These are chat archives for ZaneDubya/UltimaXNA

29th
Aug 2015
dmurphy22
@dmurphy22
Aug 29 2015 01:05 UTC
Just did some packet work on the new trade packet for the expansion, there is 2 new flags. 0x03 and 0x04. 0x03 is to update the amount of gold offered in trade. 0x04 is to update the amount of total gold available to the player. Just in case you guys need to know.
`public sealed class UpdateSecureTradeGoldLedger : Packet
{
public UpdateSecureTradeGoldLedger(Container cont, int gold)
: base(0x6F)
{
EnsureCapacity(12);
            m_Stream.Write((byte)4); // UpdateGoldLedger
            m_Stream.Write(cont.Serial);

            m_Stream.Write(gold);

        }
    }`
Hmm what happened to the formating there..
Jeff Boulanger
@jeffboulanger
Aug 29 2015 02:24 UTC
@ZaneDubya that's why you see "var that = this;" in JavaScript
Then references to that everywhere instead of this
Zane Wagner
@ZaneDubya
Aug 29 2015 04:25 UTC
@jeffboulanger Yep, that's exactly what the link I posted says.
@dmurphy22 I think you need three grave accents to start a code block. But it also starts when you have a block of lines that begin with four+ spaces.
so ``` would start it.
Thank you for researching that! I'm interested in seeing what else the new client can do.
Jeff Boulanger
@jeffboulanger
Aug 29 2015 06:49 UTC
@ZaneDubya The crazier part to js is writing inheritence, and keeping context ;)
Jeff Boulanger
@jeffboulanger
Aug 29 2015 06:56 UTC
fun example
var __extends = (this && this.__extends) || function (d, b) {
    for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p];
    function __() { this.constructor = d; }
    __.prototype = b.prototype;
    d.prototype = new __();
};
var ObjectBase = (function () {
    function ObjectBase(name) {
        this.name = name;
    }
    ObjectBase.prototype.SayHi = function () {
        return "Hi my name is " + name + ".";
    };
    return ObjectBase;
})();
var Animal = (function (_super) {
    __extends(Animal, _super);
    function Animal(name) {
        _super.call(this, name);
    }
    return Animal;
})(ObjectBase);
var Dog = (function (_super) {
    __extends(Dog, _super);
    function Dog(name) {
        _super.call(this, name);
    }
    Dog.prototype.SayHi = function () {
        return " *woof* *woof* " + _super.prototype.SayHi.call(this) + " *woof* *woof* ";
    };
    return Dog;
})(Animal);
Xen85
@Xen85
Aug 29 2015 09:26 UTC
in ES6 standard you have classes too
Xen85
@Xen85
Aug 29 2015 13:10 UTC
hello!
@ZaneDubya how can i make a brench maybe for a pull request?
i'm cleaning up some code maybe you could find it usefulm
*useful
... maybe there is night and you're sleeping
Zane Wagner
@ZaneDubya
Aug 29 2015 13:22 UTC
@Xen85 You can fork the project and when you're ready to submit, make a pull request to ZaneDubya/UltimaXNA:Master
Xen85
@Xen85
Aug 29 2015 13:22 UTC
ok
Zane Wagner
@ZaneDubya
Aug 29 2015 13:22 UTC
@jeffboulanger Is that code supposed to make my stomach turn? ;)
I thought javascript was supposed to be simple :D
Sean Thorburn
@sean-thorburn
Aug 29 2015 13:27 UTC
Hi, just discovered UltimaXNA. I am having issues connecting, is there anything that I need to do other than specifying the IP address?
I cannot find any documentation.
Xen85
@Xen85
Aug 29 2015 13:41 UTC
i don't find "settings.cfg"
Xen85
@Xen85
Aug 29 2015 13:59 UTC

i'm reading your "c# naming conventions and standards" ---> quote : 9. All member variables must be prefixed with underscore () so that they can be identified from other local variables. but i see a lot of "m_" variable -> quote : "Some programmers still prefer to use the prefix m to represent member variables, since there is no other easy way to identify a member variable."

My question : which one is the standard you're using?

Sean Thorburn
@sean-thorburn
Aug 29 2015 14:04 UTC
this chat really sucks.
Xen85
@Xen85
Aug 29 2015 14:04 UTC
it's saturday, people is out
and maybe there is night
Jeff Boulanger
@jeffboulanger
Aug 29 2015 14:49 UTC
@Xen85 m_ is zanes preferences he document is out of date
Xen85
@Xen85
Aug 29 2015 14:50 UTC
i see
Jeff Boulanger
@jeffboulanger
Aug 29 2015 14:50 UTC
@sean-thorburn sorry you think is sucks, not sure what u were expecting
@Xen85 that document was made a long time ago, I actually sent it to Zane to show him a set of standard c# conventions because originally his code had _myFunctionName and other various oddities I believe he picked up from VB programming
if you want i can share this
m_ seems to be not a standard
just a curiosity, what time is it there?
