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
>
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