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- 1) Sphere uses a text based saved world which is both slow to process and save, as well as large.
- Runuo uses a binary based world, which is approximately 6x smaller, and about 12x faster to load.
- 2) Sphere uses a propietary scripting language, which is interlocked into its hardcore which is
- C++, causing problems. RunUO is coded in C#, both core and source scripts.
- 3) Sphere must convert its scripts into usable code in memory, causing excessive CPU cyles.
- RunUO compiles it's source scripts into a DLL, which is then loaded to become part of the emulator.
- There is no conversion, nor a real-time script updater to cause extra CPU cycles.
- 4) Sphere allows for dynamic script updates using Resyncs. RunUO must be restarted, which is the same
- as freezing the world, except the client is disconnected and must reconnect. Support for dynamic updates
- could be coded, although is not neccessary.
- 5) Sphere scripting is limited to what is coded to be accepted by the core. RunUO is limited to the
- power of the language of C# (which is very little). Also RunUO potentially could support VB,C++,Java
- Delphi, Cobol, C, and any other .NET supported languages.
- 6) Sphere is approximately 85-90% hardcoded in C++. RunUO is approximately 12% C# core, with 5%
- of the core being overridable or modifiable.
- 7) Sphere has approximately 15-35 second world saves with high amounts of players and items.
- Runuo barely hits 8 seconds. While system dependant, they are still significantly higher.
- This was done with the same playerbase. Sphere had 100 online with 1 million items, RunUO the same.
- The account amounts were the same, approximately 4,000 accounts, each account with 5 characters logged out.
- 8)* Sphere is approximately 23% completed with AOS. RunUO is 99% completed. (preference)
- 9) Sphere requires approximately 4x more memory than RunUO for 1/2 the amount of items, decorations, players
- and NPCs.
- 10) Sphere has hardcore bugs which are not fixable. RunUO may have one, although it is unlikely.
- 11) Sphere's IP firewall is bugged and does not work. RunUO's works perfectly.
- 12) Sphere requires heavy remodeling of a system when changed from hardcode to script. RunUO
- does not. Since the languages are the same, they can just exclude the file and put it into the
- Scripts directory.
- 13) Sphere has tags for all items mobiles and players, as well as accounts. RunUO can be coded to
- have these if the shard administrator wants them. RunUO also comes with built in tag and comment support
- for accounts.
- 14) Sphere barely has item detection support (to find an item within x tiles). RunUO has full support
- for this.
- 15) Sphere has no scope for variables. RunUO uses C++ Style OOP scopes for its variables.
- 16) RunUO can be coded to interact with web servers, including paypal, worldpay, and other services which
- may help the production of the shard. Sphere will never have such support interlocked into it.
- 17) RunUO can be coded to interact with AIM, IRC, ICQ, or any other communication software. Sphere cannot.
- 18) RunUO has a built in search engine for items in-game. Sphere does not.
- 19) RunUO has full batch command support. Sphere only has the nuke command, which does not work as well as
- it should.
- 20) Sphere uses Types, where it is impossible to combine types, or modify a hardcoded type. RunUO has
- no such problem. An item can be comprised of many interfaces or parent items, and is not hardcoded.
- 21) Sphere's magery system is hardcoded, and cryptic when it comes to customization. RunUO's is 0% hardcoded
- and fully customizable. This includes necromancy, and chivalry (if you want to use those)
- 22) Sphere has no goal when it comes to a default type of gamestyle. RunUO has chosen an OSI clone although
- reserves the power to the admin of the shard to change anything they want virtually.
- 23) Sphere's gumps run at appromixately 1.75x slower than RunUO, and does not contain the same power
- and dynamic functionality.
- 24) Sphere's syntax is bugged, preventing the ability to test many features. RunUO has no syntax bugs
- considering it uses an actual coding language. Sphere's syntax and features being interlocked will
- always cause problems because new features are always added to progress.
- 25) RunUO supports hashs as part of C#, Sphere does not have any such system.
- 26) RunUO can be programmmed to automatically restart when a script is updated on a schedule. Sphere
- cannot be programmed to do such a thing.
- 27) RunUO has full binary, xml, and text (with unicode) file read/write support. Sphere has no support.
- 28) RunUO has full support of the house customization system. Sphere has no support, nor will it ever.
- 29) RunUO has full support of custom maps. Sphere has trouble with certain map dimensions.
- 30) RunUO supports up to theoretically, thousands of facets. Sphere has trouble with just trammel.
- 31) Sphere has a spawning system with no interface. RunUO has a spawning system where you could make
- a dynamic quest in-game. Or you can use a system with just a regular spawner that supports up to 10
- objects.