Jakob Fries
@serpis
Aug 29 2015 15:04 UTC
jeff are you also contributing code to this project?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 15:08 UTC
@serpis Yes, tho not lately
@Xen85 ya m_ is taken from RunUO, I personally hate it but this is zanes project :)
It's 8:15 am
Jeff Boulanger
@jeffboulanger
Aug 29 2015 15:13 UTC
@serpis I did the initial window input code, was working on a UI system before life got in the way. I now mostly act as a wall for Zane to bounce ideas off of, provide my professional input on how to structure the engine/framework to decouple things (this is a slow process since Zane wants to continue with features, more than refactor)
The refactoring has helped a lot, the code about 6 months ago was so tightly coupled that it was almost impossible to fix certain bugs or add new support for things like uop
But it's a slow process because you don't want to affect to much code at one time and introduce bugs
Jakob Fries
@serpis
Aug 29 2015 15:31 UTC
uop?
Xen85
@Xen85
Aug 29 2015 15:31 UTC
are you trying to separate render from the main project perhaps?
Jakob Fries
@serpis
Aug 29 2015 15:32 UTC
ok, patch files
Zane Wagner
@ZaneDubya
Aug 29 2015 16:43 UTC
Hi @Xen85 I am deleting the old standards. I will add updated standards soon. Thanks for pointing out that they were out of date.
@Xen85 Jeff is correct, m_ is the standard for member variables.
Zane Wagner
@ZaneDubya
Aug 29 2015 16:51 UTC
@serpis Jeff also wrote the bootstrapper, plugin handling, almost everything in the core.diagnostics and core.network namespaces, and the windows input messages. Probably more that I can't recall at the moment.
Zane Wagner
@ZaneDubya
Aug 29 2015 17:00 UTC
@sean-thorburn Right now the client will connect to a local RunUO distro - it defaults to 127.0.0.1 on the standard UO port. I've also seen it work on polserver and sphere server, but no promises. :) Are you getting an error message?
Sean Thorburn
@sean-thorburn
Aug 29 2015 17:02 UTC
Thanks, I managed to figure it out :)
Zane Wagner
@ZaneDubya
Aug 29 2015 17:13 UTC
Glad to hear it! If you can think of a way to make it easier to set up, let us know.
After this milestone is complete, I think I will put the ip address and port on the first log in page. Maybe. Plenty of time to consider that.
Ok, leaving to brew beer, be back later this evening. Have a good one.
Xen85
@Xen85
Aug 29 2015 17:30 UTC
even a vanilia settings.cfg
can be useful
i was forced to insert my client folder address manually src the first time
Sean Thorburn
@sean-thorburn
Aug 29 2015 17:34 UTC
are there plans to get this client running up to high seas?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 17:37 UTC
@sean-thorburn Maybe after fill ML support, we do however take pull requests, so if you wanna help with HS support feel free to do so and submit a pull request
Sean Thorburn
@sean-thorburn
Aug 29 2015 17:50 UTC
okay, might do that.
do you know of any shards that are using the client at the moment?
Xen85
@Xen85
Aug 29 2015 17:50 UTC
it's not an ended client
XD
so it's not possible to use it to play
at the moment
Sean Thorburn
@sean-thorburn
Aug 29 2015 17:51 UTC
oh i see
Xen85
@Xen85
Aug 29 2015 18:00 UTC
i'm just trying to understand what is the class structure
and the project ideas to start some little experiment
Xen85
@Xen85
Aug 29 2015 18:06 UTC
i think i've understood how to substitue actual resources with another one
and it seems very interesting to see what happens
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:35 UTC
@sean-thorburn The client isnt in a good state for actual use. There are still a lot of features missing.
