Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Feature Requests

Development::Feature Requests Post suggestions/feature requests here.

Reply
 
Thread Tools Display Modes
  #1  
Old 08-27-2008, 01:36 AM
ChaosSlayer
Demi-God
 
Join Date: May 2007
Posts: 1,032
Default

i want to point out that LDON has NEVER been instanced

at no point in time the same LDON zone was running at the same time for 2 different groups. The groups were simply sent to diffirent ldon zones

the only true instancing are sewer trials added in GoD and from there on

if you want to implement ldon like feature all you need is to set aside few zones which cannot be entered wihout help of quest npc, and a npc outside the zone which will hold a timer and prevent others from entering
Reply With Quote
  #2  
Old 08-27-2008, 01:58 AM
MNWatchdog
Hill Giant
 
Join Date: Feb 2006
Posts: 179
Default

You sure about that ChaosSlayer? I dont remember people lining up outside to get into a LDON which is what would certainly happen on a server with 3k people rushing to new content if multiple copies of LDONs werent instanced.

If things were not instanced, only like 5 groups would be able to do any particular LDON at a time and with them taking up to an hour each, there would certainly have been HUGE lines of people waiting to get in.
Reply With Quote
  #3  
Old 08-27-2008, 03:37 AM
trevius's Avatar
trevius
Developer
 
Join Date: Aug 2006
Location: USA
Posts: 5,946
Default

Ya, I am almost 100% sure that LDoN was instanced. I did quite a few LDoNs after it first came out and I never remember having to wait even though tons of people were going in all of the time. I think they only had multiple versions of the zones so that there would be more variety so it didn't get quite as boring doing them over and over and over again.

I think PoTimeB was instanced too, at least for a while. But then I think they changed PoTimeB to just work as an event that was reset after X amount of time.
__________________
Trevazar/Trevius Owner of: Storm Haven
Everquest Emulator FAQ (Frequently Asked Questions) - Read It!
Reply With Quote
  #4  
Old 08-27-2008, 06:38 AM
Flare83
Sarnak
 
Join Date: Aug 2008
Location: usa
Posts: 43
Default

PoTimeB was semi instanced at first, meaning only 1 time raid per server at a time. I remember setting up rotations with other guilds so we could all get a chance to raid.

After DoN was released i think they changed it to be fully instanced.
__________________
thenameless.site88.net
Reply With Quote
  #5  
Old 08-27-2008, 10:29 AM
rojadruid
Discordant
 
Join Date: May 2005
Location: Smith Falls, Ontario, Canada
Posts: 283
Default

I would have to agree witht he LDONs not being instanced on live in the beginning. Thats why they created all the copies of the ldons with a "a", "b" and so forth. I also remember not being able to get an adventure at times on the live server that I used to play on. I also think that the way that Rocker8956 is looking to implement it, as thats looking pretty much like the way that it was on live.
__________________
Rojadruid

Innoruuk Server [legit]
Server Admin.
Server Status: UP
Reply With Quote
  #6  
Old 08-27-2008, 11:23 AM
Rocker8956
Hill Giant
 
Join Date: Sep 2007
Posts: 117
Default Zone instancing

If I recall correctly when LDoNs first came out there were lines to get into them. I think this had to do with Sony putting a cap on how many instanced zones could be running at the same time. This may be a good idea for us to implement after we get instance zones running. Since having 50 instance zones running at one time could really hinder what most of us are using for a server.

On a different note,

I must be blind, can someone point me to the section of code that deals with loading zones?

Hopefully after looking at it I can answer my question below.

Using the current code for loading zones and assuming we could get two instances of a zone running at once.

If PlayerA is in BoThunder and kills a mob a respawn timer starts?
So if PlayerB then zones into a different instance of BoThunder that mob would not be up?

Basically I am wondering if the server writes any information to the database when a mob is killed or is it all handled in memory? Mobs being up or down are my main concern here.

Hopefully that made sense.
Reply With Quote
  #7  
Old 08-27-2008, 11:33 AM
So_1337
Dragon
 
Join Date: May 2006
Location: Cincinnati, OH
Posts: 689
Default

Check the spawn2 table. Respawntime and timeleft are the things you're looking for.

For any given spawn point, there can be different mobs that spawn at it, but only ever one at a time. When whichever is up is killed, a value is written to timeleft equal to the respawntime value. It'll look different, since it's in milliseconds. It'll count down until it reaches 0, at which point a new mob will spawn.
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 12:54 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3