Publish 110.5 for UOR and Publish 30.5 for AOS?

I finally had time to read up on the new .NET Framework 4.0 features and found a few things that will be necessary for the progress of Defiance. To incorporate these features I will be making a small publish after the current ones go live. The publish will help the following: (Yes technical jargon, sorry)

  • Faster World Loading: Loading the world file in a true multicore/multithread fashion. Parallel threaded computing divide the process up.
  • Faster World Saving: Improved multicore saving of the world using parallel threading the same way the world is loaded.
  • Less to Save/Load: Removing default object names among other variables and making all version tags static will reduce the amount to save/load significantly.

Thankfully its mostly copy/paste, so I don’t think it will take significantly long to make the changes.
Later (during future publishes) I will look into parallel timers, and for DFI UOR, parallel computing for events, and for AOS, different facets as well. Theoretically this could improve the shard’s performance significantly. We will see!

IT COMPILES!! OMGZ! CLOSED BETA COMMENCES FOR PUB 110!!!

RunUO – [www.runuo.com] Version 2.1, Build 3884.1902
Core: Running on .NET Framework Version 4.0.30319.1
Core: Running with arguments: -debug
Core: Optimizing for 4 64-bit processors
Scripts: Compiling C# scripts (v4.0.30319.1)…done (0 errors, 0 warnings)
Scripts: Skipping VB.NET Scripts…done (use -vb to enable)
Scripts: Verifying…done (3055 items, 856 mobiles)
Core: Initializing localization strings…done (8 languages)
Regions: Loading…done
World: Loading…done (0 items, 0 mobiles, 0 maps) (0.02 seconds)
This server has no accounts.
Do you want to create the owner account now? (y/n)
Account not created.
Scripts: Razor feature negotiations…disabled.
DonatorAccountSettings: Loading…done

That is the output of Publish 110. The server now compiles. I will conduct private stabilization tests before going into open beta. Figure probably Wednesday or Thursday will be a public beta.

Close to a beta release!

Publish 110 is getting close to a beta release.  Here is the newest error report. I have worked all morning to get the CTF system working with Publish 110.

RunUO – [www.runuo.com] Version 2.1, Build 3884.1902
Core: Running on .NET Framework Version 4.0.30319.1
Core: Running with arguments: -debug
Core: Optimizing for 4 64-bit processors
Scripts: Compiling C# scripts (v4.0.30319.1)…failed (20 errors, 8 warnings)

Once all of the errors are done, we will enter into a 1 week closed beta phase where I will hammer out serialization errors. After that we will be skipping the open beta, and I will throw the publish up and fix errors as they arise. Thanks everyone for your patience!

Almost there!!! – Publish 110 is on its way to release!

I have sliced the amount of errors tonight. I will not lie, it required cutting out certain event related systems. Have no fear though, we plan to replace these systems after Publish 110 and in addition I will be implementing my custom event system. Here is the current output.

RunUO – [www.runuo.com] Version 2.1, Build 3884.1902
Core: Running on .NET Framework Version 4.0.30319.1
Core: Running with arguments: -debug
Core: Optimizing for 4 64-bit processors
Scripts: Compiling C# scripts (v4.0.30319.1)…failed (46 errors, 9 warnings)

Errors that still need working through are:

  • Promotional Tokens
  • Champion Deeds (internal-related)
  • Obsidian Statues
  • Faction code (Vendors, and a few other things)
  • Town Houses
  • Canned Evil (champion spawns)
  • Jewels
  • Evos (current system, not content modifications)
  • Regions in a Box
  • Regions (General Code)
  • Notoriety
  • House related gumps
  • Line-of-Sight related code (almost done)
  • Soulstones (completely recoded, now fixing errors)

Capture the Flag League 7 starts to get serious…

The first 2 practice matches have been played last sunday (15th of August) and more have been planned for comming sunday.

There are rumours of a 7th team being formed what will make this the biggest league ever on DFi.

Check the CTFL sub forums of the UOR Main Hall for full disclosure.

CtFL 7 Pre-Season Interviews

Some of the GM’s of the different, potential, CtFL guilds have taken some time to graciously answer some questions regarding the upcomming season and their teams.

You will find the 1-on-1′s in the UOR CtFL forums (sub-forum of the Main Hall) or click this:

http://www.defianceuo.com/forums/forumdisplay.php?181-UOR-CTF-League

Bye Bye Copper System! And other changes for Publish 110!

Publish 110 will mark the retirement of the copper system. Please utilize the system ASAP as the copper barrel, vendors, and “tokens” will be removed. The system is currently under discussion for revitalization in a future publish. I would like to thank everyone who participated and utilized it to clean up the shard!

In addition to the copper system, a couple other unused systems have also been removed. And for this, we are down to just 100 files with errors. There is still quite a bit to do before Publish 110 is finished, so thank you for being patient!

Part of the latest changes to affect Publish 110 includes the discontinuation of the IceStaff which will be replaced with a very similar Glacial Staff. This rebalanced version will require 30% magery, and utilize better spell mechanics.

I have also come to a conclusion about ability jewelery. Everything is being removed except for stats (Bless has been removed too). The stat bonus has been reduced to +5, creating a +20 total stat bonus. The drop rate has also been lowered. Jewelry will drop 25% the amount magic armor/weapons, and 10% of jewelry that drops will have between 5 and 15 charges of one stat.

As a note, spell weapons are still being evaluated due to exploits and balancing issues.

I would also like to personally thank Troy for taking notes for me as I dribble on about random stuff that needs to be “looked at” during later phases.

Please comment with your thoughts and concerns. Also think about the shard as a whole, and not just one playstyle.

EDIT: I have been getting messages by players who are concerned for both sides, stat jewelery, and tele/invis jewelery/items. It seems that both sides believe that the other should be wiped from the shard. My question to everyone would be, at what point do +stats become too much, and at what point do tele/invis items become too much.

If I am to keep them, EVERYTHING needs to be balanced:
The number of charges, the amount of stat increase, the delay between using invis/tele, etc.

Stop the presses! Flying Courant has reemerged!

Long lost… it seems the Flying Courant, Defiance oldest news paper, has returned with a special edition!!

Completely devoted to a few of the many, many events on Defiance.

Click this link for your free copy!

http://www.defianceuo.com/forums/showthread.php?115789-Extra!-Extra!-Flying-Courant-follows-some-events-in-a-Special-Edition!&p=1066936766#post1066936766

DFI AOS – Beta Test Bug Fixes! (So Far)

I fixed a few bugs relating to Necromancy and Chivalry.
In addition I reset their cast times to the normal UO:AOS time.
I also fixed a bug with the new version of RunUO spawners I made.
I fixed a crash bug in the new vendor stones I created.
And I fixed a few minor unreported bugs.

Keep up the good work, and the emails I have gotten for bug fixes, I am still working on! Keep those emails coming!

AOS ESpawners might be hurting shard performance!

I conducted a resource check on Defiance AOS and one of the factors which determines the performance are the timers. The number of timers and usage of CPU/resources can be reduced dramatically by optimizing the spawners. Over the next couple of days I will write a custom spawner conversion script to convert the current ESpawners to the same optimized spawners I am implementing into Defiance UOR Publish 110. Lets see how much this improves the shard’s performance!