True story...speedhacking originally came from kangaroo...Wombats are Australian.
Australia is the root of all UO's problems.
True story...speedhacking originally came from kangaroo...Wombats are Australian.
Australia is the root of all UO's problems.
Good posting! Very interesting details! They explain why every little change in UO turns into a bug-ridden hell, and why some bugs remain unfixed for years.Wrong. The server-side code is written in C/C++, augmented by a custom secondary scripting language called Wombat.
The reason the devs have referred to the server code as "spaghetti code" over the years is because of the Pointer Hell associated with 12+ years of various teams working on the C/C++, cobbling random fixes and features on top of each other.
That C# project you mention (I won't name it, but I know what it is and have looked at the code a bit) benefits from several things:
- Unlike C++, there's no variable shadowing to confuse programmers.
- Unlike C++, C# enforces single inheritance, removing the Diamond Problem.
- C# has garbage collection for easier/safer memory management.
- C# has no global variables with which to tempt programmers.
- C# has greater type safety than C/C++.
- The entire core of the project had a clear and obvious vision right from the start: make it do exactly what Ultima Online does, and when that's done, then start adding new features. UO itself has been built up over the past 14+ years from an amalgamation of competing systems and design visions.
Nice to see someone's keeping it on track here, after all that was the original reason for the thread being started.Not really. This post was focused on UO's coding and the built-in potential that was never developed fully.
I think "triple" might be an understatement, but I agree.Good posting! Very interesting details! They explain why every little change in UO turns into a bug-ridden hell, and why some bugs remain unfixed for years.Wrong. The server-side code is written in C/C++, augmented by a custom secondary scripting language called Wombat.
The reason the devs have referred to the server code as "spaghetti code" over the years is because of the Pointer Hell associated with 12+ years of various teams working on the C/C++, cobbling random fixes and features on top of each other.
That C# project you mention (I won't name it, but I know what it is and have looked at the code a bit) benefits from several things:
- Unlike C++, there's no variable shadowing to confuse programmers.
- Unlike C++, C# enforces single inheritance, removing the Diamond Problem.
- C# has garbage collection for easier/safer memory management.
- C# has no global variables with which to tempt programmers.
- C# has greater type safety than C/C++.
- The entire core of the project had a clear and obvious vision right from the start: make it do exactly what Ultima Online does, and when that's done, then start adding new features. UO itself has been built up over the past 14+ years from an amalgamation of competing systems and design visions.
My point is, if someone with a little bit of vision would look at UO and its potential, he might even consider migrating the whole Wombat spaghetti-code nightmare to something like the existing Emulator, make it scaleable (to support multiple subservers) and start turning UO into something what deserves the name "Roleplaying Game".
Add a good client, and the subscription numbers would triple.
A news item posted in 2005 on that server emu's forum read..FYI, That 'server emulator' software could never power a shard as big as Atlantic, It has no subserver support and .NET applications EAT memory and CPU.
Given that it was dated 4-5 years ago, it's apparent the server can indeed handle more than the traffic of an EA server.Tonight we had 7891 users logged into xxxxxxxxx on a single machine in a single facet. The shard was packed beyond belief and with over five million items, almost two hundred thousand mobiles and sixty-five thousand accounts the server was saving in less than fifteen seconds.
I think "triple" might be an understatement, but I agree.
There's all sort of problems though. For example, a dynamic wildlife system can't be maintained due to the rapid rates that players can go through "content", hunting wildlife in UO to near extinction. You can't maintain a system like this proposal when it's constantly resetting with new spawn.
You'd need huge areas of wild preserve. Forests, plains, etc. So huge that players, who can kill/skin/butcher wildlife at astounding rates, can't affect the entire thing, only smaller areas.
Most game producers consider such vast lands with little player action to be wasted space. But I'd love it as an explorer. There could be all sorts of hidden things, like caves, ruins, crypts, ancient landmarks (think Stonehenge here), etc. There could be discoveries that matter to the lore, or even long running current events.
