GXTi, Yodason, and I have been working on redesigning everything about OpenEQ from the ground up lately. We've been working on the xwf file format a lot, and have come up with something _very_ different in many ways.
We've completely gone away from the design of a traditional 3d file format. Entities (any static mesh) are stored in seperate files that are simply modified XWFs. Everything else is stored in the DB allowing complete abstraction. We also have come up with a system allowing users to completely change the world by different means, which can then be regenerated by GM intervention or by automatic regeneration over time. For instance, a person can go to a castle and beat down the walls and a GM can go in and change it back, or it will automatically come back over time.
This also means that content is largely streaming... we can also do transparent zoning.
In addition to that, it means that almost all the zone design can be done completely from the client by GMs... aside from the base mesh stuff.
Aside from this, we also are completely redesigning the actual client itself. Yodason and I have been redesigning the code base. We have decided to use C++ (much to my chagrin) with the one limitation that the C++ STL will not be used (it was the only way I would have anything to do with it lol)
We have been thinking through this, and I'll probably post IRC logs sometime soon.
I'd really like the community's support while we're going through these changes... it feels like my baby is going through puberty... :P
Any input is welcome
Happy Hacking,
Lord Daeken M. BlackBlade
(Cody Brocious)