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

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Old 07-03-2009, 11:27 AM   #76 (permalink)
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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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Old 07-04-2009, 12:45 PM   #77 (permalink)
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Looks sweet, keep it up. I'm keeping my eyes on the project. I have some nasty plans
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Old 07-09-2009, 08:03 PM   #78 (permalink)
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Quote:
Originally Posted by TheOutkastDev View Post
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!
Cheating doesn't really exist. Automated healing, fighting, and whatever is just normal now. I have not played with a player in years who does not use them (I played on UOGamers) and I'm guessing its the norm across other shards. I'm more then willing to help any player out who does not have access to these things.


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Originally Posted by Anti-Basic View Post
Glad you can speak for all UO players.
Yes.
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Old 07-09-2009, 08:19 PM   #79 (permalink)
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wtf u played with me ! !_@_ _@@_+ and i h8 automated pvp lmao :@ )@@(
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Old 07-10-2009, 03:21 AM   #80 (permalink)
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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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Old 07-12-2009, 06:28 PM   #81 (permalink)
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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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Old 07-12-2009, 11:03 PM   #82 (permalink)
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How about a mini map?
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Old 07-13-2009, 12:40 PM   #83 (permalink)
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Wow, you guys have made a lot of progress since I last checked. Great work guys!
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Old 07-13-2009, 06:45 PM   #84 (permalink)
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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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Old 07-13-2009, 08:19 PM   #85 (permalink)
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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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Old 07-14-2009, 03:03 AM   #86 (permalink)
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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
i need some help here
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Old 07-14-2009, 12:26 PM   #87 (permalink)
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Mono has no support for XNA.
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Old 07-14-2009, 01:45 PM   #88 (permalink)
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Quote:
Originally Posted by Tylius View Post
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!
I've been working on a UI Framework that will allow you to create these types of things with ease.
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Old 07-15-2009, 01:44 AM   #89 (permalink)
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=(
so how can i try this one without paying 200 bucks to necrosoft ?
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Old 07-15-2009, 04:53 AM   #90 (permalink)
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Pirate Windows? Or, better yet, grab the 7 RC1. It's good for like a year.
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Old 07-15-2009, 06:24 AM   #91 (permalink)
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Quote:
I've been working on a UI Framework that will allow you to create these types of things with ease.
Something I'm looking forward to as well.

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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Old 07-15-2009, 06:53 AM   #92 (permalink)
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Suil Ban, i dont want to eat this drugs
never
also i dont want to waste ten gbs of my little hdd
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Old 07-15-2009, 08:07 PM   #93 (permalink)
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Quote:
Originally Posted by Jeff View Post
I've been working on a UI Framework that will allow you to create these types of things with ease.
Awesome, glad to hear it
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Old 07-15-2009, 10:17 PM   #94 (permalink)
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I'm working on code that will enable item usage. Bandages are already working.
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Old 07-20-2009, 07:39 PM   #95 (permalink)
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This client is looking really cool from the screenshots. Good job :>
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Old 07-22-2009, 10:48 PM   #96 (permalink)
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This thread is really fascinating good work man, looking forward to see where this goes.
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Old 07-23-2009, 10:04 PM   #97 (permalink)
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Default Rendering problem

See the attached screenshot... the tiles rendered after a mobile are covering it =\
How to fix it?
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Old 07-24-2009, 02:02 AM   #98 (permalink)
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This is a known issue, this client is FAR from being complete.
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Old 07-24-2009, 05:01 PM   #99 (permalink)
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Quote:
Originally Posted by JCKodel View Post
See the attached screenshot... the tiles rendered after a mobile are covering it =\
How to fix it?
The legacy client splits up graphics that are wider than one tile into multiple horizontal subgraphics and assigns each of those to a seperate tile. It also seperates graphics vertically based on the (center) variable... any pixels below the center of the image are split into seperate images.

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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Old 08-15-2009, 09:38 AM   #100 (permalink)
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Hello,

Great job, this open client looks like amazing

But there is any .exe installer to test it ?

Thanks
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