THE SMITHYS ANVIL
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Containing 1,174 Articles Spanning 104 Topics
Archives From December 1999 to January 2005
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I should have posted this last week but it looks like there has been a break-off from Sphere with a new Emulator called Steam Engine. From the Steam Engine site:
SteamEngine is a UO server software package, which you can use to run your own UO shard. It is designed to be compatible with
Sphere scripts, meaning that it will be able to run scripts you wrote in spherescript for various versions of SphereServer, 55i
and newer. SteamEngine is in development, and has been in active open-source development since September of 2003 (Development
originally began in September 2002).
I recommend reading the project goals page.
SteamEngine is currently in a pre-alpha stage, but is moving forward rapidly. News is posted every few days, right here (Look
down a bit). At times, there may be no news posted for a while, but this is generally when we are very busy working on SE. If you
want a constantly updated list of changes and progress, you should bookmark the SteamEngine changes.txt file on CVS.
You do NOT need Visual Studio .NET to use SteamEngine, or to compile it yourself if you want to do that. You don't even need the
.NET SDK. All you need is the .NET 1.1 framework (You can get the .NET 1.1 framework by clicking that link, or by using Windows
Update). You can use the compile.bat included with SteamEngine's source to compile it.
Steam Engine.
| From SteamEngine:
3/15: After SL`s leaving, I decided to change something, now it is basically done.
3/15: If you know Ultima Online and a bit of .NET (C#, VB#, etc.), join the development of "Steamengine".
Welcome are knowledges of UO network protocol, but not necesarilly. You should anyway be prepared to work in a team.
3/10: The founder and lead developer of Steamengine has decided to quit working on it. Reason is lack of time because of other projects that are more important to him. Let`s hope he will once come back...
3/10: As you can see, the site has moved from sourceforge to another server, and is now powered by PHP-Nuke.
SteamEngine.
| From Steam Engine:
URL of this site is now steamengine.kec.cz. Redirects are in place from steamengine.sourceforge.net and also from the project
summary page.
Hopefully Steam Engine won't get served papers by SPHERE, but I'm sure they probably will.
http://steamengine.kec.cz/
| From Steam Engine:
A new developer joined our team. His nick is Mike5904, and is the author of the emulator parody "hypEmu" :)
Welcome!
http://steamengine.kec.cz/
| Monday, Apr 5, 2004, at 07:10 AM Steam Engine New Developer Posted By n/a Steam Engine -Guid- | ↑ | From Steam Engine:
A new developer joined our team. His nick is Mike5904, and is the author of the emulator parody "hypEmu" :) Welcome!
http://steamengine.kec.cz/
| From Steam Engine:
Just in case someone thougt we are just chilling out or something, it`s not true.
I am still working on SphereScript, it means more coding than I thought :) but the progress goes wellthe parser is already done,
the basic ("lazy") interpreter nodes are complete, now I work on the final behaviour. Methods, Properties and fields can already
be called/set/get, and more is to come today...
Mike works on a library that will allow us to comment code using attributes - so that API docs can be done out of it, while
maintaining the possibility to have some "help" function ingame. This will be coded in VB.NET, because it`s based on WDoc (on
sf.net) project`s codebase we got from it`s authors.
http://steamengine.kec.cz/
| From SteamEngine:
In case someone hasn't noticed, I placed a FAQ here. Currently it contains just some very basic informations in the "General"
category, more to come later.
http://steamengine.kec.cz/
| Monday, May 17, 2004, at 06:54 AM Steam Engine LScript Finished Posted By n/a Steam Engine -Guid- | ↑ | From Steam Engine:
I finally finished what I planned to have in the initial version of our spherescript-clone, which is now called LScript. For more
info, read the new answers in FAQ.
So what is now done is loading and resyncing (reloading of changed scripts, command "r" or "Resync" in console) of Lscripts
functions from .def and .scp files. What comes next will be all the other "resyncable" entities, like Thingdefs, Triggergroups,
etc. Then I will move to make also the .NET scripts resyncable.
http://steamengine.kec.cz/
| Wednesday, Jun 2, 2004, at 07:31 AM Steam Engine Resyncing And Timers finished Posted By n/a Steam Engine -Guid- | ↑ | From Steam Engine:
I have finished the resyncing of ThingDefs, TriggerGroups, and also of compiled scripts.
Timers have been mostly rewritten and extended.
And we have a new developer, his nick is Iwan, who has begun with implementing of an terminal-like protocol for the console of
steamengine. Let there be colors! :)
http://steamengine.kec.cz/
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