ServUO's primary focus is on implementing current content, although we are a long way from it. The primary reason to use ServUO is that we are in active development. We respond to defects and provide support for modifications to the distribution. I am not entirely sure who is supporting RunUO, but they do have the odd commit now and then. I know it gets compatibility updates for VNc.
deserialize of data? While I was playing on UOSA, we had to resync due to frequent desyncs during PvPs.desync problem? You mean deserialize of data? Thats still the same way (on most feats i think). There are ideas about a solution, just no 100% clean solution yet
http://forums.uosecondage.com/viewtopic.php?f=32&t=10238explain a desync.. Sounds like a packet thing. I dont understand your wording..
I've never seen that happen before after a save with ServUO or RunUO. It may be a shard specific issue, or very rare.
Somehow I believe that it might be because of assistant tools like razor, uo steam. Those two tools ruin my UO experience, the game is much smoother when I log on to EA servers with plain client.
Can you elaborate please? I would like to know more about the problem.Running certain macro functions, especially movement-based ones, will cause client desync. The same is true on OSI shards.
De-syncing can be controlled by the server. If the server thinks you are speed hacking (even false flags), then it will throttle the data received from the client.
This means that the movement request is dropped periodically and the movement rejection notification may not be sent to the client.
NetStates are paused and incoming data is queued during a world save, so the chances of a de-sync happening would be greater since when the NetState is un-paused, it flushes and handles all the backlogged data, which could potentially trigger throttling.
Movement acknowledge/reject packets synchronize the current movement "sequence" between the server and client and if these two numbers are not synchronized, it can cause issues.
This is most notable when using mouse movement to control High Seas boats. Currently, the mouse movement handlers do not reply to the client with regular movement acknowledge/reject requests so therefore the client de-syncs - it is much more obvious when you 'dismount' the boat then try to run around on deck, and even more-so if you're a gargoyle trying to fly.
No definitely not. I'm using ServUO and migrating to Net5Never heard of it. So... your first post - is an ad?
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