Basic Questions for starting my own server
-
The Drizzle
- UOX3 Newbie
- Posts: 12
- Joined: Sun Feb 19, 2006 10:14 pm
- Has thanked: 0
- Been thanked: 0
- Contact:
Basic Questions for starting my own server
Hello All,
I hope this doesn't seem really redundant but I was wondering if I could get some opinions about starting my own server. Background Info: I've decided that I wish to set one up to operate on a LAN connection at my place. Since I don't have actual internet access there, it'll be limited to how ever many computers I can come up with and how ever many friends wish to join me. I've done some reading so far, but am still confused on some things.
Now for the questions.
1. I'm looking at probably a MAX of 16 computers, but I was wondering if you recommend having a separete computer to run the server?
2. Is it possible to eliminate some of the newer aspects of the game? I stopped playing shortly after Trammel was invented. For benefit of size and interest, I'd like to eliminate it, and the new classes, and skills if that is possible. I mean I could live with it, but just wondering
3. I haven't installed the program yet because I don't think I really want my laptop to be my server, so this is an easy question but .... is the game full already of npcs, monsters, basic aspects that would allow me to setup a server in under 10 man hours?
If not then I may download it and work on it now and then transfer it over to a dedicated server later.
Anyway, thanks in advance for putting up with newbie questions.
I hope this doesn't seem really redundant but I was wondering if I could get some opinions about starting my own server. Background Info: I've decided that I wish to set one up to operate on a LAN connection at my place. Since I don't have actual internet access there, it'll be limited to how ever many computers I can come up with and how ever many friends wish to join me. I've done some reading so far, but am still confused on some things.
Now for the questions.
1. I'm looking at probably a MAX of 16 computers, but I was wondering if you recommend having a separete computer to run the server?
2. Is it possible to eliminate some of the newer aspects of the game? I stopped playing shortly after Trammel was invented. For benefit of size and interest, I'd like to eliminate it, and the new classes, and skills if that is possible. I mean I could live with it, but just wondering
3. I haven't installed the program yet because I don't think I really want my laptop to be my server, so this is an easy question but .... is the game full already of npcs, monsters, basic aspects that would allow me to setup a server in under 10 man hours?
If not then I may download it and work on it now and then transfer it over to a dedicated server later.
Anyway, thanks in advance for putting up with newbie questions.
- Xuri
- Site Admin
- Posts: 3704
- Joined: Mon Jun 02, 2003 9:11 am
- Location: Norway
- Has thanked: 48 times
- Been thanked: 8 times
- Contact:
1) Depends somewhat on the computer you intend to use for server, but seeing as you're going to have a LAN server for a limited amount of players, I don't think you'll see any noticable slowdowns because of it.
2) New characters in UOX3 start out in felucca by default, and although support for Trammel is there, you don't have to use it. Just don't add any functionality that lets your players travel from one facet to another (such as moonstones, moongates with menus that let you pick Trammel as destination, etc). The newest character classes (Necromancer, Paladin, Ninja, Samurai) haven't been implemented fully in UOX3 yet. You can choose them during character creation, and the newbie-item script is set up to give them the proper newbie items - but none of their abilities have been scripted/coded yet.
3) Shouldn't be a problem to move UOX3 from one computer to another. Just copy & paste the UOX3 folder, then edit the file paths specified in uox.ini =)
2) New characters in UOX3 start out in felucca by default, and although support for Trammel is there, you don't have to use it. Just don't add any functionality that lets your players travel from one facet to another (such as moonstones, moongates with menus that let you pick Trammel as destination, etc). The newest character classes (Necromancer, Paladin, Ninja, Samurai) haven't been implemented fully in UOX3 yet. You can choose them during character creation, and the newbie-item script is set up to give them the proper newbie items - but none of their abilities have been scripted/coded yet.
3) Shouldn't be a problem to move UOX3 from one computer to another. Just copy & paste the UOX3 folder, then edit the file paths specified in uox.ini =)
-= Ho Eyo He Hum =-
-
The Drizzle
- UOX3 Newbie
- Posts: 12
- Joined: Sun Feb 19, 2006 10:14 pm
- Has thanked: 0
- Been thanked: 0
- Contact:
Okay, thanks a lot, this is seeming a lot more feasable than I originally thought. I'm excited.
I know this is probably somewhere right in front of me, and I've probably just missed it, but is the world prestocked with monsters, npcs, etc. or will I have to go city by city and add all of those things myself?
As for disabling travel to Trammel and other aspects, I didn't see those in your guide, but I assume there's something on this website that'll tell me how to do so, or is there a program that will help?
I know these questions seem really basic, so thanks a lot in advance.
I know this is probably somewhere right in front of me, and I've probably just missed it, but is the world prestocked with monsters, npcs, etc. or will I have to go city by city and add all of those things myself?
As for disabling travel to Trammel and other aspects, I didn't see those in your guide, but I assume there's something on this website that'll tell me how to do so, or is there a program that will help?