@ZaneDubya Are you planning on migrating the project ot 2015 any time soon? UXNA is the only reason I still have 2013 installed ;)
Xen85
@Xen85
Aug 29 2015 18:36 UTC
ahahahah
but @jeffboulanger what about migrating to monogame?
i tried few time ago, but it was a problem because of shadxers
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:37 UTC
We arent interested in migrating till the client is complete. I think we've mentioned this to you ;)
Xen85
@Xen85
Aug 29 2015 18:37 UTC
but... does xna works with 2015?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:37 UTC
Ya, monogame uses opengl for x-platform so shaders are a problem
yes
you just have to modify the vsix manually
i did it here i can upload the new one
Xen85
@Xen85
Aug 29 2015 18:38 UTC
cool
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:38 UTC
infact i modified it so it works with all future versions of VS
Xen85
@Xen85
Aug 29 2015 18:38 UTC
however monogame uses sharpdx
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:38 UTC
only for windows
Xen85
@Xen85
Aug 29 2015 18:38 UTC
yes
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:38 UTC
if you want true x-platform you have to use both opengl and dx shader languages
or switch to one that is used for both
which means rewriting all shaders
Xen85
@Xen85
Aug 29 2015 18:39 UTC
it couldn't compile for something different than directx
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:39 UTC
correct
Xen85
@Xen85
Aug 29 2015 18:39 UTC
however uxna uses only 1 shaders
and 3 o 4 tecniques
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:40 UTC
ya it wouldnt be tough, just not something we wanna do right now
Xen85
@Xen85
Aug 29 2015 18:40 UTC
yes of course
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:40 UTC
if we expand the scope to supporting all platforms we are opening it up to risk of not finishing the project
Xen85
@Xen85
Aug 29 2015 18:40 UTC
yes i see
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:40 UTC
and since Zane is really the only one constantly working on it
not really a great idea at the moment
personally i would port to paradox3d
Xen85
@Xen85
Aug 29 2015 18:41 UTC
yes it's interesting
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:41 UTC
sharpdx is basically deprecated because the person who owns it, now works on paradox3d
Xen85
@Xen85
Aug 29 2015 18:41 UTC
i was curious about that project otoo
*too
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:42 UTC
so that leaves Monogame in the dark as far as future support
Jakob Fries
@serpis
Aug 29 2015 18:42 UTC
why paradox3d
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:42 UTC
for the reason i just stated
Xen85
@Xen85
Aug 29 2015 18:42 UTC
there are a lot of person working for sharpdx
Jakob Fries
@serpis
Aug 29 2015 18:42 UTC
I don't see the reason
Xen85
@Xen85
Aug 29 2015 18:42 UTC
i'm in their forum, and i'm constantly mailed by it
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:42 UTC
ya
how many updates have they hard?
and fixes?
Xen85
@Xen85
Aug 29 2015 18:43 UTC
i can say it to you, let me check the email
some
but not a lot
not like it use to be
xoofx has been really busy with paradox3d
Xen85
@Xen85
Aug 29 2015 18:44 UTC
yes i know
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:44 UTC
so hes probably just doing maintainence mode for the project
Xen85
@Xen85
Aug 29 2015 18:44 UTC
do you think those project will merge?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:44 UTC
no
Jakob Fries
@serpis
Aug 29 2015 18:44 UTC
I don't really see what gain there is in using a real game engine
all stuff needs to be custom anyway
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:45 UTC
doesnt have to be
xna is a game engine
paradox3d just happens to have an IDE that you dont need to use
also, the gain is cross platform support
Xen85
@Xen85
Aug 29 2015 18:45 UTC
i think it could be interesting to not use only EA stuffs for this "new" mmorpg
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:45 UTC
meh
Xen85
@Xen85
Aug 29 2015 18:45 UTC
even new file formats are interesting
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:45 UTC
what new file formats?
you mean for the new 3d client they made?
Xen85
@Xen85
Aug 29 2015 18:46 UTC
something different than muls
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:46 UTC
the enhanced client?
Xen85
@Xen85
Aug 29 2015 18:46 UTC
no no
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:46 UTC
or UOP files in the old client
Xen85
@Xen85
Aug 29 2015 18:46 UTC
i mean new custom ones
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:46 UTC
UltimaXNA supports UOP format
Xen85
@Xen85
Aug 29 2015 18:46 UTC
i worked with staticz, he wrote new file format to hide muls
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:46 UTC
as of this week
i dont understand
are you talking about a new file format all together that isnt in the official client?
some custom thing done by someone else?
Xen85
@Xen85
Aug 29 2015 18:47 UTC
yes
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:47 UTC
why would we do that?
anyone can make a file format
literally not that complicated
Xen85
@Xen85
Aug 29 2015 18:48 UTC
i don't mean that ultima xna team must support it
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:48 UTC
ah
Xen85
@Xen85
Aug 29 2015 18:48 UTC
i mean that if some server wants to customize the client
*want
it could be interesting to make it possible
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:48 UTC
how does the classic client use the new custom files?
