|
|
|
|
|
by nrb
2741 days ago
|
|
I generally agree (object serialization was rough, and stop-the-word saves have been a constant issue for the entire life of the project) but the things it did well were done outstandingly better than POL, Sphere, UOX, Wolfpack, etc. I think the killer feature of RunUO was that it compiled the C# “script” files and linked them at runtime, eliminating the need to attach a scripting language that provides some limited API. It led to some extremely messy code, but it allowed you to achieve anything you wanted with minimum fuss, using the base .NET APIs that were well-documented. And the community was huge and active by UO emu standards. It doesn’t fall over with 5000+ clients connected to a single server, which is pretty astounding considering it’s TCP based and players tended to clump up pretty majorly during in-game events and such. |
|