I know these questions seem really basic, so thanks a lot in advance.
-
Grimson
- Developer
- Posts: 802
- Joined: Sat Jun 04, 2005 1:52 am
- Location: Germany
- Has thanked: 0
- Been thanked: 0
It's always a good advice to read the stickys (the posts fixed at the top) of a forum first. In most cases they'll provide the answers you need, just like with those two:The Drizzle wrote:I know this is probably somewhere right in front of me, and I've probably just missed it, but is the world prestocked with monsters, npcs, etc. or will I have to go city by city and add all of those things myself?
viewtopic.php?t=512
viewtopic.php?t=829
AFAIK there is no default way to travel to those worlds, and if you remove their entrys from dfndata/maps/maps.dfn they won't even be created by UOX3.The Drizzle wrote:As for disabling travel to Trammel and other aspects, I didn't see those in your guide, but I assume there's something on this website that'll tell me how to do so, or is there a program that will help?
Since Trammel and Fullcia is being discussed, how do you create moongates that travel between facets?
I've always wondered what Trammel looks like, since they said Fellucia was "darker" or something like that. As far as I know, Britannia looked the same as it did in 1996.
Oh, and Drizzle did you get a server running?
Download the community spawn as well as Xuris worldfile .1, it will get you started. You can even PM me your email as I'm about to release a beta of my world. Including a few custom scripts available on the vault, the spawn.dfn, xuri's worldfile combined with my worldfile, and various other NPCs. You might like it as it's geared for a roleplaying/lan shard.
I've always wondered what Trammel looks like, since they said Fellucia was "darker" or something like that. As far as I know, Britannia looked the same as it did in 1996.
Oh, and Drizzle did you get a server running?
Download the community spawn as well as Xuris worldfile .1, it will get you started. You can even PM me your email as I'm about to release a beta of my world. Including a few custom scripts available on the vault, the spawn.dfn, xuri's worldfile combined with my worldfile, and various other NPCs. You might like it as it's geared for a roleplaying/lan shard.
-
Maarc
- Developer
- Posts: 576
- Joined: Sat Mar 27, 2004 6:22 am
- Location: Fleet, UK
- Has thanked: 0
- Been thanked: 0
- Contact:
Add a moongate, and set it's type to 89.
Set the MORE property to the world number to translate to (trammel/felucca is 0/1, ilshenar is 2, malas is 3, I think)
Set the MOREX property to the x location in the new world to put them
Set the MOREY property to the y location in the new world to put them
Set the MOREZ property to the z location in the new world to put them
And that should be all you need.
Set the MORE property to the world number to translate to (trammel/felucca is 0/1, ilshenar is 2, malas is 3, I think)
Set the MOREX property to the x location in the new world to put them
Set the MOREY property to the y location in the new world to put them
Set the MOREZ property to the z location in the new world to put them
And that should be all you need.
- Xuri
- Site Admin
- Posts: 3704
- Joined: Mon Jun 02, 2003 9:11 am
- Location: Norway
- Has thanked: 48 times
- Been thanked: 8 times
- Contact:
Note that our current default facet isn't the exact same as the "Felucca" facet on the official shards. It's the same map, but they use a different appearance for it. Their trees have no leaves, and some of the plants in the forests etc have been replaced with graves, or skulls, and so on. We basically use the appearance for Felucca which OSI use for Trammel, i.e. Spring. I think the Summer appearance was used for the original UO which only had one facet.
You can achieve the same Felucca effect as on the official shards by changing the APPEARANCE tag in all sections of your REGIONS.DFN file (or a single one, if you prefer) from APPEARANCE=Spring to APPEARANCE=Desolation.
Other options for appearance are Summer, Autumn and Winter (Winter = unfinished! They never bothered to completely implement the winter-appearance). Trammel in both UOX3 and on official shards use the Spring appearance.
You can achieve the same Felucca effect as on the official shards by changing the APPEARANCE tag in all sections of your REGIONS.DFN file (or a single one, if you prefer) from APPEARANCE=Spring to APPEARANCE=Desolation.
Other options for appearance are Summer, Autumn and Winter (Winter = unfinished! They never bothered to completely implement the winter-appearance). Trammel in both UOX3 and on official shards use the Spring appearance.
-= Ho Eyo He Hum =-
-
The Drizzle
- UOX3 Newbie
- Posts: 12
- Joined: Sun Feb 19, 2006 10:14 pm
- Has thanked: 0
- Been thanked: 0
- Contact:
Yes, I have got my shard up and running. I had a hard time finding the game for a while, but that seems to be solved too. I added the signs, etc. from the downloads page, and am about to get stranf's dnf file, I figure that will be an excellent start. I figure I have a few months to tinker with everything and get it to my liking (since I won't be home until the end of May) and fix any problems that I may run into. Thanks to everyone that's helped out so far.