But what you said, a person with "vision", that's the important part. There are few people in this world that really have that. Most are well trained and educated and informed, but do not have that special "vision". I'm not sure UO has, or can find, the kind of vision it would take to build a world like that. Everything ties together, hunting brings meat brings need brings effects brings economy brings spread of wealth brings adaptability brings social structure brings power. Or something like that or whatever. And the visionary has to be able to see it all together as one working component.
Agree on the thread.I love the ideas in the thread... btw...
I have to wonder at how effective the players would be in hunting and skinning something that RUNS from you. You'd maybe get one... then have to find the others again. Would give the skill "tracking" some meaning... So I think it would possibly balance out... that's if you didn't stick the poor deer in one area that they had to stay in. Let them wander/migrate as real deer would.
Also... every time there is an expansion.. there are new areas to explore and find. What does everyone do? Come on Stratics to find where and how... sooo... I don't think the "hidden" would stay hidden for long. I don't mind this... but I think it needs saying that at least EA tries to do that.
I played wow in my 3 year UO braek and yes thats probally why I like the EC so much.You want a enhanced client go play WoW...
There is no question that UO would benefit greatly from a complete rewrite of server side code. However that costs time and money, something EA has never been generous with. It would take years with current resources to complete such a project and the game would stagnate because you can't update and rewrite at the same time.
QFT. Think amount all the bugs and stuff you want fixed. If they do what you want, we wont have any bug fixes, publishes, new content for who knows how long. Not to mention what the other poster said about the Difs of C# and C/C++.There is no question that UO would benefit greatly from a complete rewrite of server side code. However that costs time and money, something EA has never been generous with. It would take years with current resources to complete such a project and the game would stagnate because you can't update and rewrite at the same time.
See: Kingdom Reborn.
*cough* You might have worded that differently.I mean you do want new players in UO right? Or do you just want to play with the same old geezers you played with back in 97??
Yeah sorry*cough* You might have worded that differently.
I have much respect for you, hawkeye. But, perhaps you should apply to become a developer and then when/if you have the shoes on, we will see how competent you are with more than little bit of vision that you do possess.My point is, if someone with a little bit of vision would look at UO
It's not that they need "vision." Draconi had that, Mesanna has that, Sakkarah has that (the previous Devs didn't so much).My point is, if someone with a little bit of vision would look at UO and its potential, he might even consider migrating the whole Wombat spaghetti-code nightmare to something like the existing Emulator, make it scaleable (to support multiple subservers) and start turning UO into something what deserves the name "Roleplaying Game".
Or, I guess the most totally radical concept, EA could buy one of the better Emulators and just replace the back-end lock, stock and two smoking barrels?There is no question that UO would benefit greatly from a complete rewrite of server side code. However that costs time and money, something EA has never been generous with. It would take years with current resources to complete such a project and the game would stagnate because you can't update and rewrite at the same time.
See: Kingdom Reborn.
That's okay, I think people who state things are 'stupid' ALSO without knowing the facts and making just as much of a guess are stupid, too.All these ideas are fantastic but I think to say they are easy to add without you knowing for sure the actual UO servers code or how they work is stupid.
Which is why I maintain that it all comes down to the management of the game, not us, or the programmers and developers at the coding end of things, good as some of them have been - it's the EA corporate that is the key, at producer level and above, we need someone with a clear vision of where the game could and should go, able to get things going in the right direction, get the resource needed, get the support of EA to do the job properly.It's not that they need "vision." Draconi had that, Mesanna has that, Sakkarah has that (the previous Devs didn't so much).
It's that they don't have the necessary resources. Heck they just cut a good part of the staff. With the correct Devs, UO will expand to fill the maximum potential that EA allows it.
... and that last clause is the key.
I can tell you why. There are some in this forum that freak out if ANYTHING new is proposed and insist instead that bugs and pvp get all of the love instead.Any good idea will get stone-walled every time.The list of the features is endless, and it is absolutely incredible what COULD be implemented into our Ultima Online with not too much of an effort. It makes me wonder why the UO Developers were unable to make UO the most exciting and dynamic MMORPG ever, and keep adding more and more static and boring content instead.
