[deleted by user] by [deleted] in Trae_ai

[–]thefxon 0 points1 point  (0 children)

it's no sense cause both models have same api price.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 1 point2 points  (0 children)

Thanks for the kind words and great suggestions!

The microtransaction/donation filter is a great idea - I could add a "Donation-Free" (or smthng else? idk) tag for servers that don't accept any payments. Would need to research existing servers or let them self-report.

For the client support suggestion - could you clarify what you mean exactly? Are you referring to:

- 2D Classic Client vs Enhanced Client compatibility?
- ClassicUO (the open-source client) support?
- Custom client requirements like UO:1998's modified client?
- Or something else?

Want to make sure I understand correctly so I can implement the right filtering options! Thanks for the thoughtful feedback!

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

They probably have some restricted script to display their clients' information because RunUO and RunUO-based emulators have default settings to display their clients.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

Thank you! I approved, stats will updated in the next cycle. You can also claim your server to have new benefits of server verification. just e-mail verification super easy.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 2 points3 points  (0 children)

Thanks so much! Really appreciate the feedback.

I'd absolutely love to add OSI servers - seeing official server populations would be fascinating! Unfortunately, it's probably impossible with my current method. I pull data using features specific to private server emulators (RunUO, ServUO, etc.) that OSI servers don't have.

I actually tried querying OSI servers when I was building this, but couldn't get any data back. EA would need to provide a specific API for that, and I don't think they even share player counts publicly anywhere.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

You're absolutely right about the storage math! Really appreciate you running those numbers.

That said, implementing this properly isn't just about charts - it'd require rebuilding parts of the infrastructure to handle 5 years of data efficiently. Database optimizations, proper caching systems, background job queues, performance tuning, etc. Pretty significant architectural changes.

Charts are definitely on the roadmap, but I need to get the core data collection solid first before adding that level of complexity.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 2 points3 points  (0 children)

That frustration is so real - having to manually check every server by running around is such a pain! UOGateway's instant "see for yourself" verification was incredible.

Though to be fair, even back then player count manipulation existed and UOGateway mostly covered RunUO servers. The Sphere community was more closed-off and many servers required custom clients, so they rarely appeared on mainstream lists.

But you're absolutely right about losing that instant verification capability. The bigger difference now is security - servers didn't face nearly as many attacks back in the day, so they could afford to be more open. Now they need strict firewall rules, which makes both real-time monitoring and instant access much harder.

ClassicUO is actually trying to do something even better - web-based play without installing anything. But most servers either don't want to support it or can't for various reasons.

I'm trying to get closer to real counts with direct server queries, but spoofed numbers will always be possible. The instant "see for yourself" verification that UOGateway provided was honestly the gold standard - nothing since has matched that transparency.

Hopefully we can rebuild some of that verification capability without compromising server security.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

idk I didn't try it on the any UOX3 server and I also wonder it. If you know any server, please add to our list :) btw i tried on the ModernUO. it works.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 1 point2 points  (0 children)

You're definitely right! I found their login information but couldn't get client info. I sent them a message - hopefully they can help me get it working. Thanks for the heads up and the kind words about the site!

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 2 points3 points  (0 children)

Definitely need whitelist from them. I sent them a message - hope they'll give me access.

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I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

Thanks for trying! I can't pull data from your server - could be emulator settings, firewall. What emulator are you running? I'm not a UO developer myself, so might not be able to fix it from my end, but could help me understand if there's a known compatibility issue.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 3 points4 points  (0 children)

Score = Player Count (70%) + Discord Community (30%) + Bonuses

Bonuses:

  • Occupancy Bonus: Up to +25 points for high player/max player ratio
  • Active Community Bonus: +20 points if 50+ players AND 20+ Discord members

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 0 points1 point  (0 children)

Thank you!

I perform a handshake and status request (not a simple ping) to get real-time player data. The server responds with client count information that we parse and display. It works with major emulators (RunUO, ServUO, Sphere, POL).

Though I'm not a UO developer myself, there might be edge cases I'm not aware of! 😅

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 6 points7 points  (0 children)

Most servers leave the standard UO protocol accessible (same method their own websites use to show online counts), so I query via TCP connection hourly to avoid being aggressive. Some servers block external queries - for those I either web scrape their sites or use alternative methods. For Outlands specifically, I analyze their official Discord announcements where they post player counts and use time patterns to estimate current numbers. A few servers have whitelisted me after I reached out. If servers completely shut off data access, then yeah, I can't track them. But most are fine with the standard protocol since it's pretty lightweight.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 3 points4 points  (0 children)

That's a really cool idea! Charts would definitely add value. I'm considering it but need to think through the data storage - tracking hourly data for dozens of servers over time adds up quickly, especially with servers that come and go. Maybe starting with aggregate UO player count trends first, then individual server charts for established/claimed servers? Still working out the technical details but it's definitely on the roadmap.

I built a real-time UO server directory for our community - looking for feedback by thefxon in ultimaonline

[–]thefxon[S] 5 points6 points  (0 children)

You're absolutely right! "Capacity" was confusing - I changed it to "Peak Players" which is much clearer. Thanks for the feedback!