W
Woodsman
Guest
Usually it's anything that moves. Mobile.3d mobiles? as in NPCs?
Usually it's anything that moves. Mobile.3d mobiles? as in NPCs?
Those models, while fine for their time, are pretty close to quake level tech. For any 3D endeavor to be worthwhile, it would need to at least be able to hold up to tech of this decade.You could always recycle the third dawn client models... and that should be all the mobiles up to ML![]()
IMHO some of them are better than the actual 2d ones. eg. the exodus minion and overseer were different and they were robots, not identical ghosts like they are nowThose models, while fine for their time, are pretty close to quake level tech. For any 3D endeavor to be worthwhile, it would need to at least be able to hold up to tech of this decade.
-Grimm
If UO had entered development just 6 months later, they probably would have had 1024x768 supported natively instead of just the 800x600 and 640x480. Then again, they might have been wrapped up in the 3D drama that surrounded Ultima 9 and UO might have been beaten by Asheron's Call and Everquest. When you look at that time period, things that we question the wisdom of nowadays were the exact reasons they were able to beat everybody else out first.basically UO was originally written for 640x480/16bit VGA and was later broadened in scope by Pandemonium (an OLD dev during T2A days) with the "big window" client that raise the size of the game window).
Very clever marketing then, because it was both truthful and also playing upon people hearing 3D in relation to Quake and even Ultima 9. As for the dynamic lighting in 1997, I really think that was also clever marketing and just referred to day and night cycles.So yes, it refers to the fact that UO has an X, Y, and Z axis (although there is due to the perspective used some overlap between the Y and Z axes).
It was an incredibly brutal upgrade cycle in 1997-1999 because a lot of people had to upgrade for UO and then turn around less than two years later and upgrade for Ultima 9. Those that upgraded for Ultima 9 weren't in a bad position for Third Dawn though. OSI was a harsh mistress.Ultima USED to always need a top of the line system when a new version came out from the single players all the way through the KR client. The Enhanced Client is likely the first Ultima title that went backwards in that regard.
If UO from 1997 could have been ported to my current phone, I'm sure I could run two instances, maybe three, side-by-side just fine.And ya know, I always joke about how my video card is well beyond the entire system needed to run UO when it first came out, but seeing the numbers is just a little crazy.
Which is why I'm looking forward to messing with Beautiful Britannia at some point....
During the time that UO was first released, the transition from pixel/2d to polygonal 3d was just starting, and to be honest, 3d graphics were ATROCIOUS at the time in comparison (at least when you consider details).
I swear I remember somebody posting on Stratics or maybe it was UO.com about Third Dawn literally setting their Voodoo on fire. I doubted it, but I took a look at a computer case from around that time, and they were really bad about cooling back then.The Third Dawn client was too far ahead of its time when it was released to really work well... especially in high traffic areas which would SERIOUSLY stress the Voodoo and early GeForce cards.
Actually, there are TONS of benefits to 3D assets, and not just the ones mentioned by Woodsman and others. And I loved the animated paperdolls as well!IMHO some of them are better than the actual 2d ones. eg. the exodus minion and overseer were different and they were robots, not identical ghosts like they are now
And let's don't forget the animated paperdolls
Nevermind, just old memories, let's hope in some graphical improvements to get uo back to future![]()
Oh yea, sometimes I just bring it up to put other ideas I have in perspective. But yea, it comes up....
No, not the models themselves, but the KR/Enhanced Client WOULD have been better served to use the same premise for character/mobile models (that being polygon-skin instead of pre-rendered stop-motion) as it would have reduced the size of the EC's footprint as well as the size of future patches.
But as Grimm says it'd be quite a task to convert over to that system from the already completed one in the EC... although I DO find it interesting that he's brought it up a few times.
It might have dynamic lighting from a technical point of view, but as far as I know, it doesn't have dynamic lighting as I think of the term. As for 3D terrain, yes it does have 3D terrain as in polys that have textures mapped to them. The classic client terrain is a combination of the two.In the descriptions posted in that article, it says that in 1997 Origin was claiming that UO had:
Day and night effects
3-D terrain
dynamic lighting in 16-bit color SVGA graphics
Was it really dynamic lighting and was it really considered 3D terrain?
.
Second! The whole thread was a really good read. Though I was a teensy bit disappointed no hints were let slip.Thanks for hanging out with us on a Saturday night, Omen.
