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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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#26 (permalink) | |
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Master of the Internet
Join Date: Apr 2005
Location: Nowhere
Age: 22
Posts: 11,653
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-Socks are great. Ask Radwen. http://www.runuo.com/forums/starbucks-runuo-com/76473-ask-radwen.html |
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#27 (permalink) |
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Forum Novice
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UOKR is not 3d! But let me explain it.
They dont use Mesh or Vertex Data for Chars or Static Tiles! Of couse their terrain is pseudo 3d, but also the 2D Client uses this pseudo 3d. The only thing they use is the 3d accelerated Graohic Surface Direct3d. Spells and Effect are particles, but this has nothing todo with using 3d.
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#28 (permalink) |
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Forum Expert
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Wow for one, why are we arguing over 2D and 3D understandment? Anyways I've been in college getting my Computer Programming Degree in C/C++ and working towards my four year as Computer Science. I will let you know what I figure out myself.. I am a bit curious to see myself.
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:mad: Red makes me angry!:mad::rolleyes: Blue makes me happy!:rolleyes: .:Xeno-Corporation:. Devised from our signature art to our Ultima Online shard; Thanks to all those that contributed to it all!
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#29 (permalink) |
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Forum Novice
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You better take a look at UODev Forum
. It the most source of uokr reverse eng.UODEV.de :: Forum anzeigen - UO:KR
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#30 (permalink) |
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Administrator
Join Date: Aug 2002
Location: Baltimore, MD
Age: 25
Posts: 4,864
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It's not the C++ that is the problem with creating something like Razor. I think he would have much more trouble with the assembly language.
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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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#31 (permalink) |
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Forum Expert
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Hand writing assembly ain't that bad, reversing the client software is.
And no, I really don't believe that even very good C# programmer could possibly pick up on C++ in one month. I mean, that he might be able to write as quality software in C++ as in C#.
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Angels are falling the very last time, down they're burning in hate and decline, unfaithful and violent we're breaking the spell, we're god, we're scissor, in heaven and hell! Last edited by arul; 08-06-2008 at 05:09 AM. |
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#32 (permalink) | |
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Master of the Internet
Join Date: Apr 2005
Location: Nowhere
Age: 22
Posts: 11,653
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. A beginner in C# can learn as much in C++ very easily. |
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#33 (permalink) | |
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Forum Expert
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Quote:
In non-managed environment its soo much easier to shoot yourself in the foot, so you either need more time to produce a good code or more experience, respectively.
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Angels are falling the very last time, down they're burning in hate and decline, unfaithful and violent we're breaking the spell, we're god, we're scissor, in heaven and hell! |
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#35 (permalink) | |
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Master of the Internet
Join Date: Apr 2005
Location: Nowhere
Age: 22
Posts: 11,653
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#36 (permalink) |
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Newbie
Join Date: Dec 2005
Posts: 96
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lol, i agree with anti basic. not everyone wants KR, period, so don't push it on them. thats just wrong. but i think having the optional support for those who do want it would be great too. i know the runuo team wants no part in it, which is fine, but i think a fork with support would be great. i've been taking a stab at it and got a bunch of the gumps working. if i get to a point where i think its worth a woot i'll be sure to share unless someone beats me to it.
![]() Last edited by jeremymcc; 08-08-2008 at 03:09 AM. |
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#37 (permalink) |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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From what I've gathered here, Most people want KR because of the animation quality. They used essentially the same technique that was used in Diablo II. They make full 3D renders, pose them and form sprite animation from the resulting still renders (fake 3d). Most of the mobile creatures have the same movements and positions (however the new ones have more frames of movement it seems, and programmable idle states), so could they not be captured from the new client and ported over to the old. Why not just completely fork the graphics development from what Origin is doing and build our own graphic libraries. I understand this doesn't address lighting and shadows or any of the other fundamental changes in the client, but a simple graphics patch could do wonders for the game.
I'll admit, I know basically nothing about the anatomy of the existing mul files beyond simple patches, nor how they are invoked by the client, but it seems in theory quite possible. Aside from the one obvious objection (the staggering amount of work involved), is there any reason a complete custom graphic library replacement could not be done? I ask for 2 reasons. One: I am working on several scripts that would benefit from several completely new mobiles rather than using or modifying the existing ones, and I'm capable of making them if they can be added into the game. Two: it means that captures could be taken (either directly or manually through screen caps) of the new art and inserted into the old client. I 'm not a fan of moving to KR, but if there was a way to get even moderately better graphic quality and throw it into the original 1997 version (or at least pre-release 16) of the game, It would be a huge success.
