Tell me please why there is a problem with "too many
objects".

Are you running your server on a 286?

Maybe we shouldn't allow any complex maps in CVS
either, they have many objects aswell. And forget
about expanding the amount of objects that can be seen
over 3 on a tile... gosh then we would have to
"render" more objects!

Psssst it's 2005 and that which eats bandwith are
spell  animations + cylical animations.



--- Alberto Sáez Lodeiros <[EMAIL PROTECTED]> wrote:

> > Mark Wedel wrote:
> >   Downsides:
> >
> > 1) Monsters that pick up loot would now need to do
> more work (instead of the
> > objects of 5 dead creatures merging, they would be
> all seperate, instead of the
> > common objects merging.
> 
> Monsters can pick up only the objects over the flor,
> but not into the
> corpse-container.
> Or maybe, when the monster is over the
> corpse-container, check the
> object into it, and then move one random object from
> corpse-container
> to monster inventory.
> 
> > 2) point 2 from above- fire effects may now have
> more objects to check for
> > destruction because they don't merge.
> 
> When a fire spell (for example) burns the corpse,
> you can make a
> simple python routine, which destroy all objects
> into the
> corpse-container. Or simply, the same thing that
> occurs when fire
> reaches a chest, which is also a container.
> 
> >   All that said, I'd think this should be more
> driven by actually thinking this
> > is a good or bad feature, not memory or
> performance reasons.
> 
> You can set a timer in the corpse which will destroy
> the corpse and
> all its contens, past 5 minutes, for example. In
> this way, we will not
> wait for server resets to clean the maps.
> 
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