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| XNA Tutorials and support for game development using Microsoft's XNA Game Studio framework. |
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#51 (permalink) | |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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The layer order might be different depending on the direction the client is facing. Not entirely sure about this.
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#52 (permalink) | |
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Newbie
Join Date: Sep 2004
Age: 26
Posts: 28
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#53 (permalink) |
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Forum Novice
Join Date: Apr 2008
Location: Messina, Sicily, Italy
Age: 26
Posts: 551
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right, it doesn't.
there's a file called stitchin.def that seems to hold all the variable about wearables (what it covers, what it is covered by, what to remove, etc.... it's an homoungous quantity of informations °_°), but i haven't been able to make it work for customs... seems it doesn't matter if it gets changed (i tried to make a "skin" appear under everything else except the body itself, did not work)... probably, the .exe reads that file only one time, as it is compiled by the updater (can't find any other reason)... being able to work on that file, one could play with layers and cloths to his heart desires... |
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#54 (permalink) |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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Smjert, Halicon, and I have added a bunch of new features in the past few days. I've just uploaded fixes that allow you to buy items from Vendors. I've attached a picture with my latest update: you can now buy items from merchants!
Other updates: You can now move items around in your inventory. Fixed huffman decompression so that you can stay logged in indefinitely (or until you receive a packet that the client doesn't handle). Basic support for handling player death and ressurection. (thanks sgorman07 for submitting this issue!) Mobiles now have names - you can view them by mousing over them (it show up in the debug message, maybe support for showing names overhead soon?) You can now mount/dismount horses and other mounts (mounted animations too slow as of yet). Merchant frames! You can now buy items from a merchant via the merchant frame. ![]() You can follow the daily code updates at the google code website: ultimaxna - Google Code |
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#58 (permalink) |
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Forum Novice
Join Date: Jun 2004
Location: Honey Hole
Age: 27
Posts: 307
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It'll be interesting to see how this project develops. I think an open source .NET-driven UO client is long overdue. XNA is a great platform and I can vouch that Jeff's XNA skills have vastly improved over the past 6 months.
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#59 (permalink) |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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As of r60, posted today, the client supports local chat (although not overhead text yet - that will wait for another day's toil.
Attached is a comparison shot, with the current revision of UltimaXNA on the left, and the legacy client on the right. UltimaXNA's terrain shading is excellent and compares very favorably with the legacy client's graphics; Jeff designed the terrain shader. |
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#61 (permalink) |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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Thanks Xandor, kalo, and 405. Features are being added on a daily basis, and the client is solid and easy to modify once you get to know the code. I'm trying to add more comments as I review code to make it more understandable.
Today, I added targeting, which you can test by logging in as a GM and using the command [tele or [props. Since you can now chat, you can also send commands to the server. So I took advantage of [go to go sight seeing. I've attached the results. Wish you were here. I've also updated the status frame, and I've attached a close up of the new graphics. |
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#62 (permalink) |
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Newbie
Join Date: Mar 2003
Age: 39
Posts: 54
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It's looking really promising which is great since an open source C# based client could breath some new life into UO and RunUO. It will make it be possible to do away with some of the standard OSI interface limitations and hard coded map sizes.
I look forward to seeing how it comes along in future updates. Great work! |
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#63 (permalink) | |
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Forum Master
Join Date: Jul 2004
Posts: 5,692
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#64 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Age: 29
Posts: 6,072
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It's what the future of cheating in UO is...
__________________
Jeff Boulanger ConnectUO - Creator/Core Developer ConnectUO Swag/Merchandise Please do not pm me for support. If you are having issues please post in the appropriate forum. Thanks for your continued support of both ConnectUO and RunUO |
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#65 (permalink) |
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Forum Novice
Join Date: May 2007
Location: Somewhere In The Sunshine State!
Age: 42
Posts: 678
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I'd use UO Assist for the main client and then EasyUO to multiclient to bring up several of my characters at once. The GM's never once said anything to me and I was open about it.
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#67 (permalink) |
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Forum Expert
Join Date: Sep 2002
Location: Houston, Texas
Age: 23
Posts: 3,917
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Great work. I am very impressed.
Though this does raise the question: how much of an issue will this client raise in regards to cheating? You've basically created a framework client, and anyone with enough basic knowledge of C# could create the ultimate bot. But not to discourage you, keep up the good work! |
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#68 (permalink) | |
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Newbie
Join Date: Nov 2007
Age: 24
Posts: 81
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#69 (permalink) |
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Master of the Internet
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Yeah, people have been cheating at UO since its inception. And this client doesn't make it revolutionarily easier, anyway. IRW, Assist, Injection, Razor, Krrios' Client, UOAI, EasyUO, Iris, and dozens of similar programs have provided plenty of room for would-be cheaters to flex their programming skills.
Trust me: those that have the ability to write the complex megacheats some are so fearful of already know how to and do cheat at this game. This client doesn't open any new doors in that department. It does, however, prove a shining example of the merits of open-source. This client has developed incredibly rapidly and will prove a useful asset to the UO community for years to come.
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#70 (permalink) | |
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Newbie
Join Date: Mar 2003
Age: 39
Posts: 54
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Keep up the great work guys! ![]() |
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#71 (permalink) |
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Forum Expert
Join Date: Sep 2002
Location: Houston, Texas
Age: 23
Posts: 3,917
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I think you missed my point. Really my concern stems from ease of use. It's much easier to take something like a open source C# client, and manipulate it into a cheat tool than it is for someone to use DLL injection or reading client memory to perform those kinds of actions.
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#72 (permalink) | |
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Master of the Internet
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#73 (permalink) |
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Lurker
Join Date: Jun 2009
Posts: 6
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No offense, but there is cheating in every MMORPG. If Admins of servers cared more about cheating, then they would have better detection for easier to spot cheats, and not take lightly to other things they considered a cheat. This has always been the job of a GM on an MMORPG. This client wont make a big difference, but might replace PlayUO for a few people...
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#74 (permalink) |
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Forum Novice
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Cheating is everywhere, but if i have source code as developer, i can make any precaution
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__________________
http://ultima.lonet.cz - Programs for editing MUL files. |
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