- 32) Sphere uses cryptic TDATA and MORE attributes which you have to memorize for every item type. RunUO
- uses descriptive variable properties which can be referred to easily since they are created and used in
- script (not hardcode).
- 33) RunUO supports arrays of any datatype. Or an arraylist of multiple datatypes. Sphere has no support
- for any type of array or structured datatype.
- 34) There is no stable version of sphere meant to be used on a live shard. Almost all versions of RunUO
- up to the newest, are meant to be used on a live shard and have never crashed using a fresh install.
- 35) RunUO has packet throttle regulation for movement of players (and/or staff). Sphere claims to have this
- although tests show that gear still works. Runuo's has been compromised for speedhacks, but this is still being
- worked on, and progress is going well.
- 36) RunUO can be coded to have support for custom clients, or other protocols connecting to it. Sphere
- will never have this support. It is said to have some Iris specials, although they are hardcoded and
- consequently not modifyable. The Iris support is also unknown.
- 37) Sphere is submissive to certain requests by the client (fixed in general), causing exploits like injection
- and its variants to seep through. RunUO has no such problem.
- 38) RunUO can be coded to have a full web server integrated into it with ASP.NET and ADO.NET support. Also with
- a feature similar to MyUO. Sphere will never have this support.
- 39) Sphere has ODBC or some type of database support, although it is said to not be working. RunUO works
- with databases via its MyUO clone called MyRunUO. And can be coded to use databases in any way needed.
- 40) Sphere changes its syntax to support more complex or "stable/effecient" coding. RunUO's language (C#)
- will never change. In the event that it does, it will ALWAYS be backwards compatible. And the language
- changing is up to microsoft.
- 41) Sphere has linux support which is fairly buggy, and quite possibly discontinued. RunUO will have support
- for other operating systems as clones for the .net framework are released.
- 42) RunUO has the power to support a full clone of factions and the resource allocation ability to support a large playerbase
- (300-500 players online) participating in such a system. Sphere will never have script based support for this,
- and most likely, never dev or hardcore support either.
- 43) Sphere only supports timers with items that have them. Timers do not work in backpacks or bank boxes (on purpose?)
- and do not pass arguements, making them very limited. RunUO has full timer support which can be linked to type actions
- and arguement passing, allowing a coder to do anything.
- 44) Sphere loop and recurse support is not completed, nor does it work for the current support. RunUO has various
- loops and recurse support including while, for, foreach, do while, etc.
- 45) Sphere has limited trigger support using the @Trigger system. Theoretically you can make new triggers although
- it gives console warnings because its not built in. RunUO uses methods for triggering, and has full support due
- to using a real language, for more triggers, and methods.
- 46) Sphere has limited support for new skills becuase they are mostly hardcoded. While RunUO has full support for
- new skills. And with edited skill mul files, will be fully displayable by the client.
- 47) Nothing -
- 48) Sphere has very little region support other than what is hardcoded (attributes) and tags. RunUO has support for
- custom regions, custom region triggers, and tags (if you wanted them).
- 49) RunUO can be used to code fully automated tournament system (as an example of its power). Such a system is very
- difficult, if not impossible to make in Sphere.
- 50) Sphere's targeting system only works through items and you cannot target the ground or a static item and retrieve
- mul data about it. Also it does not support arguement passing. RunUO can do all of that and more.
- 51) RunUO has path generation for NPCs so that they do not get stuck. Sphere's NPCs get stuck quite often through
- easy player tricks in certain area.
- 52) Sphere AI is almost completely hardcoded. None of RunUO's AI code is in the core, allowing you to control how
- your NPCs act down to the movement.
- 53) Sphere skill gain is heavily limited in manipulation and versatility when it comes to customization. It is possible
- to fully modify skillgain, although this is cumbersome, and makes the shard slower. The real gaining of skills is done
- partially in the core. RunUO's skillgain is fully scripted, and therefore recodable at any level with no degredation of speed
- or preformance.
- 54) Sphere core is the only supported portion of a release candidate. The scripts are not priority. This concludes that since
- the core requires scripts to run, the core is not RC but in fact at the same state as the scripts. Had the script support
- been discontinued, then the release would be considered RC. RunUO core and scripts are always supported and the versioning
- reflects both portions of the release. Also, the release is never split in order to decieve users into what to download
- and how to get the emulator to work.
- 55) RunUO's community has over 50,000 members, with over 15,000 of them active everyday on the forums and iRC channel (combined).
- Sphere barely has 10% in member count, with even less in ratio with activity. Their boards do not cater to people who have lost
- their login or somehow cannot login.
- 56) RunUO has support for event based coding through C#. Sphere will never have this support.
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