stable release, merely a branch just after Xen did some major Unreal channel updates and before our big disaster with instability in early Aug. It is best to ignore this package entirely, but I wanted to post that it was in the /releases/vgoemulator/0.1 folder anyway. It should be the same stuff that's on Public SVN under Rev 579.
Just so I can practice Releases though, here's the infos
Download: The Source Code (rev 579)
Download: The Binaries (rev 579)
User: anonymous
No password!
I won't bother listing the changelog, because for the 0.1 release it was pretty much *everything*.
History:
VGOEmulator.net was first founded around May 8, 2011 by John Adams and Xinux who were trying to work with Ramsey's original VGOEmu.org code. After finding the game changed too much over the years since Beta, they abandoned that effort until Scatman joined them.
The first commit of the Foundation Architecture was on Aug 29, 2013 by Scatman. Rapid development of the core services lasted until Oct 2013, when the team took leave for the holidays. In Jan 2014, SOE announce "Sunset" and everything changed. Scatman started WorldServer, and with the addition of Xen we were in the world on Mar 18, 2014.
The next few months were spend collecting VG Live data and working on server stability using real collected data from the Live Game.
Today, deep into the 0.2 cycle, we have many more features and functionality and the world is far more stable, and a bigger, more diverse team than I have ever worked with on any other project before (server devs, content collectors and designers). It is truly amazing the amount of support offered to VGOEmulator.net.
I want to thank the team, both past and present, for their support and progress on this project. We've come a long way in a short time, with quite a journey ahead of us. I am happy to be taking it with you.