Originally Posted by
Leaves
Strictly technically speaking, if Nexon really was concerned about hardware requirements and/or unnecessary resource usage, there is a ton more they can do without even taking ANYTHING that's "released" out of the game. Heck, I'd venture to say that the GMS client has at least ~500mb of useless data that could be removed without affecting anything in-game. Tons of copy+paste, etc. (that content can obviously be taken off the servers as well).
Not to mention that they should really consider redesigning their .WZ files. They could cut themselves a lot of problems just by condensing the info. For example, there are often times like 10 copies of the same monster with just some stats changed. Rather than having each version of that monster store its own identical animations, they really should just link to a main monster and only change the stats on it.
Everything you've mentioned is client and doesn't have a 1:1 relation to how the server itself processes and deals with things.
Originally Posted by
Leaves
That would be ideal, but is in fact not the case. For example, take #9400504 and #5130107, both Coolie Zombies of different levels. Same goes for #100100 & #9400552, which are identical snails.
You might be thinking of maps - those are done a tad more efficiently by referencing the appropriate objects of which there is usually only one copy, though sometimes those are repeated as well.
Mobs actually already have the ability to inherit everything from another id. That's the Link property, see mob VNUM 9305237 with a link of 8220005. Everything that isn't explicitly defined in 9305237 is inherited from 8220005, including animations. Per your example, 9800087 link 5130107, so it's really 5130107 and 9400504 that are reduntant, unless they duplicated the animations for all three for some reason.
Originally Posted by
Thorr
The animations have an ID number, iirc. The monsters just point to the animation ID number.
Unfortunately not true. The WZ files are almost like jars, each mob is a directory of properties, each animation is a subdirectory of individual images. Excepting where the link is used each frame of each individual animation of each mob is laid out like a directory tree;
Code:
vnum
|-property
|-property
|-image
|--frame1
|---details
|--frame2
|---details
|--frame3
|---details
|--imageproperty
|image
|--frame1
|---details
|--frame2
|---details
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