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Server Usage Analysis
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Khaos
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Post: #11
RE: Server Usage Analysis
Well Clilocs keep you from having to translate anything. If you used clilocs they are language checked in the client.
09-12-2013 05:39 AM
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XuN
Sphere Developer
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Post: #12
RE: Server Usage Analysis
It's a really pain in the ass to search for every cliloc at least for me, in example, when cliloc.esp is at about 30% of completion and I don't think other langs are full translated. And this untranslated msgs are shown in english by default (wich is great) but so many shard owners would want to show message in their langs for their players IMO.
09-12-2013 07:04 AM
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Rattlehead
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Post: #13
RE: Server Usage Analysis
well, i see no one is posting open shards, mine is currently under construction as well, but i will post it anyways

Wiseblood UO
RP/PVE/PVP
3 staff memebers
4 ACTIVE players (testers bascially)

TRYING to implement T2A/UO:R style combat, no facets, safe towns protected by guards, and pretty much like T2A and UO:R its open pk/pvp everywhere else, however u start off with 5 GM skills and cannot attack or be attacked by, another player until u have 1900.0 total skil points, at which time u are free game. i have a custom upgrade system to upgrade crafted armor and weps with custom upgrade items that drop in loot that u use to upgrade them with. i have several custom events, some of which auto run, others that are staff hosted, i also have unique drops, trinkets, and a custom gold drop that is calculated to drop an amount according to the monsters stats. custom housing craft system, custom ores and custom armor and weapons for said ores. i use mysql often when it makes sense to do so ex. at account creation (open account creation btw) i import all their account info into a table to use to log on via a website to access their account, also i use the same table to add/keep track of donation points and voting points which are used and displayed in game, i also have a few other custom items that are prolly not very important to mention.

i am on a quad core AMD dedicated server with 8Gb of DDR3, and a 1Tb HD with a 100Mb connection (soon to upgrade to a Gb connection).

atm i have only 4-5 ppl on testing, but when i open i have at least 25 other ppl ready to play on the first day.

any other info i can give u just let me know, more than happy to do anything to benefit the condition of sphere, becus obviously it is the superior emulator Wink

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(This post was last modified: 09-12-2013 09:27 AM by Rattlehead.)
09-12-2013 09:18 AM
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Kurita
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Corrinis

Post: #14
RE: Server Usage Analysis
I don't know how to use the clilocs. We use in our custom scripts German words for the Items, or sometimes descriptions in complete german sentences. Our Quest system works with german sentences out of an mysqldatabase. So it seems to be very difficult to use the Cliocs.

http://www.corrinis-uo.de/
German MIDGARD Freeshard
09-12-2013 04:22 PM
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sco
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Elantharil

Post: #15
RE: Server Usage Analysis
Elantharil
German language only, in beta
RP/PVE/PVP
6 active staff members
~50 active Accounts

custom skill system (38 softcode skills), d&d like featsystem (combat styles, crafting abilities, spells) with currently about 700 feats, connected to a tomcat applicationserver (currently via spawn + wget + mysql) to have some extra magic like latent semantic indexing for distributing experience points based on rp

combat is custom and has a variety of solo content and some raidlike content with custom ai and mobs using above mentioned feats+spells

crafting is custom, has about 10k craftables and includes a global trading system based on mysql and npcs regulating prices for items to counter inflation or deflation

atm i am working on teamplay, partybased crafting (like partymining, scripted rituals for crafting magic items, items with difficult skillmakes, ...)
09-13-2013 03:22 AM
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Anarch Cassius
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Post: #16
RE: Server Usage Analysis
Quote:Our Quest system works with german sentences out of an mysqldatabase. So it seems to be very difficult to use the Cliocs.

?!? Clilocs aren't THAT hard and cause less lag and ease translation. You should really just look into them if you are bothering to use SQL.

Current Projects: Necromancy SCP overhaul. Custom Faction AI/System. Imbuing.
(This post was last modified: 09-13-2013 06:09 AM by Anarch Cassius.)
09-13-2013 06:09 AM
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Khaos
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Post: #17
RE: Server Usage Analysis
Okay cliloc note... export the entire cliloc file from UOFiddler to a .csv file and just open it with notepad++ or whatever. Searching is easier. You should be using these. As Cassius said... less memory is used especially in comparison to custom written string from a sql server...

You can script generic events with clilocs as well to attach to items or characters or what have you... it's really not hard to do. Everything I script now I use clilocs for multi-language usability.

These servers sound fantastic. At least I know people are actually most likely using a good bit of functionality we have at the moment. I am glad. I am hoping to get a few more responses. Just talking to RanXerox and Extreme I am building a list of additions/changes/and priority fixes. Some the dev's know of already. Sco I might check yours out asap. I know I want to personally visit most listed when they are open to see how sphere is being used now. Everything I used to see in the past fueled me to make better scripts for people or work on better hardcode ideas or changes.

Rattlehead. When my pc is running again this week remind me!! As in PM me to grab you the original combat system Pyro and I made. It was AoS and UO:R and UO:LBR. You could turn either on or off via a deflist. Just turning off AoS would give you UO:R and LBR. You can turn off LBR as well if you didnt want weapon abilities (stun from staves, etc) and no lj bonus. It was exact to OSI back in the day. Took me a few hours but I had hunted down all of the original formulas for it.
09-13-2013 01:33 PM
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Archaaz
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Post: #18
RE: Server Usage Analysis
I am very much a newbie to this; lot of idea, no scripting ability, but working on it. I have been harboring this idea for a while, made an extensive wiki last year, and did a bit with POL, but ultimately did not find it to my liking. This is very much a work in progress, and it will be quite a while until I am ready/able to release it. I am in no hurry.

