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PlayUO (Krrios' Client) Support & Etc for Krrios's UO Client.

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Old 01-21-2008, 02:08 AM   #1 (permalink)
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Default Is there a link???

Is there links to download the program and/or its source (if I wanted to add/change something? I noticed the RUNUO download/source download but couldn't find playuo's related download links under the download section...
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Old 01-24-2008, 04:50 AM   #2 (permalink)
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Is there links to download the program and/or its source (if I wanted to add/change something? I noticed the RUNUO download/source download but couldn't find playuo's related download links under the download section...
The program is a part of Sallos, and by downloading Sallos, you download PlayUO. The source for PlayUO is not given simply because of the cheating-related implications of an open-source UO client.
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Old 01-24-2008, 04:52 PM   #3 (permalink)
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Originally Posted by excuse me miss, but uh... View Post
The program is a part of Sallos, and by downloading Sallos, you download PlayUO. The source for PlayUO is not given simply because of the cheating-related implications of an open-source UO client.
A server multi manages all packets though... Especially runuo... I could change the code to run and send the packets 100000000 times a second, but the server is only going to allow the normal amount... Plus arent there other open source clients out there such as GODuo and Iris and ASCII uo? (many more but eh)
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Old 01-24-2008, 05:02 PM   #4 (permalink)
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The shard on which PlayUO was and is most widely used is UOGamers: Hybrid, which is a shard set in the Pub15-16 era. At this point in UO, the game is very timing based. When the client was released as a plain ol' .exe and featured plugin support, experienced programmers were able to make plugins that automated PvP in a way that was very harmful to the PvP scene overall.

Cheating can mean more than 'leet haxoring' your way into a server, spamming packets, and so forth; giving the players a way to manipulate their character through pure code can lead to some serious problems with game automation.
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Old 01-24-2008, 06:35 PM   #5 (permalink)
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Originally Posted by excuse me miss, but uh... View Post
The shard on which PlayUO was and is most widely used is UOGamers: Hybrid, which is a shard set in the Pub15-16 era. At this point in UO, the game is very timing based. When the client was released as a plain ol' .exe and featured plugin support, experienced programmers were able to make plugins that automated PvP in a way that was very harmful to the PvP scene overall.

Cheating can mean more than 'leet haxoring' your way into a server, spamming packets, and so forth; giving the players a way to manipulate their character through pure code can lead to some serious problems with game automation.
Understood... Do you think if (and I doubt i can) I could get ahold of Krrios directly I could atleast get some assistance? I was actually interested in writing my own client (not for UO but an actual game I'm associated with) and usually his works are open source (as runuo is) and I thought maybe reviewing his core would teach me a few things (calling graphics to be rendered >in uo's case< based on the itemID which is stored to an image, communication between input devices and packet> to server >to client and then rendering... etc etc) or atleast assist me by giving something to base it off of...
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Old 01-24-2008, 07:07 PM   #6 (permalink)
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Originally Posted by Ruined1 View Post
Understood... Do you think if (and I doubt i can) I could get ahold of Krrios directly I could atleast get some assistance? I was actually interested in writing my own client (not for UO but an actual game I'm associated with) and usually his works are open source (as runuo is) and I thought maybe reviewing his core would teach me a few things (calling graphics to be rendered >in uo's case< based on the itemID which is stored to an image, communication between input devices and packet> to server >to client and then rendering... etc etc) or atleast assist me by giving something to base it off of...
Look at the Ultima.dll source for reading files for specific IDs.
Read up on DirectX.
Look at the RunUO source for packets; a servers both read and write packets, so you can see how it works on both ends. I've seen several applications in which the network code is EXACTLY the same in both the client and the server.
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Old 01-24-2008, 08:20 PM   #7 (permalink)
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Originally Posted by Ruined1 View Post
Understood... Do you think if (and I doubt i can) I could get ahold of Krrios directly I could atleast get some assistance? I was actually interested in writing my own client (not for UO but an actual game I'm associated with) and usually his works are open source (as runuo is) and I thought maybe reviewing his core would teach me a few things (calling graphics to be rendered >in uo's case< based on the itemID which is stored to an image, communication between input devices and packet> to server >to client and then rendering... etc etc) or atleast assist me by giving something to base it off of...
How well do you know how to code? I've been working on a UO client and let me tell you, its not very easy.
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Old 01-24-2008, 08:23 PM   #8 (permalink)
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He mentioned that he's not working on a UO client, but rather his own game. At least at first, I can imagine that building your own file formats and needing no reverse-engineering would provide for a smoother coding process.
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Old 01-24-2008, 11:09 PM   #9 (permalink)
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Originally Posted by excuse me miss, but uh... View Post
He mentioned that he's not working on a UO client, but rather his own game. At least at first, I can imagine that building your own file formats and needing no reverse-engineering would provide for a smoother coding process.
Well actually I'm not worried about reverse engineering, as you can see through *inside uo* people always figure it out... The client won't have any useful stuff to steal anyways unless they want images which is copyright infringement... Personally I wont care if they usem for something as long as its not another production like mine... My setup will be the same as that of UO as far as client jobs and server jobs if you follow me... I'm incredibly fluent in C# and am alright in VB which is not even near the power of what I need for the client side of this project. I'm going to see how easy/hard it will be to program the client in C# as well as I could the server... but something bothers knocking at my brain telling me it's not so much a good idea as wishful thinking.

I'm thinking C++ or some such is going to be needed as DirectX is definately needed (for a movement game... ive seen some where its done with pictures per scene but that is NOT where im going with this lol) and I don't believe too many languages other than C languages support DX or am I wrong?

Does anyone know ATLEAST which language Krrios scripted his client with? I'm hoping it wasn't assembly lol...

None the less if you want to continue this outside of this thread PM me and let me know or have an AIM s/n or some such as this is probably off topic and I don't want to cause problems. Greatly appreciate any info or help... Also I'm looking for developers for ideas and such currently... just PM me for more info if youre interested Ill explain it outside... thanks for all your assistance
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Old 01-24-2008, 11:59 PM   #10 (permalink)
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Originally Posted by Ruined1 View Post
Well actually I'm not worried about reverse engineering, as you can see through *inside uo* people always figure it out... The client won't have any useful stuff to steal anyways unless they want images which is copyright infringement... Personally I wont care if they usem for something as long as its not another production like mine... My setup will be the same as that of UO as far as client jobs and server jobs if you follow me... I'm incredibly fluent in C# and am alright in VB which is not even near the power of what I need for the client side of this project. I'm going to see how easy/hard it will be to program the client in C# as well as I could the server... but something bothers knocking at my brain telling me it's not so much a good idea as wishful thinking.
I meant having to reverse-engineer UO file formats in order to create a client that can utilise the UO installation files.

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Originally Posted by Ruined1 View Post
I'm thinking C++ or some such is going to be needed as DirectX is definately needed (for a movement game... ive seen some where its done with pictures per scene but that is NOT where im going with this lol) and I don't believe too many languages other than C languages support DX or am I wrong?
VB.NET supports DX, among others...

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Originally Posted by Ruined1 View Post
Does anyone know ATLEAST which language Krrios scripted his client with? I'm hoping it wasn't assembly lol...
C#

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Originally Posted by Ruined1 View Post
None the less if you want to continue this outside of this thread PM me and let me know or have an AIM s/n or some such as this is probably off topic and I don't want to cause problems. Greatly appreciate any info or help... Also I'm looking for developers for ideas and such currently... just PM me for more info if youre interested Ill explain it outside... thanks for all your assistance
Came to this too late.
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