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•¤•¤•Arkryal •¤•¤• |
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#38 (permalink) |
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Newbie
Join Date: Aug 2008
Age: 26
Posts: 10
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Not sure if anyone has taken a deeper look into the new client but there will be some problems converting Runuo or any emu for that matter to work here is why. (by the way I am new here but I have a degree from UAT in game Dev and design).
The new client has a new encryption on it like the one used in World of Warcraft where it looks for your serial number that is Registered to the cd key in your Reg files. There are ways around it hence the free wow servers you can play on although unlike this fine emulator it takes them months to patch a client to get it to work with a 8 month old system. Can Runuo, KR and razor all work together I think so but it would be months before a stable system was running and a client could be made to run it. I would love to run a KR shard but I do not see that happening anytime soon PlayStation 4 might be out by then ![]() |
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#39 (permalink) |
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Forum Expert
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I'd have to say this...
UO is... well UO... and the KR client just doesn't give it that feel to what UO should be. Personally i still think the KR client was one of the biggest nails in the coffin of UO as far as EA and the game goes, but some like it. I was messing around this week and downloaded 2 things... KR to see what it's like these days... Iris 2 to see the progress on that, and of course i still use the 2D. I'd say spend 5-10 minutes playing round with each of those and see what you think, you'll maybe find (like i did) that UO is... UO and should just stay the way it is... 2D client for me i'm afraid. I think if EA wanted to make the game head into the 3D market like so many other newer games out there they should have gone the Iris way, but thats just me.
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#40 (permalink) |
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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I never understood what some people have against isometric sprite-based engines. Some sprite based engines look absolutely fantastic, depending on the quality of the art. And at the same time, some 3D engines look incredibly crappy, depending on the quality of the engine and models used. So "3D" doesn't automatically make an engine superior in my opinion.
The look and feel of KR is really alien to me. I'm not even sure I would like it in a totally seperate game, let alone in UO. It's just kind of "off" to me. |
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#41 (permalink) |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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I still don't see the distinction between the two clients. They are both 2D and represent the same items, mobiles and so forth. While I can appreciate the improved quality of some of the graphics, specifically as pertains to resolution, I do understand why it is a low priority for this project.
Aside from the subjective argument: "it looks better" which is very debatable, there is only one reason I see for making a switch: higher resolution support. The UO project began in 1995, and was released in 1997 when 640 x 480 screen resolutions were commonplace. 800x600 was considered a great res for gamers, and 1024x768 was obscene (though still supported by most apps). This is a game made for 15"-19" CRTs. Today those size monitors or resolutions are laughable. 22" wide screens with more than double the native resolution are sub $250, and lower res 24" screens have dropped below $200. The biggest advantage to the KR client is that it can run on a large screen without appearing in a tiny window or stretching pixels to 1" each. As resolution support expands, naturally more detail can be displayed in the artwork, and in many cases should be. KR brings more to the game than just a new client, and all those changes I feel are detrimental to the experience. But an argument can be made for updating the visual appearance of the game, if in doing so the character of a 2d iso game can be preserved. The cold hard truth of it is this: there is no practical way of keeping up with the encryption changes. Short of creating a new client all together, it would be a fruitless effort that would slow development in the long term. That being said, a fully custom, community built client is the next logical step here. It is still a monumental undertaking and would require the talents of many programmers who are willing to spend countless hours. The only remaining question is: would the effort be worth the product? Most of this community's "talent" is already highly invested in the existing client and it's operations. It would require complete rewrites of many of the most basic RunUO scripts and minor changes to all of them. Supporting such an undertaking on the server end while maintaining support for the existing client would be practically impossible given the organization structure of this community. I'd be interested in exploring some of the possibilities with more involved client modifications, but doubt much will come of it.
