Community My Account Help
Community Forums
       

Register Login




Post new topic Reply to topic  [ 6 posts ] 
Author Message
  Offline
 Post subject: Emulator Progress
PostPosted: Fri Aug 08, 2014 3:08 pm 
Active Member

Joined: Thu Jul 31, 2014 7:57 pm
Posts: 68
Going to be putting patch notes here to keep everyone up to date with what is going on.

Patch notes from the last week or so.
Enjoy

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


Top
 Profile  
 
  Offline
 Post subject: Re: Emulator Progress
PostPosted: Fri Jan 30, 2015 10:38 am 
Active Member

Joined: Thu Jul 31, 2014 7:57 pm
Posts: 68
Been a little while since i did a video so figured it was about time.

This first one is showing off merchants, bank, and other misc details.

https://www.youtube.com/watch?v=bftpJx2RIKE


This one is showing off we are now sending forms along with the abilities.

https://www.youtube.com/watch?v=ST15p0sSjq8


Top
 Profile  
 
  Offline
 Post subject: Re: Emulator Progress
PostPosted: Fri Feb 27, 2015 1:03 am 
New Member

Joined: Tue Nov 11, 2014 11:51 pm
Posts: 16
thanks for the updates! i keep logging on every few days just to see what i can do and see


Top
 Profile  
 
  Offline
 Post subject: Re: Emulator Progress
PostPosted: Sun May 10, 2015 6:54 pm 
New Member

Joined: Sun May 10, 2015 2:55 pm
Posts: 3
Location: Royal Oak, MI
Good stuff. What can I help with? Whats coming up next?


Top
 Profile  
 
  Offline
 Post subject: Re: Emulator Progress
PostPosted: Sat May 30, 2015 3:09 pm 
Advisor

Joined: Thu Jul 24, 2014 12:40 pm
Posts: 89
Stability has been a prime focus. We're slowly adding features and measuring the impact to performance to ensure the server continues to deliver content seamlessly. What you (or anyone) can do to help is simply log in and explore your world.

Report issues using /bug, and check the Dev Forums and Bug Tracker for bugs already reported. Otherwise, just enjoy the fact you can still see Telon in all it's glory. It's a beautiful world.

_________________
John Adams - Project Leader
Projects: EQ2Emulator | MMOEmulators | About Me


Top
 Profile  
 
  Offline
 Post subject: Re: Emulator Progress
PostPosted: Tue Nov 29, 2016 12:07 pm 
Active Member

Joined: Thu Jul 31, 2014 7:57 pm
Posts: 68
Progress thread on the development site.

http://vgoemulator.net/phpBB3/viewtopic.php?f=2&t=38


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users



Search for:
Jump to:  

The teamDelete all board cookies • All times are UTC - 7 hours

cron