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Reverse-engineering the 1998 Ultima Online demo server

draxinar.github.io

41–50 of 75 posts

Re: Reverse-engineering the 1998 Ultima Online demo server

#41
post #6

sooo many memories. got into it with Sphere (51 and 55) if my memory doesn't trick me. was there ever a working port of the client for OSX ? would love to revamp it.

Sphere 51a and 55i were the two dominant versions for a long time, alongside POL.

Then RunUO came out and took the emulator scene by storm

Re: Reverse-engineering the 1998 Ultima Online demo server

#42

Is this better than a server emulator?

It's first party, so you get a look under the covers at how things were supposed to work. But the later server emulators are undoubtedly better by any realistic consideration, 1990s C code is not something you'd want to expose to the internet and any design decisions that made sense on era hardware and POSIX APIs are not really applicable once multicore and fast(er) storage became pedestrian.

Re: Reverse-engineering the 1998 Ultima Online demo server

#43

My first real programming achievement was building a website for an Ultima Online shard. I wrote some really terrible PHP and HTML, but it worked for 20+ years afterwards. Great memories! I was surprised that there is still an active community around UO! In any case, this is very cool. Thanks for sharing!

> I was surprised that there is still an active community around UO! If it was an MMO, or online, there's private server communities for it endlessly. I forget the name of the game, maybe it was City of Heroes? It was shutdown for years, and then boop, someone popped up a Private Server years later. Heck, and I've mentioned it before, the Shockwave Online games of old have some niche communities rebuilding the server…

Yes! Can confirm am in a Discord server for Farmville, called Farmville Replowed. A community member has also forked it and added updates, though he changed the database schema so it has been pr'd, and released a Electron client with Flash bundled, Windows, Linux, and Mac are supported.

Re: Reverse-engineering the 1998 Ultima Online demo server

#44
I love old MMO server reverse-engineering. MapleStory custom servers helped get me into programming in middle school/high school.

I still have an inkling to get back into MapleStory custom servers (or other MMOs) but to be honest something about the vast open world that is empty of players is really creepy/sad/liminal to me. I'd want to take a spin at adding some "life" to the servers, even if it is just extra player-ish NPCs.

Re: Reverse-engineering the 1998 Ultima Online demo server

#46

I was too young for Ultima era but what was the experience like playing an MMO in the late 90s and early 2000s ?

A lot of grinding, first and foremost. The idea of a massive multiplayer game was new so just having the thing itself was enough to get you excited to go in and spend days repeating the same 5-second loop to get a level. It was also a much more social thing, servers were usually small (and niche) enough that you would know most people by nickname, know when someone new entered, etc. Most games were mostly sandboxes so the fun was just to have this shared world and compete in it, more than doing quests, etc. There was a lot of full drop PVP so the stakes were really high, you could lose in a second the items you worked for weeks or months to get. It was exhilarating.

Then WoW happened.

Re: Reverse-engineering the 1998 Ultima Online demo server

#47
post #29
post #3

The UO emulator scene got me into network programming. I've never seen an online game capture so many ancillary/emergent/accidental gameplay mechanics as well as this, somehow all the 3d MMOs seemed to downgrade a lot of the interesting economics, building, exploring that UO delivered. PvP and quest type stuff is probably a lot better in other games but it was still compelling and you could realistically play solo or…

> somehow all the 3d MMOs seemed to downgrade a lot of the interesting Unfortunately two things turned out to be true: 1) Most people don't want any of this and prefer to be on rails 2) The two groups of people most attracted to a game like this wind up in a dynamic where one group will leave the game if the other is present. Whereas the 2nd group requires the 1st to want to play.

The “rails” thing is very much the gist of it. Don’t get me wrong, I think classic WoW is probably one of the best games ever made, but after it came out, nobody wanted the raw experience of early online worlds anymore. Which is just life I guess.

Re: Reverse-engineering the 1998 Ultima Online demo server

#49

I was too young for Ultima era but what was the experience like playing an MMO in the late 90s and early 2000s ?

A lot of grinding, first and foremost. The idea of a massive multiplayer game was new so just having the thing itself was enough to get you excited to go in and spend days repeating the same 5-second loop to get a level. It was also a much more social thing, servers were usually small (and niche) enough that you would know most people by nickname, know when someone new entered, etc. Most games were mostly sandboxes s…

I've heard of EverQuest was brutal as well

Re: Reverse-engineering the 1998 Ultima Online demo server

#50
Wow, I wonder if my favorite portal hole is unpatched?

Before they finally patched the hole, I used to enjoy running through crowds of high level monsters in dungeons to get a whole parade of them chasing me, then quickly casting a portal into the middle of town, usually next to the bank, then ducking behind the portal without going through, as the whole line of monsters walked towards me and popped through the portal and into town!

Also, you could tame animals to make them your pets.

So one Halloween I logged into UO, and my character had been transformed into a deer, as some kind of a sick joke! All my inventory was gone, and all I could do was deer stuff.

Then some bastard came along and TAMED ME. That totally sucked! I had to follow him around obediently all day. I guess I'm lucky he didn't skin me and make me into leather armor.

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