Drizzle, for my worldfiles you have to email me an email address I can send it to as an attachment. I haven't had time to figure out how to host it yet. Sorry.
Xuri, so UOx3 supports different seasons? That's pretty cool can we change back and forth without bad effects to the worldfile? This would be kind of fun to play around with. That and the weather .dfn.....need to get working on that as well.
PS: Does anyone have a custom weather.dfn that works pretty well for regions in Britannia?
Xuri, so UOx3 supports different seasons? That's pretty cool can we change back and forth without bad effects to the worldfile? This would be kind of fun to play around with. That and the weather .dfn.....need to get working on that as well.
PS: Does anyone have a custom weather.dfn that works pretty well for regions in Britannia?
-
Grimson
- Developer
- Posts: 802
- Joined: Sat Jun 04, 2005 1:52 am
- Location: Germany
- Has thanked: 0
- Been thanked: 0
Some of the settings from regions.dfn get saved into regions.wsc on worldsaves and the settings from regions.wsc the overwrite the dfn values on worldloads. Like the weather setting was in 0.98-3.3, I'll see if the APPEARANCE value is saved there too and remove it for the next version (it doesn't make much sense to save this on worldsaves).Xuri wrote:You might have trouble reloading regions.dfn after changing it though, seems to be some problems related to that (changes don't go into effect, etc).
-
The Drizzle
- UOX3 Newbie
- Posts: 12
- Joined: Sun Feb 19, 2006 10:14 pm
- Has thanked: 0
- Been thanked: 0
- Contact:
I found a spawn generator on here, so that's working pretty well. I have a few more questions, and if this is the wrong forum for them, then please let me know.
1. How would I change or see what each creature drops?
2. Have treasure maps been written into scrips? Would they be in the spawn.dnf that I got?
3. Are magic weapons and armor in scrips yet, such as a katana of vanquishing, or fortified gloves?
1. How would I change or see what each creature drops?
2. Have treasure maps been written into scrips? Would they be in the spawn.dnf that I got?
3. Are magic weapons and armor in scrips yet, such as a katana of vanquishing, or fortified gloves?
-
Maarc
- Developer
- Posts: 576
- Joined: Sat Mar 27, 2004 6:22 am
- Location: Fleet, UK
- Has thanked: 0
- Been thanked: 0
- Contact:
Actually, it very much makes sense that that is saved. Appearance isn't just a visual thing, but a customisation that can be tied into weather (which should *also* be saved). Weather and appearance shouldn't spontaneously reset because the server has come up! If the world saves during the middle of an intense snow storm, for instance, and somehow crashes, when it comes back up, it shouldn't be a bright and sunny day, but reflecting the state it actually was at when it was saved (ie the snow storm).Grimson wrote:Some of the settings from regions.dfn get saved into regions.wsc on worldsaves and the settings from regions.wsc the overwrite the dfn values on worldloads. Like the weather setting was in 0.98-3.3, I'll see if the APPEARANCE value is saved there too and remove it for the next version (it doesn't make much sense to save this on worldsaves).Xuri wrote:You might have trouble reloading regions.dfn after changing it though, seems to be some problems related to that (changes don't go into effect, etc).
-
Grimson
- Developer
- Posts: 802
- Joined: Sat Jun 04, 2005 1:52 am
- Location: Germany
- Has thanked: 0
- Been thanked: 0
The current weather state was actually never saved, only the id from weatherab.dfn making it useless hard to change the weather type of a region later on because you had to eighter delete the region.wsc or edit it by hand.Maarc wrote:Actually, it very much makes sense that that is saved. Appearance isn't just a visual thing, but a customisation that can be tied into weather (which should *also* be saved). Weather and appearance shouldn't spontaneously reset because the server has come up! If the world saves during the middle of an intense snow storm, for instance, and somehow crashes, when it comes back up, it shouldn't be a bright and sunny day, but reflecting the state it actually was at when it was saved (ie the snow storm).
I personally don't see weather as such a vital thing to save and restore it, it's a nice add-on to the in-game feeling but not that important.
Edit:
viewtopic.php?t=636&highlight=lootThe Drizzle wrote:1. How would I change or see what each creature drops?
Not that I know of.The Drizzle wrote:2. Have treasure maps been written into scrips? Would they be in the spawn.dnf that I got?
I suggest a look here: viewforum.php?f=5The Drizzle wrote:3. Are magic weapons and armor in scrips yet, such as a katana of vanquishing, or fortified gloves?
-
The Drizzle
- UOX3 Newbie
- Posts: 12
- Joined: Sun Feb 19, 2006 10:14 pm
- Has thanked: 0
- Been thanked: 0
- Contact:
So I tried looking at the monster loot link that was posted, but I'm still very lost, sorry, I'm a complete newb. So if someone could explain to me what that means, I'd appreciate it. Also, I'm wondering if anyone has figured out a way to have monsters drop Stranf's magic items, or am I stuck simply creating them with my GM?