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| General Discussion General discussion for the RunUO community, all off-topic posts will be deleted. This forum is NOT FOR SUPPORT! |
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#1 (permalink) |
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Forum Expert
Join Date: Nov 2002
Posts: 630
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What do you guys rank for stability the best emu?
custimizable, speed, etc.. UOXC, UOX, UOX3, POL, SPHERE, NOX, RunUO, anything else...? Basically, if there had to be a runner up to RunUO, what emu would it be? |
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#3 (permalink) |
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Forum Novice
Join Date: Sep 2002
Posts: 126
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I tried Sphere and got frustrated with all the boring work that needs to be done. I tried some others but couldn't get them working.
RunUO was a cinch to instal and get running, and it's turning out to be exactly what I want: a way to play UO from home (I emphasize "play" because most emus require 100's of hours of scripting and configuration before you can even start playing and I found myself getting sick of the game after only a couple hours of that). |
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#4 (permalink) |
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Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,868
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RunUO has the advantage of being a GC memory managed language like Java, which makes it much easier to achive superior stability (with less overhead)....
But I don't think you'll get an objective answer to your question here... thats kind of like going up to Stalin and asking him if he likes capitalism better than socialism....
__________________
Zippy, Razor Creator and RunUO Core Developer The RunUO Software Team "Intuition, like a flash of lightning, lasts only for a second. It generally comes when one is tormented by a difficult decipherment and when one reviews in his mind the fruitless experiments already tried. Suddenly the light breaks through and one finds after a few minutes what previous days of labor were unable to reveal." ~The Cryptonomicon |
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#8 (permalink) |
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Forum Expert
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It already has overtaken it :P
Before this, all I used/played on was POL It still has that "old" look and feel to it, no matter how much you change it, and there are still a crapload of core limitations, even if you hook everything through scripts, those tend to get laggy fast |
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#9 (permalink) |
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Guest
Posts: n/a
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Well, I come from UOX3, was a developer for a while even, and in terms of "stability/uptime/crash bugs" RunUO is unmatched. POL is closest behind in stability in my opinion.
Next Id say speed - RunUO is the fastest emulator Ive used, and the easiest to understand on setting up. Next would be customization/packaged. The packaged distrib is as close to OSI as you can get...I know this because I am like the OSI-guru of the UOX3 scene...I have religiously played OSI UO and I still do, so Im up and up on the game itself. As for customization, I think thats a given, seeing all the new AI and stuff that is coming into play. As for ease of use - it doesnt get much easier than this actually, you download, install, start it. Simple. The only ONLY thorn in the side in the aspect of ease of use is having to install the .NET framework...but thats a small negative factor with all things considered. |
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#10 (permalink) |
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Forum Expert
Join Date: Nov 2002
Posts: 630
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Im still with UOXC just because it seems to be almost exactly what I want in a emu no more no less.
Its almost right a at a stage where the only things I would want is faster loading and thats about it with less CPU usage. Have you guys ever had problems with UOXC? |
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#11 (permalink) |
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Forum Expert
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I often wish that the UO EMU devs from all the projects would get together and create THE UO EMU.
Imagine all those programers with all that UO knowledge put into the same EMU Back on topic thou other EMU's were designed with earlier versions of UO in mind, hence they got there core right for an older version and now when something new comes out its a major operation for them to put it in. RunUO is designed now on the latest version of UO, hence it will cope with the current UO features much better. As for what emu people like its all personnel preference really and the only way to decide properly is to give them a try and pick the one you like. (remembering that non Runuo EMU's will give the feel of earlier versions of UO cause that was what they were designed to run) ---------------------------------------------------------------------------------- I like this answer better than a big what i think of other EMU's |
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#15 (permalink) |
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Guest
Posts: n/a
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My opinions:
1. RunUO's customizability is nothing compared to sphere's and POL's 2. UOX uses much more flexible language than RunUo 3. UOX has better performance since it's being used as an executable 4. RunUO has worse performance than UOX, about the same performance as POL and sphere ( since they all use an interpreter) 5. RunUO's easiness of instalation and customization doesn't match the hardness of the language (C#) 6. RunUO's language (C#) is much more flexible than sphere's and POL's 7. RunUO uses .NET technology which is new, and has never been proven to be stable, and websites that use it normaly can't hold over 1000 connections at a time, thus they crash. 8. Unlike sphere's and POL's developers, RunUO's developers are much more experienced, which let them to avoid critical mistakes that sphere and POL didn't. 9. RunUO has been developing extremely rapidly since it's first appearance. 10. Most of RunUO has been (and will be) scripted, which allows greater, but harder customization, unlike sphere. ... So you see we can't say which emu is the best - every one has it's own pros and cons... |
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#16 (permalink) |
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Forum Administrator
Join Date: Aug 2002
Posts: 2,850
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1. True, there are things which the core doesn't provide easy customizability access to (yet), but you also must factor in the "scripting". Scripts have full access to the .NET framework. Can you write a core and script document generator, or web status uploader in Sphere? POL?
