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  #1  
Old 04-13-2018, 02:44 PM
Darksinga Darksinga is offline
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I had too crappy of a PC to run VG on release. I think I logged in during a beta and never logged in again due to lag.

As I missed out on this game 100%, is there an ETA of when the player base can play even in a beta/aloha format?

I also have learned some C/Perl/Java along the way but not sure what kind of work needs to be done or it may be way over my head.
  #2  
Old 04-28-2018, 04:39 PM
Bisonzabi Bisonzabi is offline
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Quote:
Originally Posted by Darksinga [You must be logged in to view images. Log in or Register.]
I had too crappy of a PC to run VG on release. I think I logged in during a beta and never logged in again due to lag.

To be fair the game was horribly optimized and ran like shit either way. Even before it died my computer which I built in 2012 would stutter and hiccup during gameplay. One of the bigger problems of Vanguard's internal programming was that it didn't take advantage of things like Unreal's script management tools so everything was a giant spaghetti coded mess. Doesn't help that much of the game was shat out within a year and rushed to oblivion. I remember how the month of open beta went through multiple changes from testing flying mounts to revamping the GUI for diplomacy multiple times. God damn what a disaster launch was...and the game in general.
  #3  
Old 04-28-2018, 04:42 PM
AzzarTheGod AzzarTheGod is offline
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i had a decent rig n went beasta on it. it had some crashes n optimization trouble as well as teh group bug.

the group bug, not the graphics performance, was the biggest problem.


u'd get dropped off a grp np 100 times a session n have to regroup. took a long time to get fixed at launch. after that we kakked nauts.
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Kirban Manaburn / Speedd Haxx

PKer & Master Trainer and Terrorist of Sullon Zek
Kills: 1278, Deaths: 76, Killratio: 16.82
  #4  
Old 04-13-2018, 04:24 PM
xinux xinux is offline
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Server is open to the public while we are working on it just don't get attached to your character cause it will be a wipe at some point.

Server back-end is C++ with scripting done in LUA.
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  #5  
Old 04-25-2018, 02:19 AM
Vormotus Vormotus is offline
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Wow I loved this game back in the day!

I like everyone else here it seems, bought the Collectors Edition! And yes, I have on my car playlist the OST for it [You must be logged in to view images. Log in or Register.]

Though I am fully engaged with P99 at the moment and due to time constraints can only play one game, I will definitely look this up in the future!

Wonder if it can run under Linux?

To all the people working on it a big hug and thanks!

And yes, it was the true successor to EQ1 ...

Necromancers there had so much awesome potential, specially with the undead golem like pets that you could further tweak with enhancements and the Necro spec tree focusing on Wratih Mode or Lich Mode.

Game was amazingly advanced and if it could have been given more time, resources it would have easily surpassed WoW.

All the classes had these incredibly original and awesome powers, I remember bards there were very fun due to the way you constructed songs plus the diplomacy game.

Amazing game, truly amazing game and a shame it went down that way.

I always remember it fondly
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  #6  
Old 05-03-2018, 07:43 PM
xinux xinux is offline
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Rev 3214 - 3227

Cliff Notes

Brotherhood System is now live
Getting stuck on loading screen when logging is mostly gone now. *Client being very picky on packet order*
Bag item restrictions have been implemented
Added some more checks on inventory space when trading, buying etc etc


Code:
Revision: 3227
Author: Xinux
Date: Thursday, May 03, 2018 3:21:16 PM
Message:
Added: Brotherhood's should now be working.
Added: Cleanup of brotherhoods on server start
SQL Update: Rev 3226 - Brotherhood character updates.sql

----
Revision: 3226
Author: Xinux
Date: Monday, April 23, 2018 10:53:24 AM
Message:
Update: Fixed handling of trade window when no inventory space available
----
Revision: 3225
Author: Xinux
Date: Friday, April 20, 2018 5:09:38 PM
Message:
Added: Container restrictions ie... No more non-ammo in your ammo bag
Added: Checking target character has enough open space when trading.
Updated: Should see less non-crafting items in your crafting table list
SQL Update: Rev 3225 - Item add item_fit.sql

