for my Doc Brown character I bound the emphatic argue emote to my enter key so every time he spoke he would flail his arms around wildly
While you are correct about the dance animations we had for the original release of the EC client (circa UOKR), despite what folks might think, the EC client was never a poly/skin animation system. It was always 2D sprites just like the Legacy client....
There was a UO client that had player dance emotes (and several different kinds at that). However, the model system used in that client was ditched in favor of the older stop-motion sprite one that the current clients use which takes up FAR more time, diskspace, and power for the same effects.
Had the KR/EC client(s) not reverted back to the 2d style of model animation, you might have seen dancing remain in the game.
Why? Because polygon/skin models are FAR easier to add in both animations and textures than sprites, and FAR easier to patch in for us the users.
Why this post not at UO Developer Feed ?While you are correct about the dance animations we had for the original release of the EC client (circa UOKR), despite what folks might think, the EC client was never a poly/skin animation system. It was always 2D sprites just like the Legacy client.
*EDIT*
While I'd love to see a full on 3D client, supporting a proper 3D client AND a 12 + year old client presents... significant technological hurdles. And I was here when we had to support Legacy and the Third Dawn client, and let me tell you it was really, really, not fun having to do both at the same time.
Cheers!
-Grimm
Just needed to ask the questions, though if it's not appropriate to answer I understand, but...While you are correct about the dance animations we had for the original release of the EC client (circa UOKR), despite what folks might think, the EC client was never a poly/skin animation system. It was always 2D sprites just like the Legacy client.
*EDIT*
While I'd love to see a full on 3D client, supporting a proper 3D client AND a 12 + year old client presents... significant technological hurdles. And I was here when we had to support Legacy and the Third Dawn client, and let me tell you it was really, really, not fun having to do both at the same time.
Cheers!
-Grimm
Cause some of us have crappy computers that can't do the new stuff.Given supporting two clients poses it's own difficulty for the game as a whole, is there a particular reason why a solid decision had yet to be made over choosing the one client, then sticking with it and perfecting it?
There's twofold questions/answers for that though.Cause some of us have crappy computers that can't do the new stuff.
mine's crappy but it's only 2 years old, and still won't do the EC stuff without crashing when recalling, or should this game be for the players who can afford the rocking new gaming computer every year.Although I can see where you're coming from, it's fair to assume that the majority of games developers will only look back so far where hardware requirements are concerned. Same thing with operating systems. They've always got to work with the most current OS, that's a given, but they've also got to have a cut-off point for older systems
For the same token though, should games developers make every game so it works on the lowest specification (ie, machines not ideally suited to gaming?) systems?mine's crappy but it's only 2 years old, and still won't do the EC stuff without crashing when recalling, or should this game be for the players who can afford the rocking new gaming computer every year.Although I can see where you're coming from, it's fair to assume that the majority of games developers will only look back so far where hardware requirements are concerned. Same thing with operating systems. They've always got to work with the most current OS, that's a given, but they've also got to have a cut-off point for older systems
Which, of course, is a step backward from the technology of the 3D client... but then, since the EC is a step back from KR... I suppose it's to be expected.While you are correct about the dance animations we had for the original release of the EC client (circa UOKR), despite what folks might think, the EC client was never a poly/skin animation system. It was always 2D sprites just like the Legacy client.
I'm not quite sure what the problem is with cordoning off a 3D environment to map onto a tile-based system, and implementing a client that understands the information coming from the server, displaying it properly.While I'd love to see a full on 3D client, supporting a proper 3D client AND a 12 + year old client presents... significant technological hurdles. And I was here when we had to support Legacy and the Third Dawn client, and let me tell you it was really, really, not fun having to do both at the same time.
This is a great question, but the answer(s) is(are) a bit complicated. Yes they have. Let me think on how to answer this and I'll get back to you.Just needed to ask the questions, though if it's not appropriate to answer I understand, but...
...has there been any point at which current or previous development teams have been in favour of providing just the one client, thus removing on one swoop, much of the understandable difficulties of supporting more than one?
Given supporting two clients poses it's own difficulty for the game as a whole, is there a particular reason why a solid decision had yet to be made over choosing the one client, then sticking with it and perfecting it?
I know people have always felt strongly in favour of their preferred client, but so long as the heart of what the game is about remains intact, then personally, I would always have favoured a single client in whichever form. The client to me, is the means by which to play the game, the game itself is what it is.
actually, technologically speaking, the EC client is a vast step forwrd from the Third Dawn client... vast.Which, of course, is a step backward from the technology of the 3D client... but then, since the EC is a step back from KR... I suppose it's to be expected.