2. Old UOX's used triggers, new use Javascript. I couldn't say either of those are more flexible than C#. 3. Does it? Off the top of my mind, UOX uses uncached packets, a horribly inefficient network compression algorithm, and is heavily reliant on serials. 4. This is simply wrong. RunUO's scripts are compiled and optimized by .NET into native machine code. 5. I'm sure I would have a very hard time trying to script in something less structured, such as Sphere scripts. 6. Yes. :shock: 7. Not really sure what to say here. 8. 8) 9. 8) 10. I don't know much of Sphere, so hard to respond, but one great thing about RunUO is the scripting power--some customizations could be scripted, say, to use a config file. |
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#17 (permalink) | |
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RunUO Project Manager
Join Date: Jul 2004
Location: Harrison, OH
Age: 30
Posts: 3,627
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1. RunUO is by far more customizeable than anything out there. 2. UOX doesnt use a language, UOX uses a language interpreter, we actually use a language. 3. This is a flat out falsehood. 4. I have been a UOX developer and contributor for over 5 years, and there is no way in hell you will ever convince me that UOX's performance can surpass any current emulator out there, I know how bad that code base is, and its the #1 reason why I left. Bad architecture and foundation lead to bad performance. 5. C# is no harder than any other language out there, if you can understand the concepts of JavaScript you can easily understand C#. 6. Wow, correct ![]() 7. Sounds like an administration issue. I know of multiple .NET powered web servers that handle 50 to 60 times that load ![]() 8. No comment. 9. No comment. 10. If you think learning some proprietary bs is easier than using a standardized scripting platform, that is a user issue. |
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#18 (permalink) | |||
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Forum Expert
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2. Err, what language. If you refer to the J-Script one, it's nothing compared to C# which is a full fledged programming language. 3. LOL, makes no difference since RunUO compiles the scripts to machine language at startup, hence becomes justa as efficient as an exe. 4. Just shows how little you really know. UOX is one worst emu's out there. The source is so unoptimized you could cry, hence a shitty performance. And you call yourself a good programmer. 5. Now you even prove yourself wrong. Remeber this post? Quote:
6. Totally agree with you. 7. Sigh, maybe you should check your source of information. Could'nt disagree with you more. And what does websites have to do with RunUO??? 8. Correct. 9. Correct again, and that's partially has to do with the wise choise of using C#. The other factor is that the devs are so experienced and devoted. 10. WRONG!!! I have scripted for Sphere, and their scripting language is terrible. Even Menace admits that openly. C# on the other hand is well structured and easy to use. Sure, you need to learn it first, but that goes for all scripting languages. So to sum it up. If you are about to post a critic post, make sure your info is correct and not just a bunch of bullshit that you made up based on your own opinion. |
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#19 (permalink) |
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Guest
Posts: n/a
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lol...
1) RunUO is not customizable and powerful?? Where else can you set different caps for each player AND each skill AND each stat? Where can you restart your server and receive a mail message when it crashes? Where can you set resources by tile ID? I've shown my shard's project to some Brazilian shard admins and they where like w00t how u gonna do that and stuff 3 days later many of them stated in their forums that RunUO SUCK. Perhaps they can't write C# scripts and are afraid of RunUO and its power. 2) RunUO's slow? Ok, go to sphere and tile 200 objects then cast chain lightning, come back to the forums and say what has happened. 3) Hard to script in? I think C# is so easier to script than sphere crap or escript. Try to write 100 items doing almost the same on sphere. prolly u'd have to write 100 DIFFERENT items. But on RunUO you write a base class and then just change it using derived clsases and ctor. rlz. |
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#20 (permalink) | |||||||||||||||||
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Guest
Posts: n/a
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I'll present the pro-sphere case here, responding to both Richard and Ryan.
