I'm glad to see there is some positive response to this.
Merth, I understand that the devs are all busy just getting the basic features in 0.5.0 working and of course that takes precedence over this. Just suggesting it as something that could be used to solve a major and long-standing issue with the emu, perhaps when 0.5.0 is at or near the point that 0.4.4 is at right now.
/dev/n00b, I realize that to load a 3d model on the server side would be way too costly in terms of memory, especially with multiple zones running on a single machine, which is why I suggested the waypoint system.
Regarding who would set it up, tcsmyworld, myself, and several others are currently working on a DB built off of Drawde's final 1.1 that contains moving NPCs done with the current grid system. I'm almost sure that, if the Big Grid or something similar were to be implemented, the team wouldn't mind also putting that in, as it falls under the category of pathing. Speaking from experience, pathing dungeons is actually extremely simple and quick compared to hilly outdoor zones, and I'm willing to bet that in most dungeons a Big Grid could be constructed in something like 6 - 8 hours.
For those with custom DBs, well, when they decided to go to a custom DB they really made a choice to give up the support they would get with a more common one such as Drawde's or Telmet's in favor of greater customization. In doing that they put the burden of updating on themselves, and I don't see the construction of Big Grids to be any different than when Drawde/Telmet releases an updated DB with more spawns that those with custom DBs don't have access to. It's just a trade off.
I'm happy to know that something like this would be possible and I really think it would contribute a huge amount to the emu. As I said before, getting 0.5.0 back to where 0.4.4 was is definitely more important, but I hope you guys keep this in mind when it comes time to fix aggro through walls.
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