----
Revision: 3224
Author: OncaLupe
Date: Thursday, April 19, 2018 9:54:27 PM
Message:
Added Lua:AddQuestPrereqSubClass(Quest, Sub_Class)
----
Revision: 3223
Author: OncaLupe
Date: Tuesday, April 17, 2018 10:17:52 AM
Message:
Fix for using .poicreate command for locations or chunks with special characters in them.
----
Revision: 3222
Author: Xinux
Date: Monday, April 16, 2018 3:43:15 PM
Message:
Update: logging
----
Revision: 3221
Author: Xinux
Date: Monday, April 16, 2018 3:22:24 PM
Message:
Update: More packet order work when logging in
----
Revision: 3220
Author: Xinux
Date: Monday, April 16, 2018 2:05:00 PM
Message:
Update: Changed how items are initially sent to the client since it appears to want them in a certain order
----
Revision: 3219
Author: Xinux
Date: Monday, April 16, 2018 11:02:40 AM
Message:
Update: Adjusted loading packet flow
Update: Replaced same values with defines.
----
Revision: 3218
Author: smash
Date: Sunday, April 15, 2018 9:27:10 AM
Message:
Added timed assembly callbacks
----
Revision: 3217
Author: Faux
Date: Sunday, April 15, 2018 7:05:32 AM
Message:
Function to remove all subclass spells from lua.
Check for whether a character is dead when they attempt to cast a spell. Some disciple reported being able to res himself after he died.
----
Revision: 3216
Author: Xinux
Date: Saturday, April 14, 2018 10:15:35 PM
Message:
Update: Removed stack size from assembly component display window on icon.
----
Revision: 3215
Author: Xinux
Date: Saturday, April 14, 2018 5:25:54 PM
Message:
Added: Couple of safety checks for invalid items
----
Revision: 3214
Author: Xinux
Date: Friday, April 13, 2018 1:05:45 PM
Message:
Update: Fix for crafting results overwriting vector entry
----
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  #7  
Old 10-04-2017, 05:47 PM
AzzarTheGod AzzarTheGod is offline
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Quote:
Originally Posted by James Dean [You must be logged in to view images. Log in or Register.]
they made it smooth years ago, I just went to this site looks very very dead

is this even a real / online server?

how buggy is it?

how many people play?
chill bro

the devs are trying to stay motivated its a fuckton of work. VG was a much more complicated game than shit-ass Classic 1999 EQ emulation.

hard to believe i know.
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Kirban Manaburn / Speedd Haxx

PKer & Master Trainer and Terrorist of Sullon Zek
Kills: 1278, Deaths: 76, Killratio: 16.82
  #8  
Old 10-04-2017, 06:08 PM
Muggens Muggens is offline
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Made a char on VG live server before finding p99 - ran around all alone untill I met a dude who told me they were shutting it down. Although a ghost town I was impressed by the game(similar feel as EQ, more so than Eq2)
  #9  
Old 10-04-2017, 06:25 PM
AzzarTheGod AzzarTheGod is offline
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Quote:
Originally Posted by Muggens [You must be logged in to view images. Log in or Register.]
Made a char on VG live server before finding p99 - ran around all alone untill I met a dude who told me they were shutting it down. Although a ghost town I was impressed by the game(similar feel as EQ, more so than Eq2)
its a better game than EQ, it just didnt get its time to shine.

VG should have been released in place of EQ2, with EQ2 becoming EQ3 (there is some demand for an EQ2 style game, but as a sequel to EQ1, it didnt work very well)

VG was the successor to EQ1, EQ2 then moves to EQ3. Everybody would have been happy.
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Kirban Manaburn / Speedd Haxx

PKer & Master Trainer and Terrorist of Sullon Zek
Kills: 1278, Deaths: 76, Killratio: 16.82
  #10  
Old 10-05-2017, 04:50 PM
AzzarTheGod AzzarTheGod is offline
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Quote:
Originally Posted by James Dean [You must be logged in to view images. Log in or Register.]
anyone answer my question? is that vanguard server online and playable?
not really
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Kirban Manaburn / Speedd Haxx

PKer & Master Trainer and Terrorist of Sullon Zek
Kills: 1278, Deaths: 76, Killratio: 16.82
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