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Idea for creating an instance-system for UOX3

Posted: Sun Oct 21, 2012 9:44 pm
by Xuri
It strikes me that implementing something like an "instancing" system for UOX3 might not be too hard. With the caveat that this would probably not be possible without updating the code to properly handle all the different ways that objects can interact with and/or affect other objects, making sure that no such things can happen cross-instances.

First, give all objects a new variable - "instanceID". With the exception of instanceID zero - which would be the "global" instance just like it works right now - all other instanceID values would cause only objects with corresponding instanceIDs to be able to "see" eachother. This would mean that Player A and player B could be in the same location, coordinate/map-wise, but if they've got different instanceIDs they would not see eachother, or collide with one another, or get client-updates sent to them when the other player did something that they would normally be able to observe.

Examples of how this could be useful:
* Locations unique to each player - or party of players, or guilds of players - who enters. Caves, mines, quest-locations, etc. Allows for inventive re-use of small static locations on the map.
* PvP-arenas where many different battles can take place at the same location, but each "battle" has it's own unique instance
* Instanced static housing. Everyone could have a house in the main cities - they would enter their own personal instance of the house while in it.
* More?

Re: Idea for creating an instance-system for UOX3

Posted: Tue Jan 15, 2013 12:25 am
by Moce
That sounds like an insane amount of work :?

Re: Idea for creating an instance-system for UOX3

Posted: Tue Aug 11, 2020 5:24 pm
by Xuri
Whelp. I just went ahead and did it; as of 0.99.2m, UOX3 now has rudimentary support for instances. See https://www.uox3.org/forums/viewtopic.php?p=13214#p13214 for details!