I'm guessing that you are referring artistically to the two clients being alike. Whatever aesthetic similarities they might have had, under the hood, they were completely different critters. Macs and PCs can both read web pages, but are completely different ball games.I'm not quite sure what the problem is with cordoning off a 3D environment to map onto a tile-based system, and implementing a client that understands the information coming from the server, displaying it properly.
Given that the 2D and 3D client were at least styled after each other, I would have thought supporting those two clients to be easier than the mishmosh of support currently going on between 2D and the EC.
But then, I don't understand a lot of the decisions being made client-wise these days.
I understand that many of the features that the engine driving the EC should be a vast step forward from the 3D client... In general practice, I just don't see it being true.actually, technologically speaking, the EC client is a vast step forwrd from the Third Dawn client... vast.
I get that they might have been "completely" different, but I'm glad you chose the web page analogy. Macs and PCs can not only read the web pages, but they can read them in the exact same manner as they're coded. The 3D client had the specific advantage over the EC that it was the UO interface. Sure, behind the scenes things must have worked somewhat differently, but then, it was designed to handle some things similarly.I'm guessing that you are referring artistically to the two clients being alike. Whatever aesthetic similarities they might have had, under the hood, they were completely different critters. Macs and PCs can both read web pages, but are completely different ball games.
The 2D people could see them because there's several 2D animations that exist that were never fully implemented into the game -- they simply mapped some of the 3D stuff onto the 2D commands to execute those.I miss the fancy emotes. Even though 3D had them, the 2D people could see them! Are those emotes permanently gone?
The EC IS the KR client. It's just an improved version of it with a different name.Which, of course, is a step backward from the technology of the 3D client... but then, since the EC is a step back from KR... I suppose it's to be expected.
The EC IS NOT the KR client. They use the same technologies at their core, and it's very likely that they used the KR client as a jumping off point in order to create the EC.The EC IS the KR client. It's just an improved version of it with a different name.
Tell that to the Devs that told us it was, because they obviously don't agree with you. Obviously I don't either, because I remember quite clearly when they told us.The EC IS NOT the KR client.
No, Connor, it's not the KR client.Tell that to the Devs that told us it was, because they obviously don't agree with you. Obviously I don't either, because I remember quite clearly when they told us.
AgreedIt's 2010. People have been making 3D games since... well... before 1995. It's very strange to me that we can't get a decent client
Don't get me wrong, If 2D client got the axe, I'd quit soooo fast. But from what I understand is that the 2D client holds back all the other clients they have tried. 2D is rather restricting (doesn't use a graphics card?) and the other client has to stay in tune with it.Agreed
Easy questions are boring though, as are easy answersThis is a great question, but the answer(s) is(are) a bit complicated. Yes they have. Let me think on how to answer this and I'll get back to you.Just needed to ask the questions, though if it's not appropriate to answer I understand, but...
...has there been any point at which current or previous development teams have been in favour of providing just the one client, thus removing on one swoop, much of the understandable difficulties of supporting more than one?
Given supporting two clients poses it's own difficulty for the game as a whole, is there a particular reason why a solid decision had yet to be made over choosing the one client, then sticking with it and perfecting it?
I know people have always felt strongly in favour of their preferred client, but so long as the heart of what the game is about remains intact, then personally, I would always have favoured a single client in whichever form. The client to me, is the means by which to play the game, the game itself is what it is.
Well, here's the problem...Don't get me wrong, If 2D client got the axe, I'd quit soooo fast. But from what I understand is that the 2D client holds back all the other clients they have tried. 2D is rather restricting (doesn't use a graphics card?) and the other client has to stay in tune with it.
But to me it's fine, this is UO. Anyone who is here to play it because of the graphics... Needs a lobotomy.
Ten years, and they still don't have one though... that's a pretty sad state of affairs.I personally would have no problem with sticling to UO going to one client, with ONE caveat... it simply cannot be the current 2d client. If they ditch the EC without a suitable replacement, I'm done with UO.
I agree that resolution is a huge issue for the 2D client. However, I don't think KR/EC's list view or grid views are an improvement on anything. They aren't even up to the standards of other games that use similar systems. There should be iconic representations of stuff when they're in the grid mode... I'm sorry, but staring at small, squishy representations of things that are already small just doesn't fly. It's worse than trying to deal with a small play space in the 2D client.Main issue: RESOLUTION From gameplay window size to container window size, monitor resolutions have gone up and the 2d client has NOT. This creates a situation where the client display has gotten smaller and smaller. It's also a situation where you may not even realize it's happened until you play in a newer client (be it the 3d client with expandable containers or KR/EC with grid and list views) and then go back to find that the options available in the 2d client are very limiting.
