Revamp

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Revamp

Post by Anonymous »

What exactly is the revamp and what is is going to do and when will the *revamp* be finnished

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Red Squirrel
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Post by Red Squirrel »

The revamp is basically a series of huge updates from changing the game engine to be better and easier for us to code in (to some extent) and as well as redo all of the game content, and finish everything that we did not do.

Before we used to do small updates at a time but people would complain that things changed too often, so we decided that instead of pushing updates all the time, we would relook at everything such as artifacts and game play, change it all at once, then release. With that comes an important engine update to support more players, more items, more mobiles, so we can be ready if the shard later on ends up having 100's of players. In the end what we want is to be about 90% OSI and 10% custom. It is taking longer then we expected, but it is getting there.

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Post by Death »

The revamp involves improving upon all areas of the shard so it can be thought of in terms of different revamp stages. There's a revamp to improve the back-end stuff such as world saves and security. There's a revamp to improve and incorporate new OSI content. There's even a possibility of revamping the shard forums in terms of style and use.

For more information on the revamp project, you can head on over to the revamp forum:
http://www.uovalor.com/forum/viewforum.php?f=22

Here's a detailed description of the revamp breakdown plan. Here you can check the progress of the revamp. Work has been slow as the current revamping project is taking a lot more time as it's the most complex out of all the projects. In the new year, the other devs will be simultaneously working on content and other parts of the revamp project while red continues perfecting the SQL project.
http://www.uovalor.com/forum/viewtopic.php?t=4580

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Post by Anonymous »

ok i understand now but would it be around 1 year or 2 years or 6months ?

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Post by Death »

newguy wrote:ok i understand now but would it be around 1 year or 2 years or 6months ?
Depends on how fast things progress. As it's done in stages, it can probably be released in stages. So if SQL is done, it can be released while content gets worked on kind of deal.

We can't give a specific time line as it all depends on the task at hand and how many developers are on it. What we can tell you though, is that the developers are currently working or planning in different areas of the revamp project. In the new year we will be focusing more on content while red continues tweaking the new save engine.

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Post by DOCTOR THUNDER »

it will never be done. be prepared to play this server by yourself until the end of time

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Post by Death »

DOCTOR THUNDER wrote:it will never be done. be prepared to play this server by yourself until the end of time
You're right doc, it'll never be done. OSI keeps adding more stuff so it's a constant game of implementing the new stuff they add. The players will have to enjoy everything piece by piece in terms of content, but I guess that makes things new and exciting all the time.

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Post by dprantl »

I wonder why we don't support the SA client yet. Many shards do now, I bet it's not that hard. I'm having fun playing it, just wish I could do it on AOV instead of somewhere else. Fear of EA litigation is a joke, you could say the same thing about 2D client :roll:.

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Post by Red Squirrel »

The "SA Client" is nothing but a patch to the regular client. It works on TC1. It is a core change so I can't release it here without releasing everything else.

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Post by dprantl »

Red Squirrel wrote:The "SA Client" is nothing but a patch to the regular client. It works on TC1. It is a core change so I can't release it here without releasing everything else.
No, the SA client is a cross between KR and 2D. I believe it's called the "enhanced" client. Check it out for yourself:

http://l3-cdn2.nap.eamythic.com/uo/sa/UOSASetup_105.exe

I tried using it to connect to TC1 and it didn't work. There is a loader called UOSALoader, it's easy to find.

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Post by Death »

Yes dprantl is correct. There's actually 2 clients.

The "classic" client is an updated version of the original UO 2D client. This is the vanilla, retro type client but of course, with UOSA graphics made for 2D. For clarity sake, this looks like the client we've been using since forever.

The "enhanced" client is also known as the Stygian Abyss client. This one is the updated version of the UOKR client (Which was scrapped and replaced by this one). This is the one that looks completely graphically different just so that everyone knows.

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Post by Red Squirrel »

Oh was not aware of that. That will be more involved to impliment as they probably changed all the packets like they did with KR.

If someone knows assembly and wants to reverse engeneer it, go nuts, but that's not my thing. I also don't know if we can reliably support 2 protocols at once. That's a whole other beast for after the revamp.

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Post by dprantl »

I'm pretty sure that the packet stuff is identical to KR.

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Post by Death »

dprantl wrote:I'm pretty sure that the packet stuff is identical to KR.
I would assume so as they are both used for the same shards. There may be a few different packets for different UOSA features but you can probably work around those. Either way it's something to consider.

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Post by dprantl »

Hmm, I just tried it on TC1 again and now it works... :o:

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Post by Death »

dprantl wrote:Hmm, I just tried it on TC1 again and now it works... :o:
OH RLY! Something to check when I get home.

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Post by dprantl »

Only problem is gumps are not showing up, like vendor menus, spellbooks/runebooks, gate menus, etc.

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Post by Death »

dprantl wrote:Only problem is gumps are not showing up, like vendor menus, spellbooks/runebooks, gate menus, etc.
Ya, that makes sense though as they changed the way gumps are shown and handled. Backpacks for instance, have a grid like system instead of shoving all the items in a jumbled up mess. Some things might not be supported as is, but there may have been somebody out there that fixed it up.

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Post by Red Squirrel »

Oh they went to a grid system? Wow. that's like WoW. Ewww. I liked the old system better tbh. There was a packet change around the time they released KR so maybe it's just the thing of adding that property to Item so it is kept track of. I believe it's a byte split in 2 nibbles for x/y.

In other news the file->sql conversion is down to 15 minutes. I just checked the log. So we are doing SOME progress, just have to figure why there are so many null errors suddenly.

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Post by Death »

The grid system is actually quite nice. I like it because it's a pain in the ass to find stuff in a cluttered bag (Such as a ring). It's also quite nice for locating items in your house as you frequently think you've lost something but it's just burried.

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Post by Red Squirrel »

Yeah that's true. Probably makes it easier to loot from bosses too.

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Post by dprantl »

Backpack actually works. Well, partially. There are two modes, grid and list view. List view works fine, but grid shows all items on top of one another on the top-left grid cell. List view is cool too because you can scroll down to the item you want. And no more positioning items so you can neatly organize a container.

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Post by Death »

dprantl wrote:Backpack actually works. Well, partially. There are two modes, grid and list view. List view works fine, but grid shows all items on top of one another on the top-left grid cell. List view is cool too because you can scroll down to the item you want. And no more positioning items so you can neatly organize a container.
I'll have to play around with that on tc1 and suggest some fixes.

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Post by Red Squirrel »

Good to know it semi works though. I know KR had totally changed the packets and everything. We would of had to support encryption for it to work and decrypting packets and such is way beyond my knowledge. If I knew how I'd be working for the RCMP in the security division or something. that's high end stuff to be able to actually manipulate encrypted packets.

Hopefully the gump issues are minor, then we can support the SA client. That's for after the revamp most likely though unless it turns out to be an easy fix.

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Post by Death »

Red Squirrel wrote:Good to know it semi works though. I know KR had totally changed the packets and everything. We would of had to support encryption for it to work and decrypting packets and such is way beyond my knowledge. If I knew how I'd be working for the RCMP in the security division or something. that's high end stuff to be able to actually manipulate encrypted packets.

Hopefully the gump issues are minor, then we can support the SA client. That's for after the revamp most likely though unless it turns out to be an easy fix.
Enhanced client is still in beta as well.

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