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https://discord.gg/TtTJNrz
https://test-steamproxy.haloskins.io/workshop/filedetails/?id=1876258435
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1157200940
there is a working alpha version on the workshop, not as full of content though... but I believe you can use the "core" version with the vanilla map (though you may be missing some resources)
*mod is dead*
"oh... story of my life."
Updated Alpha Version:
https://test-steamproxy.haloskins.io/workshop/filedetails/?id=1876258435
https://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=1157200940
Roads are DONE.
Combat is being adjusted (And almost done)! (I reported a bug I found that prevented us from doing what we wanted)
Alchemy/Chemistry/Apothocary profession (models/textures/data), DONE
Last thing: World Textures! Then we're going back online with OPEN TESTING!!!!!
On the bright side, the map is 90% done, simply finalizing the roads (which is a very tedious process)
Alchemy a new profession that combines alchemy/apothecary/chemistry skills (which has 50+ recipies) is almost done. Which means... we also had to add in unique ingrediants to match all of these recipies.
Each region (their are 6 regions) all have unique resources and plants. We then had to do unique cooking and alchemy for all of those regions.
As you can see, we're very closely moving into beta after this update
After this RoM update launches, we'll be moving RoM map into the Beta phase. Meaning we've for the most part finished producing the RoM Map and resources for a long time (Huge content update)
Well that was rude to call this "dangerous".
When I'm talking about the 1/6th world generation increasing performance. I'm not talking about simulation speed. That has to do with netcode, which I agree, is poorly optimized and single threaded. I'm specifically talking about how the world is loading less foilage, trees, and plants, and voxels within the world. This helps people's frame rate. Not simulation speed. I never said this would impact simulation speed.
With "MMORPG" I'm talking more of the "spirit" of mmo's inspired by runescape and world of warcraft. Where the focus is on a multiplayer enviornment, not co-op. I never hinted that this mod or server would hold thousands or even hundreds. But the focus was more so 20ish people, which is in the realm of reasonableness specially with the expectations of ME and it's poor multiplayer optimization. The mod was also designed for a multiplayer server, not singleplayer or co-op.
No matter if you use only 1/6th of the planet - MEs netcode cant handle much players without overloading the netlayer. Same problem SE has with the engine. The downside when you have a single-threaded engine for such demanding tasks.
So yeah, your "MMO claim" isnt - and cant be - more than hyperbole or cluelessness. Both dangerous! =)
Been working on this update for 6 Months! (It's HUGE)