Project 1999

Go Back   Project 1999 > General Community > Off Topic

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 07-10-2014, 08:52 PM
Leeyuuduu Leeyuuduu is offline
Kobold


Join Date: Oct 2011
Posts: 141
Default

Quote:
Originally Posted by Grimjaw [You must be logged in to view images. Log in or Register.]
screw vanguard. bring back shadowbane!
They already did

http://shadowbaneemulator.com/ (Beta)

http://www.magicbane.com/ (Live)
  #2  
Old 07-29-2014, 05:16 PM
xinux xinux is offline
Aviak


Join Date: Jun 2010
Posts: 76
Default

Picked up a new Developer Volt and we are still looking for more if anyone is interested.

Basic lua support is now in and a few commands have been added.


[You must be logged in to view images. Log in or Register.]


and had to throw this in.


ScreenShot_00141.jpg
__________________
  #3  
Old 07-29-2014, 08:56 PM
Rhambuk Rhambuk is offline
Planar Protector

Rhambuk's Avatar

Join Date: Oct 2010
Location: Maine
Posts: 3,034
Default

Loving this! great work guys keep it up!
  #4  
Old 07-30-2014, 01:44 PM
Cookiefist Cookiefist is offline
Kobold


Join Date: Aug 2013
Posts: 193
Default

Quote:
Originally Posted by Rhambuk [You must be logged in to view images. Log in or Register.]
Loving this! great work guys keep it up!
  #5  
Old 07-10-2014, 12:51 PM
yorumi yorumi is offline
Aviak


Join Date: Mar 2011
Posts: 81
Default

I'm going to have to look into this more closely, I loved the design of vanguard and eq2. One thing I miss in p99 is playable fae. I still love p99, which is good since I assume these projects are still years away. Don't know why I never thought to look for emu projects for those. Too bad soe won't just make the server engines open source when they shut down games.

I'm a programmer, can't say I've reverse engineered a server before, but I'll register on the forums later and decide if I want to contribute some(not that I have anything against it but working all day as a programer makes going home and doing it after slightly less appealing).
  #6  
Old 08-08-2014, 05:36 PM
xinux xinux is offline
Aviak


Join Date: Jun 2010
Posts: 76
Default

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
__________________
  #7  
Old 08-08-2014, 05:38 PM
Ket Ket is offline
Kobold


Join Date: Jul 2014
Posts: 184
Default

Quote:
Originally Posted by xinux [You must be logged in to view images. Log in or Register.]
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
This made me happy.

-Ket
  #8  
Old 08-09-2014, 10:04 AM
Cookiefist Cookiefist is offline
Kobold


Join Date: Aug 2013
Posts: 193
Default

Quote:
Originally Posted by Ket [You must be logged in to view images. Log in or Register.]
This made me happy.

-Ket
  #9  
Old 08-27-2014, 02:29 PM
Zadrian Zadrian is offline
Fire Giant

Zadrian's Avatar

Join Date: Jan 2010
Posts: 790
Default

[You must be logged in to view images. Log in or Register.]
__________________
Zadrian - RIP 2010-2014 - Blue
Lester - Shammy - Red
  #10  
Old 08-27-2014, 02:49 PM
nilbog nilbog is offline
Project Manager

nilbog's Avatar

Join Date: Oct 2009
Posts: 14,658
Default

Good work xinux. Keep it up!
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 07:37 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.