Underground 2 Revived
Play Need for Speed: Underground 2 (2004) in Chrome and Firefox with WebGPU graphics, Web Audio, up to 120 fps widescreen, controller support, free roam and Online races with friends. Fan project, not
翻译准备中
尚未检测到更新。GitHub 发布版本后会显示在这里。
个人 GitHub 账号下公开仓库的所有者可以登录并验证所有权,自行管理介绍,无需管理员批准。
登录并生成验证文件,在 30 分钟内将其提交到此仓库的默认分支。其他分支或分叉仓库中的文件无效。然后在下方检查文件,即可无需管理员批准直接管理项目。请保留文件以维持管理权限。
如需登录,将前往登录页面。登录后请回到此处,再次点击所选的验证按钮。
在项目文件夹中运行 /nomorevibe verify,即可验证所有权并自行管理介绍。
一分钟完成验证Classic Ultima Online client ported from ClassicUO to Godot 4 .NET
翻译准备中
取自仓库 README
正在加载完整 README。 以下为已保存的摘录。
GodotUO (GUO in the code) ports Classic Ultima Online to Godot 4
.NET — getting the client off FNA while keeping the game behaviour intact.
The strategy is a transplant rather than a rewrite: ClassicUO's
C# network stack, file readers and game logic are carried across; only the
parts that genuinely bind to FNA are reimplemented on Godot.
You supply your own Ultima Online installation. No game data is
distributed with this project. The client reads your install in place and
never writes to it.
Pre-release. Playable on a local shard; not yet at parity.查看完整 README ↗Classic Ultima Online on Godot .NET. GodotUO (GUO) carries over ClassicUO's C# game logic, networking and data readers, with Godot hosting rendering, input, audio and world/asset authoring tools.
Pre-release. Playable local-shard workflows have historical validation; complete gameplay, pixel parity and support for every shard/device are not claimed. You supply your own legally obtained UO installation. No game data is included or redistributed.
| Goal | Guide |
|---|---|
| Build, install or update | Getting started · Install and update |
| Play and configure | Gameplay and settings · Renderer and recovery |
| Author worlds and assets | Editor · Assets and Fiddler · World editing |
| Use AI or automation | AI and MCP · Scripted runs |
| Check scope and proof | Feature coverage · Visual guide · Known issues |
The GitHub Wiki is published from the reviewed documentation source.
Requirements: Godot 4.7.2 .NET (bootstrap fetches the pin), .NET SDK 10 with desktop .NET 8 runtime, Python 3.12+, Git and your own Classic UO data. See the target guide for Android/web .NET 9 and platform-specific dependencies.
launchers\pipeline\00_bootstrap.bat
copy launchers\_shared\config.local.bat.example launchers\_shared\config.local.bat
notepad launchers\_shared\config.local.bat
REM Set UO_CLIENT_DATA, an external UO_BUILD_DIR, and your shard host/port.
launchers\pipeline\01_verify_client_data.bat
dotnet build godot\GUO\GUO.csproj
launchers\dev\smoke.bat
launchers\game\play.bat
The default server address is loopback port 2593; run a local ModernUO shard or configure your own server. Machine settings stay in gitignored local configuration. Generated output, caches and profiles belong outside the checkout.
Windows · Linux · Android ARM64 · Steam Deck · Web community-engine target
Evidence and limitations differ by target; an export path is not certification of every device. Controller, touch and dual-screen guides are in the wiki. The desktop renderer selects production Depth World where supported and keeps a canvas recovery path. HD art, audio packs and other presentation enhancements have their own opt-ins. Editor packages are excluded from exported clients; Labs requires an opted-in Debug build and never ships in an export.
Read CONTRIBUTING, AGENTS and the architecture guide. Compare GUO with ClassicUO at the same location, camera and settings when reporting rendering issues. Include the build/commit and reproducible steps; remove private account, chat, token and machine details from logs and screenshots.
GUO is BSD 2-Clause; see LICENSE and upstream notices. Ultima Online is a trademark of Electronic Arts. This unofficial fan project is unaffiliated with Electronic Arts or Broadsword Online Games.