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MuadDib
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Post subject: New Custom Client Hits The Scene Posted: Tue Jul 14, 2009 4:58 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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Hey all. Time for a news post, we have so few, hehe. A new custom client is in the works using C# and the XNA Libraries from Microsoft. What's that mean for you? A new custom client with an easier interface, and one that is more like the newer MMO Clients. It also means something that will not change every time you patch, because you control it. Not EA. While it is still in VERY early development (just over a month and a half), it is already becoming a very quickly developed, stable client. First they plan on making it fully working and stable and then expand it from there in order to be more customizeable (key macros, customizing keystrokes, new features, etc). I encourage everyone to look into testing this client and providing feedback! It has a LOT of potential for freeshards in my opinion. Nando, Turley, and myself are even looking over the code and helping with some bugfixes, packet info, etc for them also in order to help make this a stable custom client option for all freeshards (not just POL, or not just RunUO, etc). This is an open source client, so for those who want to customize things, guess what.... go for it! Not just the mul files will be customizable when using a custom Open Source client like this. You can alter the interface, change the way things are done, and pass your great ideas on to your users. This even means custom packets YOU design to use with custom packet scripts on your server to enhance the game. Good luck freaks, and have fun http://code.google.com/p/ultimaxna/ - Homepage #XNA on irc.runuo.com - Development Chat
_________________ POL Developer - The Penguin Scripter
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Poplicola
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Post subject: Re: New Custom Client Hits The Scene Posted: Tue Jul 14, 2009 11:52 pm |
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Joined: Tue Jul 14, 2009 11:36 pm Posts: 1
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Thanks for the shout out MuadDib!
If you run a custom shard, you’re always going to be hampered in what you can do by the limitations of the legacy client. UltimaXNA allows you get around those limitations.
The client is barely a month old and it already supports combat (and a hundred other features less easily summed up). It’s not yet usable as a primary client, but I see it being feature complete sooner rather than later.
Just yesterday, I added corpses, warmode, running, wave sound support, fixed animation speeds, and a few other minor features. Jeff of ConnectUO fame is working on writing a GUI that can be extended or even replaced by custom xml code. You can follow the progress updates on the website linked in the first post of this thread.
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File comment: Prealpha screen shot of UltimaXNA

Prealpha.jpg [ 148.28 KiB | Viewed 2217 times ]
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Wed Jul 22, 2009 11:11 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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Nice project  I've downloaded it and compiled under XNA 3.1 and VS 2008 .NET to check if it works...and something got fishy. I have exception in Animation.cs - function GetAnimation() - Code: Select all
int fileType = BodyConverter.Convert(ref body);
I'm using POL97 with custom body.def and modified animation mul files(EA client is handling them though). My character has standard human model, it's naked, scene is empty(no statics on the screen, only map tiles). I made temporary "fix" in TileEngine.cs just to get it running - Code: Select all
Data.FrameXNA[] iFrames = null; //Data.AnimationsXNA.GetAnimation(this.Game.GraphicsDevice, // iMobile.ID, iMobile.Action, iMobile.Direction, iMobile.Hue, false);
and except this issue, everything what's implemented works fine - I can see map, statics, hud etc. Of course this "fix" disabled model loading  (but that's obvious) I'd like to post minidump, but I can't find this feature in my VS 2008 .NET C# and I don't see point to modify source, to add this feature(It can mess up symbols, when you try to load custom build in your environment)...any chance getting minidump feature in UltimaXNA soon ?:P
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MuadDib
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 2:24 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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Have you tried recompiling it in Debug Mode instead of Release,and then go to Debug menu, and click to run it with debugging? That may help to shed some light on the issue.
_________________ POL Developer - The Penguin Scripter
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 5:23 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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Yea, that's how I've found place where I get crash...The problem is I can't do Step Into(F11) and see what causes problem in BodyConverter. I made breakpoint where it crashes and tried to Step Into, but I only received exception. Screens below...  ...that's why I asked about minidumps, so devs can see it.
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MuadDib
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 8:18 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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If ya need help mate, join IRC by clicking our Chat button, or join XNA's IRC channel on their network. I can help ya here, if ya look in the lower right of Visual Studio, where that Output window is, click on Callstack tab. That is where you can step forward/backward in the callstack to see the information and steps it is taking. Now, by looking at the variables in the left hand window and Code, we know it is crashing on Body ID/AnimID 400. We also see it's action 4, direction 4. The problem could very well be right there in the animation file with that information. I myself, am not good with the mul files (far as manually checking them, etc). It may be possible the data written to the mul file is incorrect, or should be getting read a different way. The legacy client might be made to do that, where as UXNA may not know it yet. So it's either a corrupt animation at that location, or something UXNA does not know about in reading it. At this point, the Animation and Body conversion files may shed some more light on this if you can share those. But at any rate, do check out the callstack when processing crashes to help see the calls leading up to the crash.That is how the POL dump crashes work. We read the callstack and see what leads up to it to know exactly what was going on. 
