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| XNA Tutorials and support for game development using Microsoft's XNA Game Studio framework. |
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#76 (permalink) |
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Lurker
Join Date: Sep 2008
Posts: 3
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Congratulations on the work so far guys, and fair play to everyone for getting behind it and contributing.
Perhaps, to stop this thread getting bloated, we should keep this thread to progress announcements and asset (code, arts etc) contribution and have another thread for suggestions and discussion of the merits of this (and other) opensource client(s)? I'll certainly taking a look at the code and seeing where I can contribute. Thanks again. ![]() |
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#78 (permalink) | |
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Forum Master
Join Date: Jul 2004
Posts: 5,692
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Quote:
Yes. |
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#80 (permalink) |
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Forum Novice
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@TheOutkastDev: You can only prevent cheating with serverside rules. It's been discussed since years and the solution is, to add more checks to the server. You can't prevent it, by coding a closed source client.
Because of the original closed source client we have today tools like uoinjection, razor, easyuo uobots aso. If you wanna make it good, it's all a serverthing.
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iris2.de | crankgaming.blogspot.com |
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#81 (permalink) |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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UltimaXNA has reached Milestone 0.1: Interaction and network. This milestone includes a complete rewrite of the client's networking (thanks Jeff!), numerous feature additions, and countless bug fixes.
Some of the big features we've added or fixed in the past week are: * Persistent entity targeting: You can now left click on an entity to target them, and their stats show up in the gui (see the attached screenshot). * Interaction with items. You can now pick up items, drop items to specific spots on the ground, move items between containers, equip and un-equip items, view item properties, and so on. * Update speed independent of fps: when the client is in the background, or there is a heavy load on your system, the fps is reduced. However, this does not affect the update speed of the mobiles; you could run this engine at 240fps or 2fps, and mobiles would move at (basically) the same speed. * Better support for login and logout: the client responds appropriately to login errors and can now logout on command (Ctrl-Q). It's been a while since I've updated this thread, but as I said before, new features are being added daily. |
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#84 (permalink) |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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As of r123 (r123 - ultimaxna - Google Code), you can now engage mobiles in combat!
To test this all out, I gave myself a 2000dmg/hit sword and proceeded to rob a band of orcs. Oguk, here, was obviously the big winner in last night's poker game. ![]() |
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#85 (permalink) |
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Forum Novice
Join Date: Mar 2003
Location: Canada, eh?
Age: 25
Posts: 468
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I've been actively watching this for a while and the progress is amazing, great work!
While I'm sure many people would be against it for imitating, I was wondering if perhaps an action-bar could be looked at for implementing (similar to World of Warcraft/Lord of the Rings, etc); In essence I suppose it would basically just be automatically setting macros for the spells you place on the action-bar, but it could open up the game for players who are used to above mentioned games (I know personally, my wife would be able to get into the game more if it had a familiar aspect such as that) I haven't looked at any of the code yet myself, but when I get a chance I'll see if I can work out some code for it, I can't imagine it being that difficult as it would be setting hotkeys for the abilities and that's basically it, the bulk of the work would be creating a hotbar that could be drag/dropped onto I suppose (I think at least!) Any thoughts or responses on this would be great!
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Tylius Dragon --==(UDIC)==-- |
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#86 (permalink) |
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Forum Novice
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Code:
~/.wine/drive_c/UndeadTwo/UndeadTwo/bin/Release$ mono UndeadTwo.exe
** (UndeadTwo.exe:13159): WARNING **: The following assembly referenced from /home/goury/.wine/drive_c/UndeadTwo/UndeadTwo/bin/Release/UndeadTwo.exe could not be loaded:
Assembly: Microsoft.Xna.Framework.Game (assemblyref_index=1)
Version: 3.0.0.0
Public Key: 6d5c3888ef60e27d
The assembly was not found in the Global Assembly Cache, a path listed in the MONO_PATH environment variable, or in the location of the executing assembly (/home/goury/.wine/drive_c/UndeadTwo/UndeadTwo/bin/Release/).
** (UndeadTwo.exe:13159): WARNING **: Could not load file or assembly 'Microsoft.Xna.Framework.Game, Version=3.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d' or one of its dependencies.
The entry point method could not be loaded
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#88 (permalink) | |
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ConnectUO Creator
Join Date: Jan 2004
Age: 29
Posts: 6,069
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Quote:
__________________
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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#91 (permalink) | |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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Quote:
Here are some of the features added or bugs fixed yesterday: WarMode: * Added support for WarMode flag sent by server. (GameObjects/MobileFlags.cs, Client/UltimaClient.cs) * Players who have WarMode = true will animate in the 'ready' position. (GameObjects/Unit.cs) * Added StandAttackStance and WalkInAttackStance to the UnitActions enum. (GameObjects/Unit.cs) * GameState.cs now polls the player object for WarMode status, instead of maintaining its own copy (GameState.cs) * Added Network/MobileFlags.cs. Lots of flags in here, but only WarMode is currently supported. * Modified MobileIncomingPacket and MobileMovingPacket to support the new MobileFlags class. Unit facing: * The server will often send two move packets in quick succession: one to move, and one to set the facing once the unit has completed its move. I've added a _queuedFacing variable so the unit only changes its facing once it has completed the move. Corpses: * Modified draw position of corpse. They now draw on the correct tile, although they are overdrawn by other tiles. Sound: * Support for added for sound! No support for position or volume control yet, though. Enjoy all that orc gibberish. Support for POL server: you should be able to login to a vanilla POL server now. Death animations are now supported! On receive_DeathAnimation(), UltimaClient calls GameObject.DeathAnimation() |
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#98 (permalink) |
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ConnectUO Creator
Join Date: Jan 2004
Age: 29
Posts: 6,069
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This is a known issue, this client is FAR from being complete.
__________________
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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#99 (permalink) | |
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Newbie
Join Date: Apr 2009
Location: NW US
Posts: 64
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Quote:
So, take the dragon for example: it's four tiles wide, 80 pixels high, and has a center of, say, -20. The dragon graphic would be split into 8 graphics: four across for the tiles, 60 pixels high on the tiles row where it is centered, and 20 pixels high on the tiles row at (x+1, y+1). But we don't have that implemented yet. We'll definitely get around to it, but it'll take some time. |
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