You've been putting your hands over your ears and refusing to understand. Instead you just invent things and attribute that to what the other person said if you don't like what their saying. You might want to talk to a doctor about that.From what he's been saying unless I'm reading it wrong extra parallel storage aren't possible. They can't be accessed contiguously or even chain accessed.
Additional storage "containers" are easy to implement though each is a small ID number. Server side you can hold as many items as the server database has space, many thousands and thousands are theoretically possible. The problem is the client communicating it's desires to the server. The client must know the items actually exists and is valid before it can communicate to the server the command to equip it. To do this whenever you hit a macro the client does a quick search through your inventory, it's just a list inside memory, and pulls the item ID from whatever text you typed. If there is no item in memory with that text it considers it invalid and skips it. Once it has the ID it then sends the command to the server to equip that id into the slot id you specified. Something along the lines of "EQ 45732 12" to equip item #45632 into position 12. If that item doesn't exist inside the clients memory then it has no way to tell the server what to do.
That's the crux of the issue, the item info needs to be in memory in order for the client to manipulate it and the client only has a finite limited space for that item info, 160 to be exact. To create more they would first have to drop something in the auto-translate, reduce the number of zone ID's, reduce the number of displayable objects, ect. We're talking scrapping bytes here but with only 32MB of memory there isn't much to scrape. It doesn't load windurst's music when your in jeuno, thats a very stupid way and proves you know absolutely nothing. I loads jeuno's BGM when in jeuno, and it loads windy's BGM when in windy. In fact every different zone has a list of zone textures and resources that need indexed in memory, they don't actually need to be loaded but the client's engine needs to know they exist and where to find them if it does need them. It loads those lists whenever you zone into a different zone. Item modules OTH are different as the client must be expected to render any model on any character at any point in time, so it must keep the model list in memory at all times. At five races each model has at least five entry's.
See it's very logical why the inventory limits exist. Not some secret cover up, no it's just an engineering problem. Get rid of the PS2, or separate PS2 from PC / 360 accounts and it goes away.

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