_________________ POL Developer - The Penguin Scripter
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 12:57 pm |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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You may be right about file formats and stuff. I've checked call stack after exception was thrown http://img136.imageshack.us/i/scr3.jpg/Seems like some inline/optimized stuff(why in Debug build?), so I digged dissassembly http://img217.imageshack.us/i/scr4v.jpg/Ok, we call some unnamed function(where are symbols?:D can be our BodyConverter.Convert, but debugger doesn't follow there - just throw an exception). So let's see what code was generated for BodyConverter http://img136.imageshack.us/i/scr5.jpg/Surprise? So what am I calling there? I debugged lots of C++/Asm, but this behavior is strange - I don't have symbols for that class in Debug mode and debugger doesn't want to follow into that mysterious function - in C++ that has never happened to me - I was able to trace calls into modules w/o debug symbols(just pure asm like in retail builds). Of course I can supply my def files, but first I want to know why so simple task like tracing into class is so messed up in VS 2008 .NET C#(I'll add them to my next post, probably when we find out what's wrong with my debugger...just try to step into BodyConverter.Convert and we will see if that's only my VS issue).
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MuadDib
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 1:59 pm |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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I usually switch to Debug if Release isn't helping, why i said that, hehe.
C# is by far, not C++ (what POL is written in). And yes, sometimes it's debugging is, at best, a pain in the ass.
_________________ POL Developer - The Penguin Scripter
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 3:10 pm |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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I've found what was the cause of exception - in my bodyconv.def
1111 -1 -1 9 -1
After adding #, UltimaXNA loaded with models and I was able to see animations. Still I couldn't trace into BodyConverter class - I had to put sh1tload of System.Console.Writeln() to narrow problem. I think there's problem with conversion of 4 digit numbers or this number goes out of table range(1000 entries)...I was too lazy to put more printf's to find out - I want my debugger to work with that evil class :D
Last edited by RazorTongue on Thu Jul 23, 2009 3:18 pm, edited 1 time in total.
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Pierce
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Post subject: Re: New Custom Client Hits The Scene Posted: Thu Jul 23, 2009 3:18 pm |
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| Packet Maintainer |
Joined: Thu Feb 02, 2006 8:33 am Posts: 420
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The problem with custom clients is always: Will users exept this new client. I didn't test it, because i wasted my time on Iris before over the years. The client must be started without any other installations. If not users will use the original. They don't want to install whatever to play UO, if the easiest way is to install the original :)
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*Edwards
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Post subject: Re: New Custom Client Hits The Scene Posted: Fri Jul 24, 2009 1:31 pm |
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| Grandmaster Poster |
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Joined: Fri Dec 28, 2007 11:19 pm Posts: 222 Location: Montreal, Canada
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WHAT ABOUT UOFIDDLER! lol
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Poplicola
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Post subject: Re: New Custom Client Hits The Scene Posted: Fri Jul 24, 2009 8:15 pm |
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Joined: Tue Jul 14, 2009 11:36 pm Posts: 1
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Hey RazorTongue. Thanks for tracking down this error. I've commented on your issue posted at http://code.google.com/p/ultimaxna/issues/detail?id=54 . I can't promise that UltimaXNA will support all custom resources - or in fact, any custom resources - until we are feature complete with the original client, but this bug is happening because UltimaXNA isn't reading in all the files that come with recent releases of the legacy client. I should have a fix for this soon. I can't tell you why debugging was such a pain. That class works just fine over on this end. Thanks for sticking it out to the bitter buggy end. Pierce: If you run a custom shard, you’re always going to be limited in what you can do by the limitations of the legacy client. UltimaXNA is being developed to remove these limitations and allow you to create a completely custom world for your players to enjoy.
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Jul 25, 2009 12:24 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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@Poplicola: Thanks, I'll be checking every few days your SVN, because your client looks very promising and we gonna use it, when it will be ready or at least on beta/rc stage :)
@Pierce: Well, you have to check this one out. Except this small issue(but it's prealpha, so it's nothing unusual), it just connected to my POL shard and worked. Compared to RunUO-friendly PlayUO and crappy looking Iris 2(I think both of them are on beta stage), which have a lot of issues with POL(packet issues), UltimaXNA made a really good impression on me.
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MuadDib
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Jul 25, 2009 4:47 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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I can safely say..... POL Support will not be a problem here. 
_________________ POL Developer - The Penguin Scripter
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Austin
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Jul 25, 2009 7:38 pm |
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| POL Developer |
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Joined: Wed Jan 25, 2006 2:30 am Posts: 466 Location: San Diego, California
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MuadDib wrote: I can safely say..... POL Support will not be a problem here.  Technically it could be a problem if Muad is coding any parts of the client. 