The 3D client... yeah, its animations were a ton better. The KR/EC solution, going back to sprites... sorry, but those animations aren't even as smooth as the 2D client at present. Still no idea why they went back to 2D representations though.Secondly: Animation. 2d's Animation, at least in the client itself is simply not very smooth. (oddly enough, the animations in Inside UO are smooth, but in the client itself, seem to lack about half of the animation frames shown in Inside UO) Again, this becomes an issue of "familiarity" in that you may not even realize the lack of smoothness until you see the same animation done with more frames, or via the polygon/skin system that the 3d client used.
Actually, the hotbar part of the interface I'm fine with. Nothing wrong with customizable control. The part of the interface they should never have bothered with was a 125-slot grid or 125-item list view. Sorry, but the idea of using either of these views in UO on any sort of permanent basis sickens me because it's completely outside of the useful interface of UO. Now, sure, if others want to use it, I'm all for it, but they should improve the backpack system and make it so that it's also useful. When I open a bag, I like to see its artwork, not some impersonal grid staring back at me with items I can hardly distinguish from each other without scaling the interface up and then wondering where my playfield went.Third: User Interface. A client shouldn't effectively have its users RELY on an external third party program to be useable, nor should it do so for over TEN YEARS. Nor should a client be forcibly held back from UI innovation because some people thinks it's "ripped from WoW" Sorry, people, but WoW doesn't exactly hold the creative rights to "hotbars" (EC hotbars are even MUCH more powerful than WoW's are straight out of the box unless they've changed WoW's hotbar system significantly since I've played). Also, and consider this a personally biased opinion, UI customization can do quite a lot to enhance the client even further WITHOUT the need for external programs.
Personally, I hope they get it together soon too. Not that I'm going anywhere, but, frankly, UO's losing steam that it doesn't have to.Basically for me it depends on which direction the devs go technologically. Forwards I would stay along for the ride. Backwards and thus LOSING options, I would probably hang up my UO hat (so to speak).
I have to admit that when I first played EQ, I hated the whole grid interface for bags... with WoW, I got used to it... but neither of those games has the sheer amount of allowable item use that UO does. Their items persist in backpacks alone (except for a few silly EQ items... but those serve no real purpose anyway... heh). I mean, yeah, I'm all for giving people choice... but 125-slot grids aren't for me....
Aside from liking the slot view personally (especially since it lets you nicely organize things without the need to waste space on sub-bags) with the disclaimer that yeah I hate the way that the item artwork is shrunken down to be indecipherable when in the grid, I agree with everything you say here.
You know... I was one of the first avid supporters of the KR client. I was never a fan of its artwork, mind you, but I saw it moving UO in a good direction... overall. The day the bomb was dropped that it was "finished" and "live," my jaw dropped. To be honest, though it's still in "beta," I feel like they've done the same with the EC. This "beta" client is going on a year old... sure they're making improvements, but it's still a downgrade in many respects from KR, and what comes out for it is in small doses. I know we've had the UO team shrink, but too much shrinkage could be very bad for it.The track record for the work on the Gamebryo client (be it KR or EC) has been really bad. KR was released WAAAY to early, but was on its way with a weekly patch schedule... then that stopped cold... then a focus group, then a little more patching, then a second focus group and a complete rewrite DOWNGRADING many aspects of KR and upgrading others. I agree with Grimm that the EC is at least somewhat upgraded from KR, but I have also been very vocal in my displeasure of the DOWNGRADES involved as well... resolution quality, UI features stripped or reverted, etc.
Completely agreed... and for some reason I don't remember the KR bags being as uncooperative as the EC ones are at times.As you mention about the "impersonal grid", I agree there too... but I also hate the fact that the legacy artwork container option reverts to the 2d scale which on a 1920x1080 resolution monitor is about the size of a postage stamp. I REALLY miss the KR version of legacy containers... yes they were bigger, but they were available for every view style AND had a LOT of nice detail.
Completely and totally agree. And small fixes could be grouped together in small patches. Not everything needs to come out in a huge explosion.And now the EC patch schedule is spotty at best. Personally I'd love to see a weekly or bi-weekly smaller patch process so that at least we KNOW things are progressing. I get REALLY nervous with big patches as they have ALWAYS seemed to be problematic (putting it lightly) in UO history.
Here's hoping.And finally, your last statement says it all and it's my desire as well.