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Too many free roaming monsters

Posted: 25 Sep 2007, 05:21
by Len
Am I the only one that thinks some (not all) monsters such as maggots should not roam around and stick close to parts of the maps custom made for them.

Example:
Image

(Dead animal graveyard populated by maggots) Also testing yosuhara's rib cage

http://i233.photobucket.com/albums/ee26 ... tsmap2.jpg

Posted: 25 Sep 2007, 17:23
by Rotonen
I'm planning on implementing simplified modelling of ecological nichés and hence a simplified dynamical ecosystem on the new server eventually.

As a sidenote those ribs seem to have major issues with perspective, shading and outlining at the moment.

Posted: 25 Sep 2007, 17:55
by Len
Rotonen wrote:I'm planning on implementing simplified modelling of ecological nichés and hence a simplified dynamical ecosystem on the new server eventually.

As a sidenote those ribs seem to have major issues with perspective, shading and outlining at the moment.
Hehe I didn't make the ribs and nice to hear something like this is going to be implemented so time down the road.

Posted: 25 Sep 2007, 21:19
by yosuhara
Len wrote:
Rotonen wrote:I'm planning on implementing simplified modelling of ecological nichés and hence a simplified dynamical ecosystem on the new server eventually.

As a sidenote those ribs seem to have major issues with perspective, shading and outlining at the moment.
Hehe I didn't make the ribs and nice to hear something like this is going to be implemented so time down the road.
i made those ribs, but something happened to the transparency...
they should look like this: Image
Rotonen: also if the perspective is off, can you suggest how to fix it?

Posted: 25 Sep 2007, 22:04
by Crush
It is possible with eAthena (and already with TMWServ) to spawn monsters only in a limited area of the map. But nothing prevents the monsters from wandering out of this area.

On the new server the monster AI could be used to keep the monsters in a specific area.