Harder in some ways, easier in others. 2D for UO we knew and knew well. A 3D client would have required a lot more engineers than we had at the time (and we had quite a few). And we had a lot more hurdles to clear in the same amount of time if we went 3D. Not the least of which was figuring out a way to support the Legacy and a brand new 3D client that would have to use the exact same server hardware for both clients so that 2 players using 2 different clients from 2 different eras could play together, and we would need to figure out how we were going be able to produce artwork for what might as well be 2 completely different games without having to make each asset twice. At that time I was still having nightmares about supporting 2D and Third Dawn clients, and I was determined that we were NEVER going to create assets for the 3D client and use them in the 2D because I had seen the results of this in publishes prior to my arrival, and actually MADE them in Samurai and Mondains. They looked awful- truly awful and completely out of place in the Legacy client....
Grimm, I'm pulling most of what I'm saying from memory, so I hope I'm at least still in the ballpark with it and that my ever so slightly dysfunctional brain isn't getting everything all screwed up.
But let's see... some of the advantages to 3d assets:
- Easier to add in new item artwork (i.e. new weapons, armor and clothes. Artifacts could have been made to look unique within themselves instead of rehued existing items)
- Easier to add in new animations: The 3d client models had a BUNCH of emotes available that 2d and KR/EC simply don't.
- More interactive paperdolls: not only animated, but you could rotate the image as well
- Smoother animation (since it is movement in realtime, not stop-motion pre-rendered)
- Smaller downloads
Grimm I never really understood why the decision to go back to the 2d pre-renders for KR/EC when KR was first announced/developed... seems like it had to have made development of the client harder than 3d modelling would have from the beginning, or am I wrong in that somehow?
My pleasure, actually I've enjoyed this thread a great deal! Thanks to everyone who's contributed! Although it's late now and I got one more post in menbefore bedtime (besides, I'm typing on my iPod which ain't easy)Thanks for hanging out with us on a Saturday night, Omen.
Haha! Sorry to disappoint! Generally I don't slip. But who knows, maybe one day I might slip and tell you guys that we're < message redacted > !Second! The whole thread was a really good read. Though I was a teensy bit disappointed no hints were let slip.![]()
Haha! Sorry to disappoint! Generally I don't slip. But who knows, maybe one day I might slip and tell you guys that we're < meta-terrestrials from the 6th azimuth dimention > !
Who knows!?
-Grimm
after the grimm posts we can say: fakeIt is the corporate fact sheet for NetDragon, which says they are working with EA on a new 3D version of UO to be released in 2012.
There is a lot of confusion in your knowledge...This has been an interesting read.
In the main I am glad that UO didn't go 3D and lose the 2D client, I found the old third dawn client awful to use, KR was just horrific in terms of performance and some of the artwork was dreadful. EC has improved hugely in terms of its performance however I still hate playing in it.
Wonder if Grimm or someone else can answer why in Third Dawn, KR and now EC when running on mounts it always appears as if you float over the ground, and maybe if this will ever be fixed?
Also thanks Grimm for the input from a Dev perspective it gives us players a better understanding of why you(or previous devs) made the choices they did
The thing is, though, they are paid to do art..
At some point, I wonder if the mindset of the art team becomes "they don't deserve an artwork overhaul".
Thank you very much, it was interesting reading about all of that and I've got a better understanding of the early days.My pleasure, actually I've enjoyed this thread a great deal! Thanks to everyone who's contributed! Although it's late now and I got one more post in menbefore bedtime (besides, I'm typing on my iPod which ain't easy)
I don't know about TD, but KR and EC are built on the same engine/client, so that's not surprising that a problem with KR would still be around in the EC.Wonder if Grimm or someone else can answer why in Third Dawn, KR and now EC
They are paid to do what they are told, otherwise EA would have no problem laying them off. That means they have been adding art, which you could see if you log in the game. Hell, EA has laid off people on the UO team just for the fact that another game crashed and burned and they lost money.The thing is, though, they are paid to do art.
They've been exceptionally hushed about a lot of things, whether it's account migration, cleanup, or the graphics. They've opened up about cleanup just in the past few weeks, but there are two things they've been ultra exceptionally hushed about - the new player experience and the new quest system. I dare you to find something solid said about either of those two in recent months.They have been exceptionally hushed regarding the graphical upgrades we were supposed to be getting this year, which leads me to thinking they are not going to do them.
