> > > If you want more bang for the buck, switch out room and mob long > descriptions. > > > That's where most of your memory will be recovered, and you don't > generally > > > search descriptions anyway. > > > > > Another teriffic idea. I'll have to see how this works - though, > > aren't mob long descs still just pointes to the original string? > > Right. It may not be a great deal of savings in mobs, but in my experience a > very large percentage of memory is taken up by room descriptions. If you > assume each zone has roughly 60-100 rooms and 15-30 mob prototypes, the protos > could also take up a good bit of memory. Your builders probably don't > describe the mobs in as much detail as the rooms, but given a base set of > generic swithing functions, it may be worthwhile to add mob descriptions. > The rooms came out to a savings of around 5 megs actually (for around 10K rooms). Our help files were almost as much too - time to figure out how to keep those guys offline; gee databases are neat. PjD +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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