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Reverse-engineering the 1998 Ultima Online demo server (draxinar.github.io)
kev009 1 hours ago [-]
The UO emulator scene got me into network programming. I've never seen an online game capture so many ancillary/emergent/accidental gameplay mechanics as well as this, somehow all the 3d MMOs seemed to downgrade a lot of the interesting economics, building, exploring that UO delivered. PvP and quest type stuff is probably a lot better in other games but it was still compelling and you could realistically play solo or in a group or casually interact with randoms and effortlessly switch between these as you felt like it.
skerit 27 minutes ago [-]
> I worked on this project intermittently for 10 years, until recent developments in LLMs finally made it possible to complete this seemingly never-ending task.

I've been working on my own MFC C++ decompilation project. It's insane how useful LLMs are for this.

snickmy 9 minutes ago [-]
sooo many memories.

got into it with Sphere (51 and 55) if my memory doesn't trick me.

was there ever a working port of the client for OSX ? would love to revamp it.

grebc 1 hours ago [-]
Memories.

I played T2A a little last year, great shard & peeps running it.

https://www.uosecondage.com/

shutterkiller 26 minutes ago [-]
Posts like this are a great reminder that protocol archaeology is half software history, half debugging. The reconstruction work here sounds genuinely fun.
youre-wrong3 8 minutes ago [-]
[dead]
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