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•¤•¤•Arkryal •¤•¤• |
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#42 (permalink) | |
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Forum Expert
Join Date: Dec 2005
Posts: 554
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btw for a custom client check Main Page - Iris. Last edited by b0b01; 08-13-2008 at 03:27 PM. |
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#43 (permalink) | ||||
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Forum Expert
Join Date: Oct 2002
Age: 45
Posts: 4,363
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Quote:
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I think that even though the audience is shrinking that UO emulators will continue to have an audience (even if it is a relatively small one) for a long time to come. UO offers quite a few features that other MMORPGs do not, and especially not FREE-TO-PLAY MMORPGs like RUO servers are. And so far as running a hobby MMORPG goes, RunUO is the most fully developed MMORPG server out there right now. And I know, because I've hunted for a 3D MMORPG engine or emulator to replace RUO - and have not found anything that is stable enough, capable of hosting thousands of simultaneous players, and that can be brought up and running as quickly and with as little fuss as RUO can (not to mention something that can be modified and customized as easily). Yeah, the audience is shrinking, but I wouldn't sound the death toll just yet. People have been predicting UO's demise for years, and yet its still here. Quote:
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#44 (permalink) | |
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Forum Expert
Join Date: Dec 2005
Posts: 554
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Just wanted to react on those two statements. I never said its going to be shut down soon, i meant to say its loosing players heavily. Maybe im too realistic but uo isn't going to get a boost untill EA finds that UO might be a nice brand and pump a few millions in the development of some game with that name in it. At the moment its what they call in business terms a cash cow, late in its product lifecycle, little development, milk it untill its done, use earnings to fund new projects. And i think that every semi educated man and woman can learn just about anything if they are willing to put their time into it. And its pretty much a fact to me that there is little documentation on getting encryption codes of the uo client as target. Everything usually is hard to invent but when it has been invented it is rather easy to document it and replicate it. My feeling is that it is pretty much the same with breaking the uo clients encryption key. P.S. I think RunUO is great, i think its one of the best ways to learn c# or programming in general. You can start easy and work yourself up to make almost anything. Last edited by b0b01; 08-13-2008 at 05:16 PM. |
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#45 (permalink) | |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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You say it's easier to find and patch encryption than work on a new client. I agree, that is specifically the problem. As we've seen, encryption changes can occur with a small client patch and it all must be done again. In the long run, I think an open client that strives to emulate the look and functionality of the current 2D client would be beneficial. That type of project would not gain the type of momentum needed because as you say it's easier to "patch". Client patching is also not terribly difficult. While I can't speak to the exact process with any UO client, I don't imagine it differs much from that of other software checks. Basically Dump the exe before and after patch, compare the results looking for differences. Rinse and repeat a few times to generate a variety of test samples and do some (typically very basic) algebra. Determine the process that takes the hash from before the patch and makes it the hash after the patch. If that works on all your test data, jot down the algorithm and write a program to generate it given any set of hashes. I'm oversimplifying a bit, but that's the general process for 99% of software / DRM schemes / software level encryption out there today. Dust off an old copy of softice and dive in. For a dead piece of software, it still works most of the time and there are a thousand+ tutorials out there. With newer games, it gets trickier. Many use abstract hashes. While a standard hash is basically a string of ASCII characters (values 0-255), an abstract hash exists as an equation unknown on the client end. Instead you seed one server who returns a resulting equation who's computed result you pass to a second server for verification. Since the formula used changes based on your seed which changes constantly, you would need tens of thousands of pieces of sample data to make a crack that always worked. I don't know if KR uses this or not, as I said I haven't looked. But if they did, every client patch would require thousands of samples before anyone could even look at it. Given UO's affiliation with EA, who is notorious for using abstract hash encryption, I'd just as soon get away from their client all together. If it's not implemented yet, it could be very soon.
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•¤•¤•Arkryal •¤•¤• |
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#46 (permalink) | |
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Forum Expert
Join Date: Dec 2005
Posts: 554
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So you would have to make a client unrelated to UO, which they would not be interested in since they made the Emulator to emulate a server for UO. Your best bet is thus to start your own project if you want to emulate the UO client of which one of the projects is Iris2. It's not a fork, they made their client from scratch and are an independent project. Besides that they try to emulate the UO client so i don't quite get your point on that. |
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#47 (permalink) |
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Forum Novice
Join Date: Jan 2003
Location: Rochester NY
Age: 27
Posts: 208
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ok, fork is the wrong word. They are emphasizing the 3D view, which is a complete departure from the official client. Yes, they have a 2D option, but that is not what the bulk of their resources are going into. I also understand why many here would have nothing to do with such a project, due to the legal liabilities you mention. RunUO is more a facsimile of the UO server function than a true emulation of it, which I'm sure is why it hasn't been shut down by EA's legal teams. The methods it implements take a different approach to similar or identical effect. Legally, software patents are dodged easily by this approa |