Of course the account migration happened in August, and while not many members of the dev team would have been involved (especially the art people), some of the engineers had to have been working with the Origin.com team to fix the problems and that slowed everything down because the dev team is so small.After July expect to see the following:
· Clean up Britannia (the update formerly known as Spring Cleaning) – We are currently testing and evaluating about 850 items with turn ins and rewards
· Anniversary item additions
· Art resolution updates to the Enhanced client
· Veteran Rewards
We do have an art team, one of them posted a lot in this thread, and we get new things with the publishes, the problem is that our best chance at having what you want went out the door with the layoffs after Stygian Abyss. As JC the Builder roughly put it, UO needs a Live Team to work on the game in its current state, and a team dedicated to the future, and we don't have that anymore, and we haven't for years. If the Stygian Abyss team could have been kept intact, well it's actually depressing to think how far along things would be overall.Art has always been a sore point for UO; its a shame we do not have a dedicated art team to presenting new things and overhauls with the game that are needed.
And I would like to take a second to let everyone know that art never takes that opinion. As Canary says, art is our job, and doing your job despite whatever emotional stuff come up is a mark of professionalism. Although Canarys comment about not getting artwork for years is a mistype I believe, because nothing could be further from the truth.The thing is, though, they are paid to do art.
This isn't some passing fancy to occupy their free time. If we have an art team, we should be getting art on a consistent basis. And for years we have not.
I do social work for a living; I have a lot of clients who are extremely nasty, fussy and outright mean. Now, as a paid employee, I do not have the luxury of saying 'They aren't worth it, I'm not going to do my job.'
It IS a job. As such, you should be expected to do the best work you can that will make the largest amount of people happy.
And I would like to take a second to let everyone know that art never takes that opinion. As Canary says, art is our job, and doing your job despite whatever emotional stuff come up is a mark of professionalism. Although Canaryscomment about not getting artwork for years is a mistype I believe, because nothing could be further from the truth.
-Grimm
THIS x a millionBut thing is, it is no ordinary game, its more than immersive, it seems to create its own "magical moments" like a living being would. It also relates to the world as it is abused (by corporate mercantilism) in the same manner...
THIS x a million
this is exactly why UO beats all other MMO's the game isn't what makes moments its what happens and the community. I'll never forget the party in Haven the night they blew it up. The community that night was awesome
I gotta agree. UO is the most "worldly" game there is. By far. That brings both the good and the bad, but it makes it 1000x more interesting than other games. Eve excluded, but it's a space sim so lacks the greater depth.THIS x a millionBut thing is, it is no ordinary game, its more than immersive, it seems to create its own "magical moments" like a living being would. It also relates to the world as it is abused (by corporate mercantilism) in the same manner...
this is exactly why UO beats all other MMO's the game isn't what makes moments its what happens and the community. I'll never forget the party in Haven the night they blew it up. The community that night was awesome
Actually, I said for years we have not received artwork on a consistent basis.And I would like to take a second to let everyone know that art never takes that opinion. As Canary says, art is our job, and doing your job despite whatever emotional stuff come up is a mark of professionalism. Although Canarys comment about not getting artwork for years is a mistype I believe, because nothing could be further from the truth.
-Grimm
The original story was connected with the earth realm ; just like the avatar comes from the earth realm and crosses to britannia. That link has been severed, under the guise of the game being made PG-13... but the reality of the situation is that surrounded with that mad buggers wall UO was completely strangled, asphyxiated... trammel made it even worse (no I'm not starting a debate)All alone, or in twos
The ones who really love you
Walk up and down outside the wall
Some hand in hand
Some gathering together in bands
The bleeding hearts and the artists
Make their stand
And when they've given you their all
Some stagger and fall after all it's not easy
banging your heart against some mad buggers wall
I think at the heart of it, this statement sums up my disappointment with the recreation of Magincia as it happened. I was really really looking forward to something worth doing together, and had been for a long time.I'd love to see a big community moment like the end of Haven again, not so much watching a town get blown up but something to make a community come together. We dont always need to hunt monsters for shineys sometimes we can make a great moment with just some people.
The way it went down was not the original plan. It's a shame that we didn't get a chance to actually rebuild Magincia as was intended.I think at the heart of it, this statement sums up my disappointment with the recreation of Magincia as it happened. I was really really looking forward to something worth doing together, and had been for a long time.