Image,
I'm just curious about the memory usage and the pathing in EQ. I'm no programmer so I don't necessarily know the programmers side of the issue, but what if the pathing was similar to the pathing found in Neverwinter Nights? Now I know EQemu is a LARGE LARGE program much larger than NWNs, but what if a server was only running 3 or 4 zones per system? Would a pathing feature like setting waypoints A, B, C and telling a specific mob to spawn at point A goto point B wait 30 sec, then goto Point C. Then vice versa. If a MOB sees a player or NPC that is a negative faction to itself it would leave its pathing and chase that other entity. After catching and killing or losing the entity the mob was chasing it could just goto the clsoest waypoiunt for it and continue its pathing pattern.
Again, I'm no programmer and I'm certainly not trying to second guess or out guess you. I'm just trying to understand the whole picture.
Sincerely,
John
P.S: I understand that pathing is a problem right now, but is it an issue that can eventually be resolved or is this going to be a very difficult issue to make functional due to the memory limits you spoke of?
Thanks Again
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John Von Draugr
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