I am soooo loving the list you have here. Sadly,the devs wont touch that list with a ten foot pole. They have the idea that the only thing they can add content wise is more races and more skills to use. Devs,I ask you,please read a history book of the middle/dark ages. There was much more "knights of the round table" and "Royals in their court"....there were brewers and simple farmers also.Intelligent monsters that change their fighting strategy depending on the opponent.
Monsters swarming out or going someplace, triggered by certain events (hunger, nightfall, and so on).
Animals running from players/hunters, just like real animals.
Birds that are actually flying and can only be hunted with bow and arrow.
Animals and monsters interacting with each other in a real biological cycle (distinguishing herbivore, carnivore, omnivore etc.).
Hunger, thirst, weather affecting players.
A complete agricultural system, allowing players to grow and harvest different kinds of crops, brewing ale, making wine and liquor, planting fruit trees, breeding animals etc. (And those goods actually have a use!)
Guards that go off duty and go into the tavern to drink.
Intelligent and dynamic spawns in a completely dynamic wildlife. Compared to this, a champion spawn is a joke.
A system for spreading different diseases and providing different methods of cure. (From a simple cold to being bitten by a Vampire and turning into one, which results in daylight damaging you.)
And many many more.
Wrong book. They can't read that. They have to take it from ULtima which is not middle/dark ages its a different planet/plane of existence with robots,spaceships,techno mixed with sorcery and swords.I am soooo loving the list you have here. Sadly,the devs wont touch that list with a ten foot pole. They have the idea that the only thing they can add content wise is more races and more skills to use. Devs,I ask you,please read a history book of the middle/dark ages. There was much more "knights of the round table" and "Royals in their court"....there were brewers and simple farmers also.
There is no reason they couldn't add the op's list of ideas to the game. Other than that all the pvp'ers(who think their way of playing UO is above those that don't pvp) would whine about having to carry more items,such as food, in their packs.Wrong book. They can't read that. They have to take it from ULtima which is not middle/dark ages its a different planet/plane of existence with robots,spaceships,techno mixed with sorcery and swords.I am soooo loving the list you have here. Sadly,the devs wont touch that list with a ten foot pole. They have the idea that the only thing they can add content wise is more races and more skills to use. Devs,I ask you,please read a history book of the middle/dark ages. There was much more "knights of the round table" and "Royals in their court"....there were brewers and simple farmers also.
Sure they can. Im just saying Ultima is not limited by a medieval theme.There is no reason they couldn't add the op's list of ideas to the game. Other than that all the pvp'ers(who think their way of playing UO is above those that don't pvp) would whine about having to carry more items,such as food, in their packs.
I agree but on the other hand I feel that the devs are shunning some things that are medieval. For what reason? Beats me but I would like to know.Sure they can. Im just saying Ultima is not limited by a medieval theme.There is no reason they couldn't add the op's list of ideas to the game. Other than that all the pvp'ers(who think their way of playing UO is above those that don't pvp) would whine about having to carry more items,such as food, in their packs.
I think I can best respond with "lol wut?"You've been a real negative nancy lately, calm down sunshine.Some of those ideas are great.. not new, but great.. and, yes, some might require rebuilding server code from the ground up. EA will never pay for it, though, not when they can put minimal effort into a minor publish if they want to add something. They won't rewrite the entire book just to add another page, not when they can just staple it on the back.
But I think you can have all the realism in the world.. in the world.. and it won't mean anything until you accept extinction and permanent death.
I know, gem of immortality, life beyond life, etc.. but death defines life. It's the punctuation mark at the end of the sentence. It's all pretty meaningless when you can be resurrected and fully recovered and equipped within moments of dying, as if nothing happened.
But I have no doubt Mythic are stuck between a rock and a hard place, Spend money and HOPE you recoup your expenses or just provide limited support and get by on what you have available.
