The number of shards currently using an autopatcher is rather slim. Generally shards just distribute a archive of files to their users to download. As far as autopatcher go most of the ones I see are full file replacement.What are shards currently doing for auto patching?
A Player also could connect through Stealth-Client UOSteam is finished..
UOSteam wont be updated in any further development wich means sooner or later it will break.When you say UOSteam is finished you mean development has stopped only. It will still function in its current state and will work with current clients. Future client updates may break compatibility with it, that's all. It is still being used by players mainstream so it still has to be considered.
As far as the stealth client - how many shards officially support it and would want to provide automatic updates for it?
Actually this may not matter because the updater could update an entire client before launching it - an updater shouldn't really care what client is being used.
A Player also could connect through Stealth-Client UOSteam is finished..
What is the chance of getting the Source Code to this? I have never heard of it but once a while ago. Is it open source?
What is the chance of getting the Source Code to this? I have never heard of it but once a while ago. Is it open source?
Its closed source due the decisions of the head developer for now.But as said it closed it also means if we drop this project we may release the source.Actually we are a small developer team containing Vizt0r as head developer, CFA as second head developer, Boydon for python support as languange, myself for community questions and bug testing\fixing.
Stealth is written in Delphi allows scripting in python and pascal and once we resolved our api issues could be used via wrapper dll in other languanges ( such as c# and others).
In the past camed a few shards up with custom packets for login and gameplay in order to detect third party clients. We also added those packets for handling so our users could connect through stealth client.On the other side we also have some deals with a few shardowners where we send a special identifying packet to their shard in order to detect the users under the limitation that a shard officially support the usage of the client.
The reason thats it is pretty unknown is the fact that it was mostly communicated in russian\ukraine and never got that much attention as easyuo or razor or uosteam.
UO://myshard.someDomain.com/ClientFiles.zip
I've been looking at putting together a launcher - here's a mockup of the UI.
View attachment 1449
Separating the Launcher from any assistants used would allow updating a shard's client files before the assistant runs.
It could also add a custom URI handler such as UO:// That would effectively let you put an address on your shard's website likeas a link that could be launched directly from the webpage. Shard listing sites could also include the URI on a link to your shard and have your shard launch immediately.Code:UO://myshard.someDomain.com/ClientFiles.zip
The Client Update URL would point to where the client files were hosted. This launcher would make no assumptions about what client is being used. It wouldn't even need to be an EA client. The webserver hosting the client would need a xml file that listed files needed for the client as well as versions of those files. That version file would be saved locally and checked against the remote version periodically.
I've been looking at putting together a launcher - here's a mockup of the UI.
View attachment 1449
Separating the Launcher from any assistants used would allow updating a shard's client files before the assistant runs.
It could also add a custom URI handler such as UO:// That would effectively let you put an address on your shard's website likeas a link that could be launched directly from the webpage. Shard listing sites could also include the URI on a link to your shard and have your shard launch immediately.Code:UO://myshard.someDomain.com/ClientFiles.zip
The Client Update URL would point to where the client files were hosted. This launcher would make no assumptions about what client is being used. It wouldn't even need to be an EA client. The webserver hosting the client would need a xml file that listed files needed for the client as well as versions of those files. That version file would be saved locally and checked against the remote version periodically.
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