On September 11th, 2018, the source code for UOX3 was migrated to GitHub due to SF decomissioning write access to CVS repositories. The repo here at SourceForge will remain available as read-only for historical purposes, while development of UOX3 continues at https://github.com/UOX3DevTeam/UOX3, with news, documentation and support forums available at https://www.uox3.org. You can also find us on Discord via this invite link: https://discord.gg/uBAXxhF
OpenUO is an Opensource community for the development of Ultima Online emulators, primarily focusing on Ultima Offline eXperiment 3, an OpenSource UO emulator allowing for single or online/LAN play of your own shard.
After quite a long delay, a new UOX3 build has been released, with a slew of new changes. More details can be found at http://www.UOX3.org.
It's been a while, but work has been going on behind the scenes. Today we have reached another milestone in our journey to UOX3 v1.0. More details can be found at www.UOX3.org.
UOX3 v0.98-3.5 has arrived! Xuri has posted further info on the release at www.UOX3.org as usual, and the files can be gotten here from SourceForge or directly off of the UOX3.org website.
Aside from regular UOX3 development, we also have a new ToolAPI (written in C# and usable by any .net application) which should make the life of any UOX3 tool developer much easier, and some new Tools to go along with it.... read more
Due to a great amount of effort on the part of our Development Team, we have yet another new release to announce!
You can view the whole story at http://www.uox3.org
Things have been humming along here at UOX3, and we have another release ready in just a matter of weeks.
Xuri has put together a complete changelog for the release over at www.UOX3.org
As a side note, we'd like to welcome Grimson to the project, he's been putting quite a bit of effort into fixing issues on UOX3, and we're happy to have him on board.
This has been long in coming, due partially to the uncovering of some issues in UOX3 and also personal issues of my own (read College Graduation and moving).
The complete changelog can be found here: http://www.uox3.org/history/UOX3_Changelog.txt
I've posted an updated JS Makefile, compliments of Maarc. This should allow proper compilation of the Spidermonkey JS32.dll from Mozilla.
Additionally, I am planning to begin releasing executable, DFN, and source packages here periodically. Most likely these releases will be contained to larger updates (rather than the more frequent releases which can always be found at www.uox3.org) just to allow the project more visibility to those who may visit this site.... read more
UOX3.org has been bustling (relatively ;) ) with activity lately, with new bugfixes, features, and various contributions.
This is certainly a good trend to see, especially after the lull we have had for a bit. I do apologize for the lack of time contributed on my part to UOX, but life has been busy (and where Wife, Work, and University don't take, I've been filling the time with a renewed love for Asheron's Call).... read more
Though largely quiet, the UOX3 scene has been abuzz with new ideas, plans, and contributions.
Through the hard work of one individual, UOX3 now properly compiles under the cygwin environment. Moreover I have been working on getting it to compile under MinGW, and thus most any gcc compiler.
New ideas have been set forth on the future of the project, and more plans have been laid to bring us to a v1.0 release we can be proud of.... read more
Though most of it goes on in silence, progress is being made toward a v0.99 release of UOX3 (And ultimately a final v1.0 release).
Currently the focus is still on moving out subsystems to the JavaScript engine, and it is moving right along (albeit slowly). We now have 8 of the direct-use skills (called from the "skill window") entirely handled by JS, and many more that are activated by using items.... read more
Never fear, the work continues here on the UOX3 Project.
We have begun the arduous task of moving the bulk of skills out to the JS system. Moreover, many bugs have been fixed including a very annoying 3D client crash when opening the Add Menu.
Along with this, I have also updated the Update Priority document to reflect the changes, for any that may be interested.
Changelog for v0.98-2.6b follows:
1/9/2005 - giwo
Moved the following Skill Functions to JS.
RepairBow
RepairLeather
Tinkering
Tailoring
Fletching
Carpentry
Moved Food consumption functionality out to JS
Moved teleport rune functionality out to JS.
JS Changes
Changed CChar_MakeMenu to CMisc_MakeMenu to allow access to sockets.
Modified CMisc_MakeMenu to allow passing the skill number.
Removed old style MakeMenu() function.
Added CChar_FindItemType( itemType ) to allow searching for items by type.... read more
It's been quite some time.
Despite the lack of progress recently, there are still a small number of us around and working when we have the time.
That said, there has been quite alot done in the past couple of weeks. EviLDeD, Xuri, and myself have been steadily working on fixing minor flaws, and tackling the larger issues. Meanwhile the community remains ever watchful, waiting for UOX3 to return to the state of prestige it once held in the community.... read more
Two new documents have been added to the Development Documentation section of the site.
The first is a quick writeup going over some basic standards, this in an attempt to standardize the source, and make others aware of what we are trying to do and what is expected of any code submissions.
Secondly is a list of my priorities for UOX3's development in the near future. This should allow people to see where we are headed, and how (to some extent) we plan on getting there.
In the initial step to put UOX's entire magic system out to the JS engine, I have written up a basic script which casts the spell clumsy.
Currently this script almost exactly emulates that of how UOX3 handles magic.
There are a few issues that must be handled before the entire system is moved out to JS.
First) No method of attacking another character in JS.
Second) No LoS checks available in JS
Last) As it stands currently (and to the extent of my knowledge) there is no way to have a global script which other scripts can call (thus forcing us to re-write the duplicate handling code for every single spell).... read more
I've updated the UOX3 JS Documentation. Note it is not 100% perfect, but it is far more accurate to the current state of the JS engine now.
Also I've updated the Command List to reflect those changes which took place when moving many of the commands out to JS.
This should all hit the anon CVS in 24hrs or less, and once I have a reasonable package I will put it up for download in the files section.
For now, enjoy. ;)... read more
I am currently in the middle of moving out most/all commands to the JavaScript system. This, once completed, will allow us to massively scale back two quite large subsystems in UOX, meanwhile flushing out old code and quite possibly old bugs.
Currently 40+ commands have been shoved out to JS, but there are many more to go. ;)