Releasing a MMO with 4 mobs... WOW
Also instead of doing the core mechanics of the game, they r just writting shit about creatures and animating a poor make snake.. priorities.
Releasing a MMO with 4 mobs... WOW
Also instead of doing the core mechanics of the game, they r just writting shit about creatures and animating a poor make snake.. priorities.
Holy shit 4 mobs? XD hahahahaah
I've not been keeping up with the thread for a while but damn thats funny.
4 mobs....
that bullshit he spewed about animating the snake is classic "i don't know what I'm doing but i will try say something fancy like root bones to sound like I know what I'm doing"
{◕ ◡ ◕}
The worst part is all of us with even rudimentary knowledge of models and animation, you know...only learned b/c we play these games, read that stuff and it shows how incompetent this whole thing is. They find a lot of fancy sounding words to tell us they don't know what they are doing.
It's like people you catch in a lie trying to tell you all about it. "Haha, yeah...I totally know about that. You put the technical thing in that other technical thing...and then stuff happens. You know? I don't want to confuse you with all this jargon, but I'm trying to just put it out there. But trust me...I know what I'm doing".
BAD WOLF
No matter how many times I see this thread it makes me smile.
It's hard to say. If they have even an iota of sense, they'll try and distro it themselves and go back to the land of Spam-A-Lot drumming up interest in it, cos it'll get crucified anywhere they can't control the media spin. Their only hope(and it is a very, very tiny one)is to make enough money trying to sell it directly that they can create a better version that might not get laughed off the proverbial stage somewhere like Steam.
Honestly, they stand about as much chance as I do replicating Mt. Rushmore using a toothpick as my only tool.
Ultima Online was made in DirectX technologies (DirectShow, DirectSound, Direct2D, Direct3D).
It is compiled using Visual C++ 2005,
- EASTL ( http://gpl.ea.com/ ),
- A custom version of PKZIP,
- Uses TinyXML for XML parsing,
- LibPNG, LibJPeg, LibGIF, LibBMP, LibRLE (Run-length encoded BMPs) for images,
- Miles Design Sound System,
- Lua interpreter
and other internal EA stuff.
The latest clients are still compiled in Visual C++ 2005.
It's been more than 10 years since original UO was released.
Some easter eggs:
Some funny errors you might see in-game (latest UO client):
NOTIFY ART DEPT!
Chaos particles don't support other sceneGraphs yet!
Notify Art Dept:
Failed to set portrait for Bodoh
18 Years - Release date(s) 24 September 1997
Sources: - https://en.wikipedia.org/wiki/Ultima_Online
- - - Updated - - -
Clients refer to Game Clients.
How depressing is that, 18 years since the game first came out. I think I was doing a paper round and had to pay my friends mother whos card it came off. Also on 56k MODEM back then.
I actually went onto UO for a bit a few months back. Quickly unsubbed as it was ruining my nostalgia
okay, back to the thread...
Apologies to everyone for shit-posting technical things with UO.
wow... the thread became very quiet ... lol ...