Zane
Member
Hello everyone - I’ve been spending the last six months of evenings and weekends on an open source C# Ultima Online client, and I'd like to share the progress that has been made.
Click here to see a few more pics of UO rendered in FullHD @ 60fps!
UltimaXNA is an Ultima Online client which I hope will eventually match the Legacy Client’s feature set as of Mondain’s Legacy, but running in FullHD resolution at 60fps. I started this project back in 2009, and have worked on it intermittently since. In March of 2015 I decided it was almost complete and that it needed a serious push to finish it for good. Six months later, with the help of many other contributors, we have completed about 90% of the features that are necessary for daily play. We are now working on finishing the remaining features, fixing bugs, and handling edge cases that are inevitable in trying to recreate a program that is almost 20 years old.
Features:
* Login/authentication
* character creation
* map/static/item/mobile/spell rendering
* animations
* combat
* gumps
* chat
* movement
* localization
* the minimap
* audio
* cursors/targeting
* inventory
* notoriety
* spells (magery only at the moment)
* housing (custom housing not yet implemented)
* light level
* paperdolls
* a good start on the options menu
* the journal
* vendor buy/sell menus,
* ...a host of other features that I’m sure I’ve forgotten about.
And it can display the world in resolutions up to 1920x1200 at a silky smooth 60fps. What an upgrade!
The codebase is open source and licensed under GPL3+. In total, the codebase is 66k sloc, using the XNA framework for graphics and audio and Win32 for input and networking. I would not have been able to do this by myself: this has been a shared endeavor with many people contributing code over the years, and if you are interested in contributing, we would love to work with you.
You can help finish the client by joining us on GitHub. Submit pull requests, bug reports, or just chime in: https://github.com/ZaneDubya/UltimaXNA
We are currently working on Milestone 0.7, which is a bugfix/minor feature push. You can take a look at the issues we are actively working on and see a list of previous Milestones here: https://github.com/ZaneDubya/UltimaXNA/milestones
As for future development… once the client matches ML, we will consider what else could be added. We currently have one person who is exploring the possibility of adding *.UOP support, which would add support for features added in Stygian Abyss. Others have dipped their toes into the effort necessary to port the client to MonoGame or Paradox3D, but as far as I know, no real progress has been done on porting at this time. I personally won’t look into it until the client matches ML.
Thank you for taking the time to read this - I’m heading out to a BBQ in an hour but will return to answer any questions you have.
Click here to see a few more pics of UO rendered in FullHD @ 60fps!
UltimaXNA is an Ultima Online client which I hope will eventually match the Legacy Client’s feature set as of Mondain’s Legacy, but running in FullHD resolution at 60fps. I started this project back in 2009, and have worked on it intermittently since. In March of 2015 I decided it was almost complete and that it needed a serious push to finish it for good. Six months later, with the help of many other contributors, we have completed about 90% of the features that are necessary for daily play. We are now working on finishing the remaining features, fixing bugs, and handling edge cases that are inevitable in trying to recreate a program that is almost 20 years old.
Features:
* Login/authentication
* character creation
* map/static/item/mobile/spell rendering
* animations
* combat
* gumps
* chat
* movement
* localization
* the minimap
* audio
* cursors/targeting
* inventory
* notoriety
* spells (magery only at the moment)
* housing (custom housing not yet implemented)
* light level
* paperdolls
* a good start on the options menu
* the journal
* vendor buy/sell menus,
* ...a host of other features that I’m sure I’ve forgotten about.
And it can display the world in resolutions up to 1920x1200 at a silky smooth 60fps. What an upgrade!
The codebase is open source and licensed under GPL3+. In total, the codebase is 66k sloc, using the XNA framework for graphics and audio and Win32 for input and networking. I would not have been able to do this by myself: this has been a shared endeavor with many people contributing code over the years, and if you are interested in contributing, we would love to work with you.
You can help finish the client by joining us on GitHub. Submit pull requests, bug reports, or just chime in: https://github.com/ZaneDubya/UltimaXNA
We are currently working on Milestone 0.7, which is a bugfix/minor feature push. You can take a look at the issues we are actively working on and see a list of previous Milestones here: https://github.com/ZaneDubya/UltimaXNA/milestones
As for future development… once the client matches ML, we will consider what else could be added. We currently have one person who is exploring the possibility of adding *.UOP support, which would add support for features added in Stygian Abyss. Others have dipped their toes into the effort necessary to port the client to MonoGame or Paradox3D, but as far as I know, no real progress has been done on porting at this time. I personally won’t look into it until the client matches ML.
Thank you for taking the time to read this - I’m heading out to a BBQ in an hour but will return to answer any questions you have.