_________________ -Austin
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MuadDib
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Post subject: Re: New Custom Client Hits The Scene Posted: Sun Jul 26, 2009 12:35 am |
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| POL Developer |
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Joined: Sun Feb 12, 2006 9:50 pm Posts: 1083 Location: Bowling Green, KY
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Austin wrote: MuadDib wrote: I can safely say..... POL Support will not be a problem here.  Technically it could be a problem if Muad is coding any parts of the client.  Good thing for us they screen anything I send them 
_________________ POL Developer - The Penguin Scripter
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RazorTongue
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Post subject: Re: New Custom Client Hits The Scene Posted: Wed Jul 29, 2009 12:47 am |
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Joined: Mon Apr 23, 2007 8:18 am Posts: 28
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I'm tellin' ya - this client has a future - devs provide great assistance :)
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Yukiko
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Post subject: Re: New Custom Client Hits The Scene Posted: Mon Aug 17, 2009 3:53 am |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1383 Location: Southern Central USA
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I looked at the screen shots for this one and I like it. I compiled the code and was able to log-in to my server. The mouse button functions were reversed, ie. left mouse walks and right mouse double click dismounted me. Functionality is very limited as one would expect at this early stage.
For what it's worth my first impression, considering this is a very early pre-beta release is, I like this one. I always liked the simple elegance of the UO client. You type to talk, you right-click to move and you double-left-click to use things. No special odd keyboard commands to talk InGame like hitting enter prior to "speaking" or other non-sense. You don't need three hands to play UO. It just works and is pretty intuitive. The UO client was made for interactive RP with players. This client "feels" like the UO client. Granted there ain't much functionality yet but they got the three basic functions right albeit the mouse buttons are reversed but that is not a hard fix I imagine. I am glad that Maud and the POLitburo are helping/supporting UltimaXNA.
My only frustration is the Google site that, unless you are used to it, is kind of clunky but that's not the fault of the authors of UltimaXNA.
If they want/need space for a more user-friendly forum and site, I'll donate some to them on my server I rent. Especially if it means getting support for the client.
Finally an open source game client that feels good to use. Support this one!
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Sadahar
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Post subject: Re: New Custom Client Hits The Scene Posted: Fri Sep 25, 2009 5:52 am |
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| Adept Poster |
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Joined: Mon Dec 03, 2007 11:15 am Posts: 80
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Is this project still alive?
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Yukiko
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Post subject: Re: New Custom Client Hits The Scene Posted: Fri Sep 25, 2009 10:33 am |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1383 Location: Southern Central USA
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I'm not sure. Fo5r some reason I cannot compile the latest updates. I get errors telling me that files are unable to be opened for unknown reasons. The reasons are that the files are not there. Since I am basically ignorant of C in any flavour I can't debug this one.
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Sadahar
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Sep 26, 2009 2:49 am |
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Joined: Mon Dec 03, 2007 11:15 am Posts: 80
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Well you cant compile becouse you need XNA framework installed with Visual Studio >< (Or whatever its called) and to run the client.. the same stuff.. you need the XNA framework.
I dont know C# enought to work on the client.. graphic stuff and so.. im still unable to handle it.. i want to learn and so, i've downloaded this, but there is too many stuff left to do..
And I ask if it is alive becouse no updates have been commited for 1 mounth.. im just asking :D Its a nice project.
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Yukiko
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Sep 26, 2009 7:37 am |
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| Certified POL Expert |
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Joined: Thu Feb 02, 2006 1:41 pm Posts: 1383 Location: Southern Central USA
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I have all that and WAS (caps for emphasis) able to compile prior to the last update. However, since the last update VS cannot find the files because they ain't there.
Here is the error list that VS gives me: Error 1 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\LoginBackdrop.cs' could not be opened ('Unspecified error ') UltimaXNA Error 2 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\PaperDoll.cs' could not be opened ('Unspecified error ') UltimaXNA Error 3 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Login.cs' could not be opened ('Unspecified error ') UltimaXNA Error 4 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\GUIHelper.cs' could not be opened ('Unspecified error ') UltimaXNA Error 5 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\ErrorModal.cs' could not be opened ('Unspecified error ') UltimaXNA Error 6 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\StatusFrame.cs' could not be opened ('Unspecified error ') UltimaXNA Error 7 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Events.cs' could not be opened ('Unspecified error ') UltimaXNA Error 8 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Window.cs' could not be opened ('Unspecified error ') UltimaXNA Error 9 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Legacy_Menu.cs' could not be opened ('Unspecified error ') UltimaXNA Error 10 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\LoginCharList.cs' could not be opened ('Unspecified error ') UltimaXNA Error 11 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Container.cs' could not be opened ('Unspecified error ') UltimaXNA Error 12 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Window_CompressedGump.cs' could not be opened ('Unspecified error ') UltimaXNA Error 13 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Merchant.cs' could not be opened ('Unspecified error ') UltimaXNA Error 14 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\IUserInterface.cs' could not be opened ('Unspecified error ') UltimaXNA Error 15 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\UserInterface.cs' could not be opened ('Unspecified error ') UltimaXNA Error 16 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\Chat.cs' could not be opened ('Unspecified error ') UltimaXNA Error 17 Source file 'F:\UltimaXNA\UltimaXNA\UltimaXNA\UI\Windows\ChatInput.cs' could not be opened ('Unspecified error ') UltimaXNA
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mox
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Post subject: Re: New Custom Client Hits The Scene Posted: Sat Apr 03, 2010 8:29 am |
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Joined: Thu Mar 25, 2010 2:14 pm Posts: 1
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some one have compiled version?
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