I am receiving a lot of help and encouragement from various members, darksun84 in particular. Also Mordaunt (great advice and I am using some of his amazing scripts), RanXerox (got me a lot more focused and organized), Rattlehead, pinku (invaluable help with multi creation and patching), amonvangrell (using his decoration script), and others, and wish to offer my humble thanks. Very helpful community.

Name: Undecided Yet (Something Ultima RP-ish)
Type: RP/PVE focus, voluntary PVP.
Staff Members: Me
Players: 0

General:
I am a big fan of the original pre-UO Ultima lore and games, and am creating a RP-enforced, but somewhat casual shard that emulates the general feel of Ulitma IV and V, taking place just after the events of Ultima V, with some of my own amendments and expansions to the lore thrown in. I have heard of a few similar Ultima-centric shards (namely Legacy and the Retelling), but all seem to be defunct. I want to include systems to encourage a sort of organic RP, build community, and make the world, and travel/exploration within in it as immersive as possible. A lot of stuff is purely for atmosphere and enhancing RP. But I want to the Ultima lore to be the glue that binds it all together.

Basics:
I am including a Skillclass system that implements the Eight Professions of the single player games, and also adding a few others. Human characters only. 700/225 caps. Same level of starting skills and gold as original, but character creation done in a slightly different way (after initial Character Creation that is). Simple T2A/UO:R style combat, or as close as I can get (not important if it is not exact). Maybe slightly increased Skill/Stat gains. Only pre-existing, lore-specific, town-specific, class-based guilds will exist, and will be tied to the Skillclass system. Townstones for each of the eight major towns, but with more limited functionality (no warring between towns).

Map:
Single facet Britannia map only, though customized to an extent. Adding places from Ultima lore, and changing a lot of underused civilized areas- Occlo, Nu‘jelom, etc- into dungeon/hostile areas or removing them. Adding more resources, possibly region specific.

Housing:
Probably only static housing, definitely no custom housing. All housing will be centered in or very near to the eight major towns. Players cannot place houses, though I am toying with allowing it in very specific areas in and around towns (probably not though). Will be using Mordaunt’s Hosing and Static Housing scripts.

PvP:
Voluntary PVP. Sort of flag system (maybe chosen during character creation), where those who do not want to PvP are exempt (might include Stealing with this as well). PVP will not play a big part and is mostly there for RP conflict resolution. No capture the flag/town, warring towns, raid, or arena style stuff. I have some ideas and may implement a true Faction(s) system later with some of these features. Stealing and Snooping may or may not be included on the shard, I am not yet certain.

Role-play:
I am adding a lot of custom features purely for RP purposes, including a calendar system with custom months/days created by me, and RP relevant holidays (not using real world holidays and such). Using Mordaunt’s environment script for this, but as he said I might need to troubleshoot it a bit and pare it down as it is a bit buggy. Will add some unique, lore-based, and somewhat more interactive NPCs. Livelier towns and NPCs in general. Sphere’s NPC A.I./Speech system seem quite robust and will work well for this. Lower treasure drops. Moving as far as possible away from a min/max, hoarding/collecting , “gamey,” rare/item based sort of play, to something more subtle (not that there is anything wrong with that sort of play, it is just not my taste). No quests of any kind, except maybe escort quests, though lots of stuff to be discovered via NPCs , books, experimentation, etc. Ideally, eventually, I want to include a much more detailed Virtue system, but something more subtle and pervasive than a mere set of buffs and such, and one that involves the shrines and meditation, and actually has an effect on players behavior to a degree, if they truly wish to follow the Virtues. I want it to truly effect the game world, if possible. I want to implement the Gypsy Card Reading as well, and have a RunUO script, but need to try to convert it, or create a new one.

Skills:
Quite a few new weapon skills, with many weapons put into separate categories. Some new custom skills (a few new magic systems, foraging, some others). Alter, expand, remove some existing skills. Add/change some purely to enhance RP, many of which will not be “useful.“ I might even change some "useful" skills to "useless" skills. Of course, nothing beyond the 57 limit. Remove all instant travel except Moongates and teleporters. Try to make the world interesting to explore; familiar, yet new at the same time.

Aesthetic:
Maintain “old school,” more “natural” aesthetic, and not use any graphics that do not fit or use gaudy/neon colors and such. Normal horses only as mounts, and no ethereals. Mostly only T2A era creatures and items (with some custom items and NPCs thrown in, beef up some existing monsters such as Ettins). I am removing quite a few items based solely on a certain, personal, subjective aesthetic, hard to describe exactly. Absolutely no elves (NPC or otherwise). Might use some custom graphics from a few sites.
09-15-2013 04:20 AM
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Rattlehead
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Post: #19
RE: Server Usage Analysis
i can remind u khaos, however since i am not there i will have no clue when ur PC is fixed Tongue

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09-15-2013 07:50 AM
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Khaos
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Post: #20
RE: Server Usage Analysis
I am here now!!! ^_^ LOL. I was locked out of the forums too. This has sucked.
11-13-2013 10:39 AM
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