Release and Rumors oh my...
I wanted to put to bed some rumors, and let you know what's going on with the next RunUO Release.
First of all the next Release will be 3 Binaries, not just 1 as you're used to. You will get a .NET 1.1 binary, as well as a .NET 2.0 binary optimized for the 32 bit platform as well as the 64 bit platform. We have an internal commitment to follow up the next release which will be RunUO 2.0 due to the major rewrites quickly with a release supporting Ultima Online Mondains Legacy. Yes we hate the changes, but yes we also recognize the need to get these things coded and get the support in there for our users that do enjoy these updates.
On another note....
Recently I've noticed a tendency of people to speculate about what's going on, what took so long with his release and why is it that the people who have forked RunUO are able to get things done 'faster' than the RunUO Team.
I'll address this and hopefully put it to bed once and for all.
In the recent months the RunUO Team has rewritten large chunks of the core to optimize it and make it exceptionally efficient. This entails extended development hours and lots of testing on our part. Yes we use our production shards for test beds and yes we hear a lot of whining about it nevertheless it is how we have constantly done it and it's done that way to ensure a stable release for our users.
I find it disheartening that forks of The RunUO project like to attack the RunUO team as if we have done something wrong to them. We do not in any way shape or form support users of RunUO forks, but we do not shun their very existence. The entire rationale of releasing RunUO as an open source project was to allow people to fork the core, and modify it in ways they see fit. The problem we have is with people who make-believe they are superior to us because they modify a few lines of the core, or add a few scripts and say look we are superior to the RunUO Team.
If these people were "superior" their code wouldn't crash. You can take an out of box distribution of RunUO 1.0.0 and put it against any fork or competitor out there and run 8000 users through it and RunUO 1.0.0 is the only one who will be left standing. We've done it.... we know.
We appreciate the few smaller forks out there that work on their own modifications and contribute back ideas for optimizations or features that can be added, however we do not like, nor support the ones that like to personally attack the developers of RunUO, or the Team as a whole. Frankly without us, they would not exist, and I will take that a step farther and say they could not do what we have done.
We appreciate the continued support of RunUO and look forward to our upcoming releases with a lot of enthusiasm. We hope you value RunUO and support our community. The RunUO Team will no longer support any community or project which supports RunUO forks, or competitors who act in a derogatory manner toward the RunUO Team.
On behalf of the RunUO Team,
Thanks,
Ryan McAdams
I wanted to put to bed some rumors, and let you know what's going on with the next RunUO Release.
First of all the next Release will be 3 Binaries, not just 1 as you're used to. You will get a .NET 1.1 binary, as well as a .NET 2.0 binary optimized for the 32 bit platform as well as the 64 bit platform. We have an internal commitment to follow up the next release which will be RunUO 2.0 due to the major rewrites quickly with a release supporting Ultima Online Mondains Legacy. Yes we hate the changes, but yes we also recognize the need to get these things coded and get the support in there for our users that do enjoy these updates.
On another note....
Recently I've noticed a tendency of people to speculate about what's going on, what took so long with his release and why is it that the people who have forked RunUO are able to get things done 'faster' than the RunUO Team.
I'll address this and hopefully put it to bed once and for all.
In the recent months the RunUO Team has rewritten large chunks of the core to optimize it and make it exceptionally efficient. This entails extended development hours and lots of testing on our part. Yes we use our production shards for test beds and yes we hear a lot of whining about it nevertheless it is how we have constantly done it and it's done that way to ensure a stable release for our users.
I find it disheartening that forks of The RunUO project like to attack the RunUO team as if we have done something wrong to them. We do not in any way shape or form support users of RunUO forks, but we do not shun their very existence. The entire rationale of releasing RunUO as an open source project was to allow people to fork the core, and modify it in ways they see fit. The problem we have is with people who make-believe they are superior to us because they modify a few lines of the core, or add a few scripts and say look we are superior to the RunUO Team.
If these people were "superior" their code wouldn't crash. You can take an out of box distribution of RunUO 1.0.0 and put it against any fork or competitor out there and run 8000 users through it and RunUO 1.0.0 is the only one who will be left standing. We've done it.... we know.
We appreciate the few smaller forks out there that work on their own modifications and contribute back ideas for optimizations or features that can be added, however we do not like, nor support the ones that like to personally attack the developers of RunUO, or the Team as a whole. Frankly without us, they would not exist, and I will take that a step farther and say they could not do what we have done.
We appreciate the continued support of RunUO and look forward to our upcoming releases with a lot of enthusiasm. We hope you value RunUO and support our community. The RunUO Team will no longer support any community or project which supports RunUO forks, or competitors who act in a derogatory manner toward the RunUO Team.
On behalf of the RunUO Team,
Thanks,
Ryan McAdams