UODev is looking for UOX - download categories

Forum where anything UOX3-related goes - including, but not limited to: newbie-support, ideas, general questions, comments, etc and-so-forth.
Post Reply
Sirius
UOX3 Newbie
Posts: 3
Joined: Sat Jan 25, 2014 12:01 pm
Has thanked: 0
Been thanked: 0

UODev is looking for UOX - download categories

Post by Sirius »

Hi everybody,

perhaps the one or the other already heard about it: We are recreating UODev.de. And at this moment I'm creating the new download section. Of course one part of this section will be (script) downloads for UOX server. Because I never worked with UOX I need your support :) So what I need to know for creating the download categories is:

1. Do you have something like core modifications (like in RunUO)?
2. Is there a way you are categorizing your scripts? I know it from sphere, there you have categories like Events, Functions, Items, Script pack etc.
3. Do you have other downloads that are special for UOX so that they need an own category?

Or do you have any suggestions or wishes how the UOX downloads should be categorized?

Thanks in advance for your help :)

Kind regards,
Sirius
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

Hey. Apologies for the late reply.

1. Not really, no. Custom modifications to the UOX3 source have historically either been merged into the main UOX3 source or have resulted in branches (both shard-specific, private ones and public ones), the changes often so radical that offering them up for other people as "plug-and-play" modifications has been seen as pointless.

2. At the moment the forum only differs between two "categories" of scripts for UOX3; DFN-scripts (found in The DFN Vault) and JScripts (found in The JScript Vault). In theory each of those could be divided into several sub-categories, but the forum does not currently do that (it probably should, though).

3. Well, there are a couple. The Community made spawn.dfn is the de-facto UOX3 standard for spawn-files, though it would also fit in the DFN section. Then there's the Default UOX3 Worldfiles which, combined with the spawn-files I mentioned, can give players a headstart/quickstart. The worldfiles contain world-decorations, doors, signs and so forth, but no NPCs.

Then there are the experimental builds of UOX3, which are based on latest CVS source, offered for download outside of normal UOX3 releases. Contains the latest fixes, updates and additions, but don't usually go through much testing.

Lastly, there are various UOX3-specific tools available on the Downloads-page.
-= Ho Eyo He Hum =-
Sirius
UOX3 Newbie
Posts: 3
Joined: Sat Jan 25, 2014 12:01 pm
Has thanked: 0
Been thanked: 0

Post by Sirius »

Hi Xuri,

tanks for your reply!
2. At the moment the forum only differs between two "categories" of scripts for UOX3; DFN-scripts (found in The DFN Vault) and JScripts (found in The JScript Vault). In theory each of those could be divided into several sub-categories, but the forum does not currently do that (it probably should, though).
Can you give me a short description about the difference between DFN and JScript? Or a newbie-like description I can use on UODev?
Which sub-categories do you want? Would it be ok if we use something like: NPCs, Items, Systems? Or do you want some other/more sub-categories?

So, as I unterstood the following main-categories are useful:
- DFN-scripts
- JScripts
- Spawnfiles?
- Worldfiles
- Experimental builds
- Tools

Right?
User avatar
Xuri
Site Admin
Posts: 3704
Joined: Mon Jun 02, 2003 9:11 am
Location: Norway
Has thanked: 48 times
Been thanked: 8 times
Contact:

Post by Xuri »

DFN: "Definition"-files with template/blueprint-data for everything from items, NPCs and lootlists to regions, spells and NPC races. In the case of items and NPCs this means that when you add them in-game their default values will be set based on their DFN entries. Example:

Code: Select all

// DFN entry for item with hex-id 0x0976
[0x0976]
{
get=base_food
name=slab of bacon
id=0x0976
weight=400
value=8 4
pileable=1
}
JScript: JavaScript files (NOTE: not web-based JavaScript, but based on SpiderMonkey C JavaScript implementation) that can be attached to objects to provide trigger/event-based functionality. Can also be used to create new/override hardcoded features, commands and spells - either through available events or through packet-interception (or "packethooks" if you will) and/or sending of custom packets. Example:
function onCharDoubleClick( pUser, targChar )
{
    targChar.TextMessage( "If you think you'll be allowed to see my paperdoll, think again!" );
    return false;
}
As for download categories, I would suggest to keep it simple, and include the spawn-files under DFNs. Perhaps something like:
* DFNs
** Items
** NPCs
** Spawnfiles
** Misc

* JScripts
** Commands
** Spells
** Skills
** Misc

* WorldFiles
* Tools

The "Experimental builds" I mentioned are versions of UOX3 itself, so you might or might not want to include those. *shrug*
-= Ho Eyo He Hum =-
Sirius
UOX3 Newbie
Posts: 3
Joined: Sat Jan 25, 2014 12:01 pm
Has thanked: 0
Been thanked: 0

Post by Sirius »

Thanks a lot Xuri for the descriptions! I added your suggested categories. I hope I can finish the upload forms in the next few weeks.

Any further suggestions for UOX categories are very welcome :) It's no problem to add more.
Post Reply