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Originally Posted by Whistle
The database or SQL seams to refresh everything every second.
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I think you are talking about the ping that is setup to keep the mysql connection alive. I don't think the code rebuffers in all that data, each time. It should only buffer once the zone is loaded, and then a periodic refresh when the spawn timer goes off (which should be internalized from/in the zone boot).
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I think thats why mobs in outdoor places seam to fall from the sky or are jumping up and down. Same when you fight them, this looks kinda funny when you view from 3rd person.
Dungeons are just unplayable when you go deeper in, because 10 monsters are hitting, you can't see.
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I am pretty sure this has to do with the movement code after a mob has been agro (its in ->Process(), about halfway down) and is something that someone said they are messing around with. If the mob has to follow the player, then it utilizes the SendTo() method. Otherwise, it puts itself right on top of the player's foot (unless you are halfling, then its on your head ;o).
Come to think of it, SendTo() only has an x and y coordinate, but no z. This could be why dungeons aren't working right, because the combat engine is sending the mob to x,y, no z and I *think* that the engine only checks right now if mob_is_near_player(x,y). Putting an overload in would likely be a good first step.