Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Development

Development::Development Forum for development topics and for those interested in EQEMu development. (Not a support forum)

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #6  
Old 09-14-2015, 09:21 PM
MajinCry's Avatar
MajinCry
Sarnak
 
Join Date: Sep 2015
Location: Scotland
Posts: 33
Default

Quote:
Originally Posted by AdrianD View Post
Hello,

I don't usually scroll down this far.

You are asking are some ambitious questions. I seems like you would like to create something that barely resembles what was originally created.

From what I understand, EQ Emulator is supposed to be an emulator of live EQ. This is what I understand the devs work on. Whatever a server dev, like yourself, can do outside of what is provided by the most capable of the community is your prerogative.

I am uncertain on the capabilities of the project to do some of the things you are asking. I am certain others could enlighten you to this. I think a lot of what you are asking about would be very difficult to do.

I won't reference each point you made but I'm fairly certain each point would require more than just a few sentences to give an explanation on.

Making a comparison between a community project and a billion dollar game development company seems kinda silly. I mean no offense but this is the reality. If you want to create your own EQ version of TES, more power to you.

In all sincerity, I think it's great you want to do these things.

They don't seem to ambitious; for example, the first one just involves ripping out the models from the .wld file. Once that's done, assembling a map is just an exercise in tedium.

About the EQ-TES comparison, you misunderstood the reason I brought it up. I was trying to think of a good comparison between the way maps are handled, because I was lacking the necessary vocabulary.

Basically, EQEmu handles maps in a "serial" fashion; all the objects are compiled into one model, which is entirely static. Skyrim, on the other hand, handles maps in an "object oriented" fashion; each object is independent of the other. An example of another object orientated map design, would be RunUO, the Ultima Online server emulator; each crate can be opened and have items placed in, each tree can be chopped down, each NPC can traverse across the landscape and even change "worlds" (equivalent to EQ's zones), that sort of thing.

The main problem I'm facing, is that there's no documentation on how to achieve what I'm aimin' for. Not that I could find, anyhow.



Quote:
Originally Posted by provocating View Post
You may even want to do something like one of the RPG maker programs instead. The man hours alone would be ridiculous. If you have the energy and time to do it, by all means tackle it. I will never tell anyone something cannot be done, but you will have to invest a lot of time into the project and you may be the only one working on it.
The RPG Maker series of programs are rather trashy; inefficient, lacking in quality resources, missing important features (multiplayer, 3D, active combat, etc.)...Yeah.

I could very well venture out into a game engine such as CryEngine or UDK, but the pay wall is insurmountable for a broke fella.
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 05:10 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3