Xen85
@Xen85
Aug 29 2015 18:49 UTC
i mean it could be interesting to not use ultima client anymore
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:49 UTC
gotcha
Xen85
@Xen85
Aug 29 2015 18:49 UTC
so... have a "new" client
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:49 UTC
we are trying to setup the ultima xna client so that it supports plugins
so in theory you can do that
by writing your own resource handler
im not sure its possible just yet
Xen85
@Xen85
Aug 29 2015 18:49 UTC
yes i saw in source
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:49 UTC
but it should be, later
i need to go through that code and tell Zane what he has to change to make it possible
Xen85
@Xen85
Aug 29 2015 18:50 UTC
i'm curious if it could be possible
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:50 UTC
it will be
Xen85
@Xen85
Aug 29 2015 18:50 UTC
to make some plugin
to handle stuffs
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:50 UTC
ya
Xen85
@Xen85
Aug 29 2015 18:50 UTC
as new custom player name system
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:50 UTC
we already have a plugin for season stuff
Xen85
@Xen85
Aug 29 2015 18:50 UTC
for RP shards
yes sesason stuffs are cool
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:51 UTC
in theory it should be changed to be a file
rather than hard coded
but that all comes in time
Xen85
@Xen85
Aug 29 2015 18:51 UTC
yes
that is a good goal
but in theory if i add a 3d model inside "content" folder
editing resourse manager
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:54 UTC
it wouldnt render
lol
you would have to write a custom shader
modify the entire rendering pipeline
currently the only the supported is sprites
you would have to change a lot of code to get 3d stuff working
especially since the perspective is orthographic, not perspective
espcially since the projection*
Xen85
@Xen85
Aug 29 2015 18:55 UTC
yes... did you see pillars of eternity?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:55 UTC
yes
Xen85
@Xen85
Aug 29 2015 18:56 UTC
i mean... what is it? a 3d world with a 2d isometric render
o i mean
a isometric cam
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:56 UTC
that game is mostly 3d though
ya
Xen85
@Xen85
Aug 29 2015 18:56 UTC
yes it's a "camera" matter
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:56 UTC
its true 3d tho
no
they use an orthographic projection
but its all 3d
nothing is 2d
Xen85
@Xen85
Aug 29 2015 18:57 UTC
yes
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:57 UTC
you are better off writing your own engine
from scratch
if you want something like that
Jakob Fries
@serpis
Aug 29 2015 18:57 UTC
I think the problems are the interactions between the 3d model and the world
you won't be able to clip the model nicely at house walls for example
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:57 UTC
sure you would
the original 3d client did it just fine
Xen85
@Xen85
Aug 29 2015 18:58 UTC
of course, @jeffboulanger is right
Jakob Fries
@serpis
Aug 29 2015 18:58 UTC
well then you need different art
Xen85
@Xen85
Aug 29 2015 18:58 UTC
yes
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:58 UTC
nope
Xen85
@Xen85
Aug 29 2015 18:58 UTC
exactly
not?
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:58 UTC
the original 3d client only had 3d models
everything else was normal
Jakob Fries
@serpis
Aug 29 2015 18:58 UTC
there is no depth information in the wall sprites for example
how do you clip properly?
Xen85
@Xen85
Aug 29 2015 18:59 UTC
mmm
Jeff Boulanger
@jeffboulanger
Aug 29 2015 18:59 UTC
same way you do with 2d
its orthographic
it clipped just fine
but looks like crap when you mix
imo
you would wanna do everything 3d, or everything 2d
Xen85
@Xen85
Aug 29 2015 19:00 UTC
my crazy idea, yes i know it's crazy
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:00 UTC
its nothing new ;)
Jakob Fries
@serpis
Aug 29 2015 19:00 UTC
hmm I have to look at some screenshots
Xen85
@Xen85
Aug 29 2015 19:00 UTC
it's to have a world of tiles but instead of using 2d images, just using 3d models
so... 3d walls
3d land and so on
ya @Xen85, you basically wanna make the enhanced client
you should start from scratch, not modify a client that wasnt made to do that.
what you should do
Xen85
@Xen85
Aug 29 2015 19:01 UTC
no, enhanced is 2d with 3d models for players and monsters and so on
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:01 UTC
is continue Iris2D
no
enhanced client is 3d
made to look 2d
why not hit up Iris2 source code
Xen85
@Xen85
Aug 29 2015 19:02 UTC
walls are 2d
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:02 UTC
it was a true UO 3d client
they arent @Xen85
they are 3d ;)
made to look 3d
2d
Xen85
@Xen85
Aug 29 2015 19:02 UTC
i saw the uop images if i remember well
they were 2d in kr too
i wish just to understand if 3d models can be put together
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:03 UTC
Xen85
@Xen85
Aug 29 2015 19:03 UTC
maybe with unity or paradox 3d
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:03 UTC
you should just continue iris2
it is exactly what you are describing
100% 3d
Xen85
@Xen85
Aug 29 2015 19:04 UTC
yes
but with a c# engine
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:04 UTC
why does that matter?
