r/vanguard • u/BaysideJr • 3d ago
Reverse Engineering Vanguard SOH Server with AI
I'll try and update this post weekly or if there is big progress in between. Just keep checking the github CLAUDE auto updates it.
With all the talk of REA (Reverse Engineer Anything) on Github and all these decomps and recomps happening. I thought it might be fun to let AI have a go at making a new Server for Vanguard.
I have a working login screen via python. I'll be updating it as I go along whenever I have time to work on it.
Whats my ultimate goal?
Other than curiosity as a software dev and someone who like using AI Agents and tools. I don't know exactly how the content is created so if the mobs are placed by the server and if that's lost to time. So if thats the case I want a couple of things from this project
1 - Open Source so anyone can see the code and run the server themselves
2 - Create a level editor so anyone can create the content and have a public repo of zones or dungeons with populated data for others to use.
3 - Ultimate goal - if we get the backend working 100% then rewrite the front end client in modern Unreal Engine with better performance and stability
Can I finish it... who knows but it's fun to try!
As of this morning from starting with nothing yesterday to:
DAY 0 - How Claude + REA get logging in working to local python server.
Update 1 - Day 1
DAY 4 CLAUDES UPDATE:
The engine is far along. The client and server understand each other almost completely: 682 of the 720 kinds of messages the server can send to the client are handled or known not to be needed. Nearly every system the client has works at least in a basic form: combat, abilities, quests, conversations, parleys, crafting, harvesting, housing, mounts and flying, groups, raids, guilds, trade, mail, the broker, and death and corpses. It holds up under load, with 50 players and no memory growth over 15 minutes. The checks pass, and the content editor now covers every content file.
The world itself is mostly missing, and that's the long road. - Content: we have two small test areas (the Thestran Wastes camp and a Wildgrowth Forest outpost) with about four quests and a few dozen placeholder creatures. The real Telon had three continents, hundreds of areas, thousands of quests, NPCs and items, and dungeons. That's most of the remaining work. The archive (11,600 quest records, 4,400 creatures, 5,500 items) and the editor's draft buttons are the tools for it, but each entry still needs a person to place it in the world and check it in game. - Game numbers: XP curves, damage, health, prices and stat formulas are all guesses. They need someone who played the game, or archive data, to tune. - Abilities: about 800 class abilities have names and icons, but most use a generic effect (a plain strike, damage over time, a heal or a buff) instead of what they really did. - Bigger systems: dungeons, raid encounters with scripted bosses, and real crafting recipe trees exist only as working mechanics with placeholder content. - Smaller open items: about 38 optional messages, two visual effects that don't show (fireworks and quest-node sparkles), and flight descent, which needs a person to try. - Before opening it to the public: a security review, real hosting, and a backup and operations plan.
Follow the Updates
https://github.com/baysidejr/vanguard-soh-server-emulator/actions
