Currently we cant use higher ids > 1023 (anim2.mul, anim3......). Even with UOFeatures on.
Only chance is to remap theese ids in client data using bcd and that is lots of wasted work (and we are limited too).
From bodyconf.def:
# This file overloads the data loaded from the CD/HD cache system from a very
"# low level. Given a object type, it will return the index in"
# anim2.mul/anim3.mul/etc the game should use instead of art from anim.mul
#
# 0 - 199 = MOnsters
# 200 - 399 = Animals
# 400 + = HUmans/Elves and Equipment
#
#
The maximum value for an index is 2048.
But under POL works only 1023. Quite limitative.
Other sugestion is, that POL should start support newer client animation features. For example for some time there are more types of attacks (wearables), but POL core is using only one and there is no chance to define that in cfg too. It would be really good feature to have chance to define each kind of attack separately (down, wide, jab) and allow players to choose kinds of attack.
I think core even doesn't use all monsters attacks. It would be great to have chance to define that in cfg too and be able to set them separately (attack1, attack2, attack3).
I think someone from POL team should check what new clients have in data and make some update. I was very surprised too, how much graphical features is wasted.
I wish POL is open code and we can solve such problems ourselves
Btw, the memory leaks caused by something in hooks and then making impossible to turn on UOFeatures on bigger shards (with lot of players), because tool tips using lots of hooks and memory run out in cca 15 hours, even with 3gb switch, were repaired?