Xen85
@Xen85
Aug 29 2015 19:04 UTC
i think it could be interesting
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:04 UTC
iris2 is lue
lua
which is easier than C#
Xen85
@Xen85
Aug 29 2015 19:04 UTC
it's not a matter of easier ^^"
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:04 UTC
what advantage do you gain with C#?
Xen85
@Xen85
Aug 29 2015 19:04 UTC
it's just a matter that in uo world every one uses c#
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:05 UTC
meh
that doesnt matter
thats just being lazy
;)
Xen85
@Xen85
Aug 29 2015 19:05 UTC
so it means that if you want your project will have a future without you
you must use c#
in germany another one made a new client
in c++
he had to leave
and his project died
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:05 UTC
thats not true
the C# stuff
the problem with most projects is the technical difficulty is to high for most hobbyist developers
Jakob Fries
@serpis
Aug 29 2015 19:07 UTC
I guess the answer to the above is that you don't clip properly =)
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:07 UTC
perhaps @serpis
Jakob Fries
@serpis
Aug 29 2015 19:07 UTC
the few images I found where models interact with 2d art all had broken clipping
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:08 UTC
2d has broken clipping so its not a huge problem really
i guarentee, if @ZaneDubya stopped working on this project, it would probably die
and its C#
Jakob Fries
@serpis
Aug 29 2015 19:08 UTC
well the 2d characters as just sprites that are drawn as if they were flat
Xen85
@Xen85
Aug 29 2015 19:08 UTC
i don't think so
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:08 UTC
writing a client is very difficult, it requires C# knowledge, networking, rendering, etc
Jakob Fries
@serpis
Aug 29 2015 19:08 UTC
3d models are not flat
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:08 UTC
@Xen85 it already did 1 time :/
then Zane came back and it took off again
Xen85
@Xen85
Aug 29 2015 19:09 UTC
yes but it was different
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:09 UTC
Xen85
@Xen85
Aug 29 2015 19:09 UTC
client was not even working
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:09 UTC
@Xen85 how was it different
Jakob Fries
@serpis
Aug 29 2015 19:10 UTC
:)
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:10 UTC
@Xen85 doesnt matter, it would lose speed, eventually die, look at Iris, it had a HUGE following
Xen85
@Xen85
Aug 29 2015 19:10 UTC
yes but Iris was in c++ and lua
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:10 UTC
it ran out of steam, and died, look at RunUO, its dead
Xen85
@Xen85
Aug 29 2015 19:10 UTC
with ogre 3d
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:10 UTC
ya but you didnt need to know C++
Xen85
@Xen85
Aug 29 2015 19:10 UTC
RunUO yes, but ServUO not
^^
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:10 UTC
just lua, and lua is so easy
sure, im just saying, there is still a shitload to do
Xen85
@Xen85
Aug 29 2015 19:11 UTC
you had to compile and run it
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:11 UTC
it would die
Xen85
@Xen85
Aug 29 2015 19:11 UTC
and trust me it was not so easy
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:11 UTC
no you didnt
i downloaded it several times to mess with it
no compile
just edit the scripts, and run the app
was so easy
never once, did i compile the C++ code
anyway, C# isnt the factor that continues projects
there are plenty of C++, Lua, etc language programers
the complexity is what kills projects
Xen85
@Xen85
Aug 29 2015 19:12 UTC
if it could be possible to port it to an working engine
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:12 UTC
RunUO isnt complex, its written extremely well
Xen85
@Xen85
Aug 29 2015 19:12 UTC
i think it will be different
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:12 UTC
there are complex parts of RunUO, but for the most part 90% of it is easy ot understand and to add to
Uxna wil lbe that way eventually
Jakob Fries
@serpis
Aug 29 2015 19:12 UTC
RunUO <3
Jeff Boulanger
@jeffboulanger
Aug 29 2015 19:12 UTC
its just not right now
bit by bit, i try to help Zane with making it that way
;)
anyway, time to go, talk to you all later
Xen85
@Xen85
Aug 29 2015 19:13 UTC
but... did you think to open a wiki?
to manage doc
Jeff Boulanger
@jeffboulanger
Aug 29 2015 22:23 UTC
We could move the doc to the github wiki
Xen85
@Xen85
Aug 29 2015 22:28 UTC
interesting