FYI, That 'server emulator' software could never power a shard as big as Atlantic, It has no subserver support and .NET applications EAT memory and CPU.
Erm?So, to do that you would have to change the way the game is designed to insure the player would not lose all their items or their land and be able to rebuild.
Can kinda "plug in" already with Java. When I shelved my code I was working on a plugin for brewing, another for genetics (cross breeding llamas & dragons!), and one more for players using/owning building in static cities (some emus do that now... but not in java!).When you look at things in this much detail you realize how wonderful UO is. It really is a wonderful game and if EA doesn't develop it to its' potential, someone else will. They don't need the money, they don't wanna be the best, so they don't care. It's good enough for their purposes but you can see the technologies growing and soon you will see major break throughs in programming that will simply allow developers to plug things in. I would say in the next 10 years.
Just a small point - I'm fairly certain they are only using LUA scripting for the new clients. It's not what's running the server.Wrong, it is not an emulation, and the software our original servers are running on is Lua Script (to my knowledge). Lua is a very common language, and also quite structured. The only reason I can think of why nothing is changed is, that the scripts may be a total mess due to the constant change of developers.
However, it took a handful of people not too much time to totally re-engineer a bug-free Ultima Online using a modern script language in their spare time. In comparison, cleaning up the old Lua code seems like a manageable effort.
I personally vote 'hit or miss' in regards to them. I think the current silence speaks VOLUMES about their lack of passion and/ or commitment to the game (c'mon, CatHat responded to a LOT of players and he was just a freakin' ARTIST!). I am sure there are some that I would say otherwise (Messana comes to mind) but the current crop of developers are not really winning me over.I want to clarify that in no way I am thinking that the developers are doing a bad job.
I think this thread might have something to do with uo being underdeveloped...I have spent the last 2 weeks examining the source code of an Ultima Online server emulation. (Basically, a few people re-engineered UO from scratch using the prgramming language C#, and created a server emulation which has 95% of the functionality of an productive UO server.)
When I dug through the code and checked out some examples of what other people already programmed in their spare time, I was amazed and shocked at the same time:
- Intelligent monsters that change their fighting strategy depending on the opponent.
- Monsters swarming out or going someplace, triggered by certain events (hunger, nightfall, and so on).
- Animals running from players/hunters, just like real animals.
- Birds that are actually flying and can only be hunted with bow and arrow.
- Animals and monsters interacting with each other in a real biological cycle (distinguishing herbivore, carnivore, omnivore etc.).
- Hunger, thirst, weather affecting players.
- A complete agricultural system, allowing players to grow and harvest different kinds of crops, brewing ale, making wine and liquor, planting fruit trees, breeding animals etc. (And those goods actually have a use!)
- Guards that go off duty and go into the tavern to drink.
- Intelligent and dynamic spawns in a completely dynamic wildlife. Compared to this, a champion spawn is a joke.
- A system for spreading different diseases and providing different methods of cure. (From a simple cold to being bitten by a Vampire and turning into one, which results in daylight damaging you.)
- And many many more.
The list of the features is endless, and it is absolutely incredible what COULD be implemented into our Ultima Online with not too much of an effort. It makes me wonder why the UO Developers were unable to make UO the most exciting and dynamic MMORPG ever, and keep adding more and more static and boring content instead.
Who needs another dungeon full of stupid and predictable monsters? Who needs another landmass? Who needs more creatures standing there doing nothing? Britannia itself is completely deserted (only filled with player houses), and so are the Lost Lands and Tokuno.
Sure, many of the new features are great. But mostly they are targeted at feeding us with new content and pixels, instead of improving the quality of the game.
WHY? IT WOULDN'T EVEN BE VERY DIFFICULT!
P.S.: When I read all the fantastic ideas being discussed on this board, I now know that all this can actually be done, and most of it wouldn't even be very complicated.
QFT!Then again, after they let Draconi go, imo they might have just as well peed on the game.