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This is because Sphere's scripting language makes it very very easy to do things like that, mainly because it ISN'T a real programming language. However, for the same reason, it takes longer to code some things in Sphere than it does in RunUO. Note: In the latest versions of Sphere (.99t, .99t2, .99u), the Sphere scripting language has gained constructs and abilities which remove most of the limitations which complicate and slow coding on Sphere. It now has while loops, arrays, multiple parameter passing to functions, and returning values from functions (All things that RunUO already has since they're all integral components of any decent programming language). For some of those things, in .99u, it no longer takes longer to code them in Sphere than RunUO. It doesn't take less time, either. It takes about the same amount of time, because you really have to do the same things, when the scripting language doesn't simplify it for you (as it does with colors and adding variables to things (tags)). For instance, if you wanted to rescript guilds from scratch in scripts in Sphere 55i, it would take a very long time. (I've actually coded nations from scratch in sphere 55i, and it took several months to do, since I had to use recursion to emulate loops, evaluating variables inside other variable names to emulate arrays, region tags on a house multiregion that the nationstone was forced to be in because I couldn't put tags on the stone itself (for a complicated reason. I could have if I'd changed its type, but I needed it to be something else due to a bug in 55i.), and a number of workarounds for having nation ownership of towns since region tags on non-multiregions don't save and region UIDs for non-multiregions change on server reboot.) If you did it in RunUO, it would take less time. It would still take a long time, but nowhere near as long as it takes in Sphere 55i. If you did it in Sphere 99u, it would take about as much time as it takes in RunUO. For some things, you'd have to use SENDPACKET, such as the ally/foe color highlighting (Which you cannot do at all in 55i). That's definitely easier in RunUO. Quote:
For instance, in Sphere you can build something resembling a hashtable with very little effort: [code:1] Imagine this code is called when SRC sees ACT. if 0<src.tag.my_hashtable_<act.name>>==1 src.say I remember you, <act.name>! else src.tag.my_hashtable_<act.name>=1 endif [/code:1] That makes the person say they remember someone if they've seen them before, and if not, they remember them for the next time. For obvious reasons, this isn't anywhere near as easy to code in C#. You can do it, though, by using the hashtable classes that come with C#. Quote:
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The main reason sphere scripting is thought of as easier is because Sphere's script-interpreter simplifies scripting new items and chars which don't do much of anything special (Just a stronger orc, etc) by requiring only a change of a few variables in the script. Doing that is more like editing an INI file than coding something. A similar concept is editing the regions.xml for RunUO. If it was a part of Sphere, it would be considered a 'script'. Here, it's a datafile. Note: The following paragraph contains conjecture about sphere's development before it was called Sphere. I wasn't there. I don't know if my statements about the way sphere 'evolved' are correct or not, this is conjecture based on how I've seen sphere scripting move from 51a to 53-54-55-early 99s, to 99u. Over the years from 51a to 53-54-55, and then to today with 99t2, 99u, etc, sphere has moved from having files with definitions with a few minor scripting abilities, like changing an item's name on dclick, up to having what amounts to a real scripting language in 99u, while maintaining the simplicity for the specific tasks the language was originally capable of in 51a ('Scripting' an orc with higher str, for instance). |
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#21 (permalink) | |
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Guest
Posts: n/a
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#22 (permalink) | ||||||
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RunUO Project Manager
Join Date: Jul 2004
Location: Harrison, OH
Age: 30
Posts: 3,627
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The real problem here, is that there is no way to compare the UO Emulators to us... we are not compatible with them and work on a 10000% different architecture/game plan. |
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#23 (permalink) |
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Forum Expert
Join Date: Nov 2002
Posts: 630
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I think it would be cool if RunUO did some comparisons with other EMUS based on the same world (possible blank or add like 100000 tiles in one spot adn try to load)
That way you guys could prove your claims (im not saying anything is not true) I think its just good to prove it in factual records. Like, with RunUO it can load a average world of 100000 items 2.1 seconds faster using its current code... etc... |
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#24 (permalink) |
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RunUO Project Manager
Join Date: Jul 2004
Location: Harrison, OH
Age: 30
Posts: 3,627
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We have already posted benchmarks about what we can do, but no, we will not waste our time downloading 15 UO EMULATORS to compare to our software, that is totally different in design/concept... its like comparing apples to oranges.
If you want to do this feel free to, but I am not going to waste my time doing it Like I said, I have worked on UOX (which you are obviously concerned about since its what you use) for 5 years previous to this project and I know for a fact that it was unable to handle anything near what we do. I cannot speak that claim to POL/Sphere because I only used them a few times ![]() |
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