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XNA Tutorials and support for game development using Microsoft's XNA Game Studio framework.

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Old 06-16-2009, 08:24 PM   #51 (permalink)
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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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Originally Posted by Halciet View Post
Regarding the layer draw in r31: Are we sure that helms are drawn last? I ask because of things like hooded robes. If helms are drawn after the robes, wouldn't they appear outside of the hood?

Just checking on that. I always thought that the layer used by robes was drawn last.

I'll get back to work on ClientConfig.cs tonight, and move the movementButton and actionButton definitions out to it as mentioned in the commentary.
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Old 06-17-2009, 08:47 AM   #52 (permalink)
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Regarding the layer draw in r31: Are we sure that helms are drawn last? I ask because of things like hooded robes. If helms are drawn after the robes, wouldn't they appear outside of the hood?

Just checking on that. I always thought that the layer used by robes was drawn last.

I'll get back to work on ClientConfig.cs tonight, and move the movementButton and actionButton definitions out to it as mentioned in the commentary.
I think the client don't draw the helms when you have a hooded robe equiped.
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Old 06-17-2009, 08:58 AM   #53 (permalink)
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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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Old 06-21-2009, 12:34 AM   #54 (permalink)
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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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Old 06-23-2009, 11:43 PM   #55 (permalink)
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okaygo was just testing some mass spawns on his server. The client is darn solid, even when presented with a screen full of NPCs.
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Old 06-24-2009, 01:59 PM   #56 (permalink)
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The client is looking great. Keep up the good work!
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Old 06-24-2009, 02:54 PM   #57 (permalink)
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okaygo was just testing some mass spawns on his server. The client is darn solid, even when presented with a screen full of NPCs.

Nice job mang.
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Old 06-24-2009, 03:03 PM   #58 (permalink)
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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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Old 06-24-2009, 10:53 PM   #59 (permalink)
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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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Old 06-25-2009, 02:39 AM   #60 (permalink)
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This looks fucking amazing.

Keep it up man!
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Old 06-25-2009, 07:28 PM   #61 (permalink)
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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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Old 06-25-2009, 09:58 PM   #62 (permalink)
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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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Old 06-26-2009, 12:05 AM   #63 (permalink)
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Quote:
Originally Posted by Poplicola View Post
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.
What I want to see is multiple clients within one client. Multi clienting is the future of UO. The ability for one player to easily play multiple players at one time is basically what players would enjoy to have.
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Old 06-26-2009, 11:57 AM   #64 (permalink)
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What I want to see is multiple clients within one client. Multi clienting is the future of UO. The ability for one player to easily play multiple players at one time is basically what players would enjoy to have.
It's what the future of cheating in UO is...
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Old 06-26-2009, 03:12 PM   #65 (permalink)
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Default I Used To Always Multi-Client On The EA Servers

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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Old 06-26-2009, 03:49 PM   #66 (permalink)
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Quote:
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What I want to see is multiple clients within one client. Multi clienting is the future of UO. The ability for one player to easily play multiple players at one time is basically what players would enjoy to have.
Glad you can speak for all UO players.
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Old 06-27-2009, 07:16 PM   #67 (permalink)
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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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Old 06-27-2009, 09:04 PM   #68 (permalink)
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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!
The framework to create the ultimate uo bot and other cheats has been around for awhile, I know I've had the ability to do pretty much whatever I want with the UO client using direct access to the packet stream for quite a few years now.
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Old 06-27-2009, 09:47 PM   #69 (permalink)
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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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Old 06-28-2009, 01:12 PM   #70 (permalink)
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This client has developed incredibly rapidly and will prove a useful asset to the UO community for years to come.
I agree. An open source client written with a fun language and framework (C# and XNA) will provide a great way for people to learn about coding games, a way for us to add some new features to the UO client for custom RunUo servers. I am enjoying see how far it already has come along in such a short time.

Keep up the great work guys!
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Old 06-28-2009, 01:53 PM   #71 (permalink)
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The framework to create the ultimate uo bot and other cheats has been around for awhile, I know I've had the ability to do pretty much whatever I want with the UO client using direct access to the packet stream for quite a few years now.
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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Old 06-29-2009, 12:18 AM   #72 (permalink)
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Quote:
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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.
Krrios' Client, while not open-source, basically serves this purpose already.
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Old 06-29-2009, 10:20 AM   #73 (permalink)
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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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Old 06-29-2009, 01:19 PM   #74 (permalink)
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Cheating is everywhere, but if i have source code as developer, i can make any precaution
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Old 07-02-2009, 09:38 PM   #75 (permalink)
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r65 is up, with paper doll support and GUI bugs fixed. Been busy the past few days, but I still spend an hour or two coding a day.
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