GodotUO
Classic Ultima Online on Godot 4 .NET
Project maintained by DatMoshu
Hosted on GitHub Pages — Theme by mattgraham
Known issues
GodotUO is pre-release. These are the problems we know about in the current
build, written for players. Each one has been seen on a real device or in a
scripted run; nothing here is a guess. If you hit something that is not on
this list, please report it (see Contributing).
On phones and handhelds (Android)
- The lower screen is crowded. On a dual-screen handheld such as the AYN
Thor, the paperdoll, status bar, journal and backpack overlap on the lower
screen at the default size. You can move them by dragging. A smaller
second-screen scale (Options, “Fine second screen scale”: 1.0x, 1.25x or
1.5x) gives them more room, but it is not the default yet, and at 1.25x and
1.5x some pixels come out slightly wider than others.
- The chevron sits in the bottom-right corner. The small tab that shows
and hides the combat macro row sits where a hand holding the device may
rest. Options has “Touch bar chevron inset from
the corner” to move it in; the default is still the corner.
- Back can ask to quit while windows are open. On a dual-screen
handheld, the Back button closes windows on the top screen but leaves the
ones on the lower screen alone, because those are meant to stay put. If the
only open windows are on the lower screen, Back asks “Quit Ultima Online?”.
Choose Cancel, or press Back again, to carry on playing.
- Drop-down lists have small rows. The lists in Options (for example the
background picker) use the classic client’s small rows, so pick carefully.
- The canvas background rarely shows. On a phone the game world fills the
whole screen, so a background chosen in Options, including one from the
Store, is only visible where the world does not reach.
- No music unless you copy it. If your copy of the client data on the
device has no
Music folder, the game plays no music.
- Your backpack grid order lasts one session. Items keep their slots while
you play, but the order starts afresh the next time you log in.
Combat
- Next Target does not pick the nearest creature. It steps through the
creatures the client knows about in its own order, exactly as ClassicUO
does, so it may choose a cat across the road before the rat at your feet.
Tap the creature directly if you want a particular one.
- Attack Last does not walk you to your target. It starts the attack; you
still have to get close, as in ClassicUO.
On a desktop
- The login window is small. The classic desktop login starts at
640x480. Enlarging the window leaves the login panel at the same size in
the top-left corner, with the canvas background around it.
- Windows open on top of each other. The paperdoll, backpack and journal
overlap at their default positions. You can move them by dragging.
Everywhere
- Not yet pixel-identical to ClassicUO. The world and gumps are close,
but side-by-side comparisons still find differences.
- The web client is local-only and runs on a community engine. It plays
on a local shard in Chrome and reaches the login screen in Firefox, but
the page, your install and the WebSocket bridge all run on your PC, the
exporting engine is an unsigned community build of Godot 4.7.2, the first
start takes about a minute, and the server list shows no latency. See
Web Client.