Uhh, send me the address of the mailing list when you can. Necro Sage wrote:
> Hello again everyone - > > It has been a trully busy day at the office (coders > club if you will). We took a day off to re-evaluate > our work, come up with some new strategies etc. I > though I would give a small update on the current > situation. > > Everything is running smoothly and I now have 4 more > dev's helping along(dont think it will make things > confusing, we all know our roles, and what our > strengths and differences are - we stick to those > roles) > > I have been asked quite a few questions, and have had > quite a few comments. So I will clear a coupl of > things up. > > The estimated proc, and memory seems to be a key > thing. We are fully aware of server's be trully famous > for NOT needing lots of juice to speed wlak their way > inot the hearts of the gaming community (In this case > the mudding community only). As much as I would love > to say it wont be much of a resource hog, I am afroad > there will be some upgrades (perhaps not) for people > actualyl wanting to use this system. We have tried to > lay it down on paper as best we could, to do the math. > So far this is what we have come up with. We are > shooting for == Anyone running "fairly" stock rom, > with a few of the much sought after and needed > utilities like OLC Color etc == (this is for genral > purpose - divy it up however you want to fit your own > mudding habits and nature) We took a mental picture of > a big mud sporting 200+ active players (425 peak) on > their own server with a dedicated dsl or cable modem. > now genrally you can get away with a nice compact > server that is stand alone dedicated to the mud with a > proc of maybe 500mhz (give or take) and 64 - 128M of > ram (pending os), this in all reaility SHOULD be just > fine for running this new engine, it will drop into > the code (not like a snippet though)It will be in it's > own file set and you will have to put some calls in to > other files, but other than that it will just drop and > and take of on it's own with it's own backgroup > process. Now this may sound like alot, but for those > of you who are not allowed to run more than one > background process, it can be keyed in with another > process to run smooth as one. I am confusing myself, > so please dont ask me to explain - I may be leading > this escapade, but it's not my side of the candy dish. > I will try to explain it better after I myself get > some insight (just goin by what I have been told) The > code, will be in C++ (no flames here), to better > allocate memory and code efficiency, we want to keep > it small and tight, and all the programmer will have > to do is add in a few calls to other files and will be > set. > > Now, as far as mob actions go. Mobs will be no longer > be controlled by the mprogs (ya know the one, and you > may disagree - but mprogs are sadly out dated) Mobs > will have a full database, that can easily be scripted > with new formats of speech and actions, and a full set > of keywords to "describe" the mob. For instance - > "Ogre" (set in the intelligence category) would give > the mob a "nice" dumb accent so "dey wuud probidy tak > yike dish" again it will be easily customizeable. > Quest/adventuring AI is a must of course, so there may > no longer be a need for a seperate questing engine, > these short calls will allow quests to be assigned to > characters quite randomly. Also, there will of course > be just casual AI, Mobs remembering your name after > you have introduced yourself. Mobs forgetting who you > are even though they just saw you 10 minutes ago > because they are dumb, Mobs who will shake your hand, > Merchants who will try to swaggle you outta more money > than the piece is worht, and argue with you when you > tell they are wrong! Mobs who will follow you around > just because you look kind enough to allow them do do > so, mobs who will lead you off into the sewers and > then backstab you to try to steal your pack (and may > succesfully so so!). Possibilities will be "hopefully" > endless for the creative. > > As for people who are new/unexperienced with coding, > well.. you will be delightfully surprised at the > scriptablilty of this engine we are working on, most > of it will be able to be done on the fly from within > game with a few short commands. The rest inside the > code itself, will be fairly easy to keep up with. > Those of you who know c but not c++ have no fear we > are keeping it plain and simple so you will be able to > catch on quite quickly to what each func or call does. > > Sorry abot the longevity of it all.. This will be the > last plugin on here for quite sometime, (saev for when > we get our mailing list started) i will hand out the > mailing list address as soon as I get it. > > Thanks fer the support, and sorry if I didnt get a > chance to answer all questions.. there is still alot > to be done. Some questions just are not answerable > yet. > > Necro > > __________________________________________________ > Do You Yahoo!? > Find the one for you at Yahoo! Personals > http://personals.yahoo.com > > -- > ROM mailing list > [email protected] > http://www.rom.org/cgi-bin/mailman/listinfo/rom

