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Old 08-31-2007, 04:53 PM   #1 (permalink)
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Default Hello Runuo Community

Dear Runuo Community,

I am a developer for "Dawn of Light".
We are a Dark Age of Camelot emulator that is many years old.

Recently we were talking about restructuring our community, and that we should model it after Runuo's community.

I must say, you guys are doing a wonderful job with Runuo, and I must say that your source code is very clean.

I had only one question, though.

I've noticed that your messages within Runuo, are sent using serialized numbers? Why is this? Is this a client limitation? Or is this to prevent misspellings?

You guys use this.
Code:
m.SendLocalizedMessage( 502726 ); // You are not hidden well enough.  Become better at hiding.
Whereas in Dawn of Light, we use this.
Code:
player.Out.SendMessage("Hello Runuo Community!", eChatType.CT_Say, eChatLoc.CL_SystemWindow);
Cheers,

Supgee.
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Old 08-31-2007, 05:02 PM   #2 (permalink)
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Those numbers represent cliloc entries (client localized entries). It is good to use these with UO because the UO users could be using different language clients, and just by specifying the cliloc number, you can have the message translated client-side.

In your example, 502726 would be "You are not hidden well enough. Become better at hiding." in UO's "cliloc.enu" - the English language cliloc. However, there are many more cliloc.*languageshortcut*, such as cliloc.fra - the French language cliloc, and 502726 is the same message translated to French. In this way, the server only has to use the single number to reach a variety of multilingual users.
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Old 08-31-2007, 06:13 PM   #3 (permalink)
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Also, It saves bandwidth... 1000 people who get full text srings (eg. "this is a very long string which is eating ur bandwith as many people are recieving it") is replaced with a number (= 345236 (made up number, don't try it, lol)). Ya know, instead of sending thousands of long strings... numbers can be used, which will be looked-up.

As Khaz says, the main benefit to it is many languages can be used, no matter which server you connect to.
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Old 08-31-2007, 06:22 PM   #4 (permalink)
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Kenny, you can click on clicks with the middle mouse button in IE too and have them open in new tabs

@topic - welcome to RunUO Ill have to look into DoL if i ever have time (which i usually dont )
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Old 08-31-2007, 07:28 PM   #5 (permalink)
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Quote:
Originally Posted by mordero View Post
Kenny, you can click on clicks with the middle mouse button in IE too and have them open in new tabs
Doh! forgot about IE7 getting 'new' features :P

That means I'll have to get a new sig
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Old 08-31-2007, 07:59 PM   #6 (permalink)
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Quote:
Originally Posted by Kenny164 View Post
Doh! forgot about IE7 getting 'new' features :P

That means I'll have to get a new sig
Nah, keep it.
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Old 09-01-2007, 05:47 PM   #7 (permalink)
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Thanks Khaz.
I do see how it saves memory when sending it as an int rather then a string.

Alas, that's not available in DOL. I like the idea of client side language features, but DOL recently added multinational functionalities.

We use something like:
Code:
SayTo(player, eChatLoc.CL_PopupWindow, LanguageMgr.GetTranslation(player.Client, "Scripts.Blacksmith.Say"));
The language manager picks up the translation from the text files provided with DOL.
Code:
Scripts.Blacksmith.Say:					I can repair weapons or armor for you, Just hand me the item you want repaired and I'll see what I can do, for a small fee of course.
or something like
Code:
Scripts.Blacksmith.Say:							Posso riparare le tue armi e armature, basta passarmi l'oggetto che vuoi riparare e vedro' cosa posso fare, per un piccolo compenso ovviamente.
The player can choose his or her language preferences with a command called, "/language <en> <cz> <it> <fr>".

That is how we do it within DOL, because the DAoC client doesn't support other languages.

Anyhow, thanks for the information.
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Old 09-04-2007, 04:49 AM   #8 (permalink)
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Where can i change language preferences?
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